Optimize team color loading a bit
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
1 void CSQCModel_Hook_PreDraw(float isplayer);
2
3 .float isplayermodel;
4
5 // FEATURE: LOD
6 .float lodmodelindex0;
7 .float lodmodelindex1;
8 .float lodmodelindex2;
9 void CSQCPlayer_LOD_Apply(void)
10 {
11         // LOD model loading
12         if(self.lodmodelindex0 != self.modelindex)
13         {
14                 string modelname = self.model;
15                 string s;
16
17                 vector mi = self.mins;
18                 vector ma = self.maxs;
19
20                 // set modelindex
21                 self.lodmodelindex0 = self.modelindex;
22                 self.lodmodelindex1 = self.modelindex;
23                 self.lodmodelindex2 = self.modelindex;
24
25                 // FIXME: this only supports 3-letter extensions
26                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
27                 if(fexists(s))
28                 {
29                         precache_model(s);
30                         setmodel(self, s);
31                         if(self.modelindex)
32                                 self.lodmodelindex1 = self.modelindex;
33                 }
34
35                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
36                 if(fexists(s))
37                 {
38                         precache_model(s);
39                         setmodel(self, s);
40                         if(self.modelindex)
41                                 self.lodmodelindex2 = self.modelindex;
42                 }
43
44                 setmodel(self, modelname); // make everything normal again
45                 setsize(self, mi, ma);
46         }
47
48         // apply LOD
49         if(autocvar_cl_playerdetailreduction <= 0)
50         {
51                 if(autocvar_cl_playerdetailreduction <= -2)
52                         self.modelindex = self.lodmodelindex2;
53                 else if(autocvar_cl_playerdetailreduction <= -1)
54                         self.modelindex = self.lodmodelindex1;
55                 else
56                         self.modelindex = self.lodmodelindex0;
57         }
58         else
59         {
60                 float distance = vlen(self.origin - view_origin);
61                 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
62                 f *= 1.0 / bound(0.01, view_quality, 1);
63                 if(f > autocvar_cl_loddistance2)
64                         self.modelindex = self.lodmodelindex2;
65                 else if(f > autocvar_cl_loddistance1)
66                         self.modelindex = self.lodmodelindex1;
67                 else
68                         self.modelindex = self.lodmodelindex0;
69         }
70 }
71
72 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
73 string forceplayermodels_model;
74 float forceplayermodels_modelisgoodmodel;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
77
78 string forceplayermodels_mymodel;
79 float forceplayermodels_myisgoodmodel;
80 float forceplayermodels_mymodelindex;
81
82 float forceplayermodels_attempted;
83
84 .string forceplayermodels_savemodel;
85 .float forceplayermodels_savemodelindex;
86 .float forceplayermodels_saveskin;
87 .float forceplayermodels_savecolormap;
88
89 .string forceplayermodels_isgoodmodel_mdl;
90 .float forceplayermodels_isgoodmodel;
91
92 string forceplayermodels_goodmodel;
93 float forceplayermodels_goodmodelindex;
94
95 void CSQCPlayer_ForceModel_PreUpdate(void)
96 {
97         self.model = self.forceplayermodels_savemodel;
98         self.modelindex = self.forceplayermodels_savemodelindex;
99         self.skin = self.forceplayermodels_saveskin;
100         self.colormap = self.forceplayermodels_savecolormap;
101 }
102 void CSQCPlayer_ForceModel_PostUpdate(void)
103 {
104         self.forceplayermodels_savemodel = self.model;
105         self.forceplayermodels_savemodelindex = self.modelindex;
106         self.forceplayermodels_saveskin = self.skin;
107         self.forceplayermodels_savecolormap = self.colormap;
108
109         if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
110         {
111                 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
112                 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
113                 if(!self.forceplayermodels_isgoodmodel)
114                         print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
115         }
116 }
117 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
118 {
119         // which one is ALWAYS good?
120         if not(forceplayermodels_goodmodel)
121         {
122                 entity e;
123                 e = spawn();
124                 precache_model(cvar_defstring("_cl_playermodel"));
125                 setmodel(e, cvar_defstring("_cl_playermodel"));
126                 forceplayermodels_goodmodel = e.model;
127                 forceplayermodels_goodmodelindex = e.modelindex;
128                 remove(e);
129         }
130
131         // first, try finding it from the server
132         if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
133         {
134                 if(islocalplayer)
135                 {
136                         if(!isdemo()) // this is mainly cheat protection; not needed for demos
137                         {
138                                 // trust server's idea of "own player model"
139                                 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
140                                 forceplayermodels_model = self.forceplayermodels_savemodel;
141                                 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
142                                 forceplayermodels_skin = self.forceplayermodels_saveskin;
143                                 forceplayermodels_attempted = 1;
144                         }
145                 }
146         }
147
148         // forcemodel finding
149         if(!forceplayermodels_attempted)
150         {
151                 forceplayermodels_attempted = 1;
152
153                 // only if this failed, find it out on our own
154                 entity e;
155                 e = spawn();
156                 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
157                 forceplayermodels_modelisgoodmodel = fexists(e.model);
158                 forceplayermodels_model = e.model;
159                 forceplayermodels_modelindex = e.modelindex;
160                 forceplayermodels_skin = autocvar__cl_playerskin;
161                 remove(e);
162         }
163
164         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
165         {
166                 entity e;
167                 e = spawn();
168                 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
169                 forceplayermodels_myisgoodmodel = fexists(e.model);
170                 forceplayermodels_mymodel = e.model;
171                 forceplayermodels_mymodelindex = e.modelindex;
172                 remove(e);
173         }
174
175         // apply it
176         float isfriend;
177         float cm;
178         cm = self.forceplayermodels_savecolormap;
179         cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
180
181         if(teamplay)
182                 isfriend = (cm == 1024 + 17 * myteam);
183         else
184                 isfriend = islocalplayer;
185
186         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
187         {
188                 self.model = forceplayermodels_mymodel;
189                 self.modelindex = forceplayermodels_mymodelindex;
190                 self.skin = autocvar_cl_forcemyplayerskin;
191         }
192         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
193         {
194                 self.model = forceplayermodels_model;
195                 self.modelindex = forceplayermodels_modelindex;
196                 self.skin = forceplayermodels_skin;
197         }
198         else if(self.forceplayermodels_isgoodmodel)
199         {
200                 self.model = self.forceplayermodels_savemodel;
201                 self.modelindex = self.forceplayermodels_savemodelindex;
202                 self.skin = self.forceplayermodels_saveskin;
203         }
204         else
205         {
206                 self.model = forceplayermodels_goodmodel;
207                 self.modelindex = forceplayermodels_goodmodelindex;
208                 self.skin = self.forceplayermodels_saveskin;
209         }
210
211         // forceplayercolors too
212         if(teamplay)
213         {
214                 // own team's color is never forced
215                 float forcecolor_friend = 0;
216                 float forcecolor_enemy = 0;
217                 float teams_count = 0;
218                 entity tm;
219
220                 for(tm = teams.sort_next; tm; tm = tm.sort_next)
221                         if(tm.team != NUM_SPECTATOR)
222                                 ++teams_count;
223
224                 if(autocvar_cl_forcemyplayercolors)
225                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
226                 if(autocvar_cl_forceplayercolors && teams_count == 2)
227                         forcecolor_enemy = 1024 + autocvar__cl_color;
228
229                 if(forcecolor_enemy && !forcecolor_friend)
230                 {
231                         // only enemy color is forced?
232                         // verify it is not equal to the friend color
233                         if(forcecolor_enemy == 1024 + 17 * myteam)
234                                 forcecolor_enemy = 0;
235                 }
236
237                 if(forcecolor_friend && !forcecolor_enemy)
238                 {
239                         // only friend color is forced?
240                         // verify it is not equal to the enemy color
241                         for(tm = teams.sort_next; tm; tm = tm.sort_next)
242                                 // note: we even compare against our own team.
243                                 // if we rejected because we matched our OWN team color,
244                                 // this is not bad; we then simply keep our color as is
245                                 // anyway.
246                                 if(forcecolor_friend == 1024 + 17 * tm.team)
247                                         forcecolor_friend = 0;
248                 }
249
250                 if(cm == 1024 + 17 * myteam)
251                 {
252                         if(forcecolor_friend)
253                                 self.colormap = forcecolor_friend;
254                 }
255                 else
256                 {
257                         if(forcecolor_enemy)
258                                 self.colormap = forcecolor_enemy;
259                 }
260         }
261         else
262         {
263                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
264                         self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
265                 else if(autocvar_cl_forceplayercolors)
266                         self.colormap = player_localnum + 1;
267         }
268 }
269
270 // FEATURE: fallback frames
271 .float csqcmodel_saveframe;
272 .float csqcmodel_saveframe2;
273 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
274 .float csqcmodel_saveframe3;
275 .float csqcmodel_saveframe4;
276 #endif
277 .float csqcmodel_framecount;
278
279 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
280 void CSQCPlayer_FallbackFrame_PreUpdate(void)
281 {
282         self.frame = self.csqcmodel_saveframe;
283         self.frame2 = self.csqcmodel_saveframe2;
284 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
285         self.frame3 = self.csqcmodel_saveframe3;
286         self.frame4 = self.csqcmodel_saveframe4;
287 #endif
288 }
289 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
290 {
291         self.csqcmodel_saveframe = self.frame;
292         self.csqcmodel_saveframe2 = self.frame2;
293 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
294         self.csqcmodel_saveframe3 = self.frame3;
295         self.csqcmodel_saveframe4 = self.frame4;
296 #endif
297
298         // hack for death animations: set their frametime to zero in case a
299         // player "pops in"
300         if(isnew)
301         {
302 #define FIX_FRAMETIME(f,ft) \
303                 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
304                 { \
305                         self.ft = self.death_time; \
306                 }
307                 FIX_FRAMETIME(frame, frame1time)
308                 FIX_FRAMETIME(frame2, frame2time)
309 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
310                 FIX_FRAMETIME(frame3, frame3time)
311                 FIX_FRAMETIME(frame4, frame4time)
312 #endif
313         }
314         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
315 }
316 float CSQCPlayer_FallbackFrame(float f)
317 {
318         if(frameduration(self.modelindex, f) > 0)
319                 return f; // goooooood
320         if(frameduration(self.modelindex, 1) <= 0)
321                 return f; // this is a static model. We can't fix it if we wanted to
322         switch(f)
323         {
324                 case 23: return 11; // anim_melee -> anim_shoot
325                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
326                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
327                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
328                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
329                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
330                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
331                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
332         }
333         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
334         return f;
335 }
336 void CSQCPlayer_FallbackFrame_Apply(void)
337 {
338         self.frame = CSQCPlayer_FallbackFrame(self.frame);
339         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
340 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
341         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
342         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
343 #endif
344 }
345
346 // FEATURE: auto tag_index
347 .entity tag_entity;
348 .float tag_entity_lastmodelindex;
349 .float tag_index;
350 void CSQCModel_AutoTagIndex_Apply(void)
351 {
352         if(self.tag_entity && wasfreed(self.tag_entity))
353                 self.tag_entity = world;
354
355         if(self.tag_networkentity)
356         {
357                 // we are ATTACHED!
358                 float changed = 0;
359                 if(self.tag_entity.entnum != self.tag_networkentity)
360                 {
361                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
362                         changed = 1;
363                 }
364
365                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
366                 if(self.tag_entity.classname == "csqcmodel")
367                 {
368                         entity oldself = self;
369                         self = self.tag_entity;
370                         CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
371                         self = oldself;
372                 }
373
374                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
375                 {
376                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
377                         changed = 1;
378                 }
379                 if(changed)
380                 {
381                         if(self.tag_entity)
382                         {
383                                 // the best part is: IT EXISTS
384                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
385                                 {
386                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
387                                         {
388                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
389                                                 if(!self.tag_index)
390                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
391                                                 if(!self.tag_index)
392                                                 {
393                                                         // we need to prevent this from 'appening
394                                                         self.tag_entity = world;
395                                                         self.drawmask = 0;
396                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
397                                                 }
398                                         }
399                                         else if(self.tag_entity.isplayermodel)
400                                         {
401                                                 skeleton_loadinfo(self.tag_entity);
402                                                 self.tag_index = self.tag_entity.bone_weapon;
403                                         }
404                                 }
405
406                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
407                                 {
408                                         self.tag_index = gettagindex(self.tag_entity, "shot");
409                                         if(!self.tag_index)
410                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
411                                 }
412                         }
413                         else
414                         {
415                                 // damn, see you next frame
416                                 self.drawmask = 0;
417                         }
418                 }
419         }
420 }
421
422 // FEATURE: EF_NODRAW workalike
423 float EF_BRIGHTFIELD    = 1;
424 float EF_BRIGHTLIGHT    = 4;
425 float EF_DIMLIGHT       = 8;
426 float EF_DOUBLESIDED = 32768;
427 float EF_NOSELFSHADOW = 65536;
428 float EF_DYNAMICMODELLIGHT = 131072;
429 float EF_RESTARTANIM_BIT = 1048576;
430 float EF_TELEPORT_BIT = 2097152;
431 float MF_ROCKET  =   1; // leave a trail
432 float MF_GRENADE =   2; // leave a trail
433 float MF_GIB     =   4; // leave a trail
434 float MF_ROTATE  =   8; // rotate (bonus items)
435 float MF_TRACER  =  16; // green split trail
436 float MF_ZOMGIB  =  32; // small blood trail
437 float MF_TRACER2 =  64; // orange split trail
438 float MF_TRACER3 = 128; // purple trail
439 .float csqcmodel_effects;
440 .float csqcmodel_modelflags;
441 void CSQCModel_Effects_PreUpdate(void)
442 {
443         self.effects = self.csqcmodel_effects;
444         self.modelflags = self.csqcmodel_modelflags;
445 }
446 void CSQCModel_Effects_PostUpdate(void)
447 {
448         self.csqcmodel_effects = self.effects;
449         self.csqcmodel_modelflags = self.modelflags;
450         self.effects = 0;
451         self.modelflags = 0;
452         if(self.csqcmodel_teleported)
453                 Projectile_ResetTrail(self.origin);
454 }
455 .float snd_looping;
456 void CSQCModel_Effects_Apply(void)
457 {
458         float eff = self.csqcmodel_effects;
459         eff &~= CSQCMODEL_EF_RESPAWNGHOST;
460
461         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
462         self.effects = 0;
463         self.traileffect = 0;
464                         
465         if(eff & EF_BRIGHTFIELD)
466                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
467         // ignoring EF_MUZZLEFLASH
468         if(eff & EF_BRIGHTLIGHT)
469                 adddynamiclight(self.origin, 400, '3 3 3');
470         if(eff & EF_DIMLIGHT)
471                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
472         if((eff & EF_NODRAW) || (self.alpha < 0))
473                 self.drawmask = 0;
474         if(eff & EF_ADDITIVE)
475                 self.renderflags |= RF_ADDITIVE;
476         if(eff & EF_BLUE)
477                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
478         if(eff & EF_RED)
479                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
480         // ignoring EF_NOGUNBOB
481         if(eff & EF_FULLBRIGHT)
482                 self.renderflags |= RF_FULLBRIGHT;
483         if(eff & EF_FLAME)
484                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
485         if(eff & EF_STARDUST)
486                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
487         if(eff & EF_NOSHADOW)
488                 self.renderflags |= RF_NOSHADOW;
489         if(eff & EF_NODEPTHTEST)
490                 self.renderflags |= RF_DEPTHHACK;
491         // ignoring EF_SELECTABLE
492         if(eff & EF_DOUBLESIDED)
493                 self.effects |= EF_DOUBLESIDED;
494         if(eff & EF_NOSELFSHADOW)
495                 self.effects |= EF_NOSELFSHADOW;
496         if(eff & EF_DYNAMICMODELLIGHT)
497                 self.renderflags |= RF_DYNAMICMODELLIGHT;
498         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
499         if(self.csqcmodel_modelflags & MF_ROCKET)
500                 self.traileffect = particleeffectnum("TR_ROCKET");
501         if(self.csqcmodel_modelflags & MF_GRENADE)
502                 self.traileffect = particleeffectnum("TR_GRENADE");
503         if(self.csqcmodel_modelflags & MF_GIB)
504                 self.traileffect = particleeffectnum("TR_BLOOD");
505         if(self.csqcmodel_modelflags & MF_ROTATE)
506         {
507                 self.renderflags |= RF_USEAXIS;
508                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
509         }
510         if(self.csqcmodel_modelflags & MF_TRACER)
511                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
512         if(self.csqcmodel_modelflags & MF_ZOMGIB)
513                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
514         if(self.csqcmodel_modelflags & MF_TRACER2)
515                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
516         if(self.csqcmodel_modelflags & MF_TRACER3)
517                 self.traileffect = particleeffectnum("TR_VORESPIKE");
518
519         if(self.drawmask)
520                 Projectile_DrawTrail(self.origin);
521         else
522                 Projectile_ResetTrail(self.origin);
523
524         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
525                 self.renderflags |= RF_ADDITIVE;
526                 // also special in CSQCPlayer_GlowMod_Apply
527
528         if(self.csqcmodel_modelflags & MF_ROCKET)
529         {
530                 if(!self.snd_looping)
531                 {
532                         sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
533                         self.snd_looping = CH_TRIGGER_SINGLE;
534                 }
535         }
536         else
537         {
538                 if(self.snd_looping)
539                 {
540                         sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
541                         self.snd_looping = 0;
542                 }
543         }
544 }
545
546 void CSQCPlayer_Precache()
547 {
548         precache_sound("misc/jetpack_fly.wav");
549 }
550
551 // FEATURE: auto glowmod
552 .vector glowmod;
553 void CSQCPlayer_GlowMod_Apply(void)
554 {
555         float cm = self.colormap;
556
557         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
558                 cm = 1024;
559
560         if(self.colormap > 0)
561                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
562         else
563                 self.glowmod = '1 1 1';
564
565         if(autocvar_cl_deathglow > 0)
566                 if(self.csqcmodel_isdead)
567                 {
568                         self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
569                         // prevent the zero vector
570                         self.glowmod_x = max(self.glowmod_x, 0.0001);
571                         self.glowmod_y = max(self.glowmod_y, 0.0001);
572                         self.glowmod_z = max(self.glowmod_z, 0.0001);
573                 }
574 }
575
576 // general functions
577 .float csqcmodel_predraw_run;
578 .float anim_frame;
579 .float anim_frame1time;
580 .float anim_frame2;
581 .float anim_frame2time;
582 .float anim_saveframe;
583 .float anim_saveframe1time;
584 .float anim_saveframe2;
585 .float anim_saveframe2time;
586 .float anim_prev_pmove_flags;
587 void CSQCModel_Hook_PreDraw(float isplayer)
588 {
589         if(self.csqcmodel_predraw_run == framecount)
590                 return;
591         self.csqcmodel_predraw_run = framecount;
592
593         if(!self.modelindex || self.model == "null")
594         {
595                 self.drawmask = 0;
596                 return;
597         }
598         else
599                 self.drawmask = MASK_NORMAL;
600
601         if(self.isplayermodel) // this checks if it's a player MODEL!
602         {
603                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
604                 CSQCPlayer_GlowMod_Apply();
605                 CSQCPlayer_LOD_Apply();
606                 if(!isplayer)
607                         CSQCPlayer_FallbackFrame_Apply();
608                 else
609                 {
610                         // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
611                         skeleton_loadinfo(self);
612                         float doblend = (self.bone_upperbody >= 0);
613                         float onground = 0;
614                         if(self == csqcplayer)
615                         {
616                                 if(self.pmove_flags & PMF_ONGROUND)
617                                         onground = 1;
618                                 self.anim_prev_pmove_flags = self.pmove_flags;
619                                 if(self.pmove_flags & PMF_DUCKED)
620                                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE);
621                                 else if(self.anim_state & ANIMSTATE_DUCK)
622                                         animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE);
623                         }
624                         else
625                         {
626                                 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
627                                 if(trace_startsolid || trace_fraction < 1)
628                                         onground = 1;
629                         }
630                         animdecide_init(self);
631                         animdecide_setimplicitstate(self, onground);
632                         animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
633                         float sf = 0;
634                         if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
635                                 sf |= CSQCMODEL_PROPERTY_FRAME;
636                         if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
637                                 sf |= CSQCMODEL_PROPERTY_FRAME2;
638                         self.anim_saveframe = self.anim_frame;
639                         self.anim_saveframe1time = self.anim_frame1time;
640                         self.anim_saveframe2 = self.anim_frame2;
641                         self.anim_saveframe2time = self.anim_frame2time;
642                         if(sf)
643                         {
644                                 CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
645                                 self.lerpfrac = (doblend ? 0.5 : 0);
646                                 self.frame = self.anim_frame;
647                                 self.frame1time = self.anim_frame1time;
648                                 self.frame2 = self.anim_frame2;
649                                 self.frame2time = self.anim_frame2time;
650                                 CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
651                         }
652                         CSQCModel_InterpolateAnimation_2To4_Do();
653                         if(doblend)
654                         {
655                                 skeleton_from_frames(self, self.csqcmodel_isdead);
656                         }
657                         else
658                         {
659                                 free_skeleton_from_frames(self);
660                                 // just in case, clear these (we're animating in frame and frame3)
661                                 self.lerpfrac = 0;
662                                 self.lerpfrac4 = 0;
663                         }
664                 }
665         }
666
667         CSQCModel_AutoTagIndex_Apply();
668
669         CSQCModel_Effects_Apply();
670 }
671
672 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
673 {
674         // interpolate v_angle
675         self.iflags |= IFLAG_V_ANGLE_X;
676         // revert to values from server
677         CSQCModel_Effects_PreUpdate();
678         if(self.isplayermodel)
679         {
680                 if(!isplayer)
681                         CSQCPlayer_FallbackFrame_PreUpdate();
682                 CSQCPlayer_ForceModel_PreUpdate();
683         }
684 }
685
686 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
687 {
688         // is it a player model? (shared state)
689         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
690
691         // save values set by server
692         if(self.isplayermodel)
693         {
694                 CSQCPlayer_ForceModel_PostUpdate();
695                 if(!isplayer)
696                         CSQCPlayer_FallbackFrame_PostUpdate(isnew);
697         }
698         CSQCModel_Effects_PostUpdate();
699 }