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clear drawmask if alpha < 0 (better fps)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
1 .float isplayermodel;
2
3 // FEATURE: LOD
4 .float lodmodelindex0;
5 .float lodmodelindex1;
6 .float lodmodelindex2;
7 void CSQCPlayer_LOD_Apply(void)
8 {
9         // LOD model loading
10         if(self.lodmodelindex0 != self.modelindex)
11         {
12                 string modelname = self.model;
13                 string s;
14
15                 if(!fexists(modelname))
16                 {
17                         print(sprintf(_("Trying to use non existing model %s. "), modelname));
18                         modelname = cvar_defstring("_cl_playermodel");
19                         print(sprintf(_("Reverted to %s.\n"), modelname));
20                 }
21
22                 // set modelindex
23                 self.lodmodelindex0 = self.modelindex;
24                 self.lodmodelindex1 = self.modelindex;
25                 self.lodmodelindex2 = self.modelindex;
26
27                 // FIXME: this only supports 3-letter extensions
28                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
29                 if(fexists(s))
30                 {
31                         precache_model(s);
32                         setmodel(self, s);
33                         if(self.modelindex)
34                                 self.lodmodelindex1 = self.modelindex;
35                 }
36
37                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
38                 if(fexists(s))
39                 {
40                         precache_model(s);
41                         setmodel(self, s);
42                         if(self.modelindex)
43                                 self.lodmodelindex2 = self.modelindex;
44                 }
45
46                 setmodel(self, modelname); // make everything normal again
47         }
48
49         // apply LOD
50         if(autocvar_cl_playerdetailreduction <= 0)
51         {
52                 if(autocvar_cl_playerdetailreduction <= -2)
53                         self.modelindex = self.lodmodelindex2;
54                 else if(autocvar_cl_playerdetailreduction <= -1)
55                         self.modelindex = self.lodmodelindex1;
56                 else
57                         self.modelindex = self.lodmodelindex0;
58         }
59         else
60         {
61                 float distance = vlen(self.origin - other.origin);
62                 float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
63                 f *= 1.0 / bound(0.01, view_quality, 1);
64                 if(f > autocvar_cl_loddistance2)
65                         self.modelindex = self.lodmodelindex2;
66                 else if(f > autocvar_cl_loddistance1)
67                         self.modelindex = self.lodmodelindex1;
68                 else
69                         self.modelindex = self.lodmodelindex0;
70         }
71 }
72
73 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
74 string forceplayermodels_model;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
77 float forceplayermodels_attempted;
78 .string forceplayermodels_savemodel;
79 .float forceplayermodels_savemodelindex;
80 .float forceplayermodels_saveskin;
81 void CSQCPlayer_ForceModel_PreUpdate(void)
82 {
83         self.model = self.forceplayermodels_savemodel;
84         self.modelindex = self.forceplayermodels_savemodelindex;
85         self.skin = self.forceplayermodels_saveskin;
86 }
87 void CSQCPlayer_ForceModel_PostUpdate(void)
88 {
89         self.forceplayermodels_savemodel = self.model;
90         self.forceplayermodels_savemodelindex = self.modelindex;
91         self.forceplayermodels_saveskin = self.skin;
92 }
93 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
94 {
95         // first, try finding it from the server
96
97         if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
98         {
99                 if(islocalplayer)
100                 {
101                         // trust server's idea of "own player model"
102                         forceplayermodels_model = self.model;
103                         forceplayermodels_modelindex = self.modelindex;
104                         forceplayermodels_skin = self.skin;
105                         forceplayermodels_attempted = 1;
106                 }
107         }
108
109         // forcemodel finding
110         if(!forceplayermodels_attempted)
111         {
112                 // only if this failed, find it out on our own
113                 entity e;
114                 e = spawn();
115                 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
116                 forceplayermodels_model = e.model;
117                 forceplayermodels_modelindex = e.modelindex;
118                 forceplayermodels_skin = autocvar__cl_playerskin;
119                 forceplayermodels_attempted = 1;
120                 remove(e);
121         }
122
123         // apply it
124         if(autocvar_cl_forceplayermodels && forceplayermodels_modelindex)
125         {
126                 self.model = forceplayermodels_model;
127                 self.modelindex = forceplayermodels_modelindex;
128                 self.skin = forceplayermodels_skin;
129         }
130         else
131         {
132                 self.model = self.forceplayermodels_savemodel;
133                 self.modelindex = self.forceplayermodels_savemodelindex;
134                 self.skin = self.forceplayermodels_saveskin;
135         }
136 }
137
138 // FEATURE: fallback frames
139 .float csqcmodel_saveframe;
140 .float csqcmodel_saveframe2;
141 .float csqcmodel_saveframe3;
142 .float csqcmodel_saveframe4;
143 .float csqcmodel_framecount;
144 void CSQCPlayer_FallbackFrame_PreUpdate(void)
145 {
146         self.frame = self.csqcmodel_saveframe;
147         self.frame2 = self.csqcmodel_saveframe2;
148         self.frame3 = self.csqcmodel_saveframe3;
149         self.frame4 = self.csqcmodel_saveframe4;
150 }
151 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
152 {
153         self.csqcmodel_saveframe = self.frame;
154         self.csqcmodel_saveframe2 = self.frame2;
155         self.csqcmodel_saveframe3 = self.frame3;
156         self.csqcmodel_saveframe4 = self.frame4;
157
158         // hack for death animations: set their frametime to zero in case a
159         // player "pops in"
160         if(isnew)
161         {
162 #define FIX_FRAMETIME(f,ft) \
163                 switch(self.f) \
164                 { \
165                         case 0: \
166                         case 1: \
167                                 self.ft = 0; \
168                                 break; \
169                 }
170                 FIX_FRAMETIME(frame, frame1time)
171                 FIX_FRAMETIME(frame2, frame2time)
172                 FIX_FRAMETIME(frame3, frame3time)
173                 FIX_FRAMETIME(frame4, frame4time)
174         }
175 }
176 float CSQCPlayer_FallbackFrame(float f)
177 {
178         if(frameduration(self.modelindex, f) > 0)
179                 return f; // goooooood
180         switch(f)
181         {
182                 case 23: return 11; // anim_melee -> anim_shoot
183                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
184                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
185                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
186                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
187                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
188                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
189                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
190         }
191         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
192         return f;
193 }
194 void CSQCPlayer_FallbackFrame_Apply(void)
195 {
196         self.frame = CSQCPlayer_FallbackFrame(self.frame);
197         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
198         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
199         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
200 }
201
202 // FEATURE: auto glowmod
203 .vector glowmod;
204 void CSQCPlayer_GlowMod_Apply(void)
205 {
206         if(self.colormap > 0)
207                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
208         else
209                 self.glowmod = '1 1 1';
210 }
211
212 // FEATURE: auto tag_index
213 .entity tag_entity;
214 .float tag_entity_lastmodelindex;
215 .float tag_index;
216 void CSQCModel_AutoTagIndex_Apply(void)
217 {
218         if(self.tag_entity && wasfreed(self.tag_entity))
219                 self.tag_entity = world;
220
221         if(self.tag_networkentity)
222         {
223                 // we are ATTACHED!
224                 float changed = 0;
225                 if(self.tag_entity.entnum != self.tag_networkentity)
226                 {
227                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
228                         changed = 1;
229                 }
230                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
231                 {
232                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
233                         changed = 1;
234                 }
235                 if(changed)
236                 {
237                         if(self.tag_entity)
238                         {
239                                 // the best part is: IT EXISTS
240                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
241                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
242                                         {
243                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
244                                                 if(!self.tag_index)
245                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
246                                                 if(!self.tag_index)
247                                                 {
248                                                         // we need to prevent this from 'appening
249                                                         self.tag_entity = world;
250                                                         self.drawmask = 0;
251                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
252                                                 }
253                                         }
254
255                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
256                                         if(substring(self.tag_entity.model, 0, 14) == "models/player/")
257                                         {
258                                                 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
259                                                 if(!self.tag_index)
260                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
261                                         }
262
263                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
264                                 {
265                                         self.tag_index = gettagindex(self.tag_entity, "shot");
266                                         if(!self.tag_index)
267                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
268                                 }
269                         }
270                         else
271                         {
272                                 // damn, see you next frame
273                                 self.drawmask = 0;
274                         }
275                 }
276         }
277 }
278
279 // FEATURE: EF_NODRAW workalike
280 float EF_BRIGHTFIELD    = 1;
281 float EF_BRIGHTLIGHT    = 4;
282 float EF_DIMLIGHT       = 8;
283 float EF_DOUBLESIDED = 32768;
284 float EF_NOSELFSHADOW = 65536;
285 float MF_ROCKET  =   1; // leave a trail
286 float MF_GRENADE =   2; // leave a trail
287 float MF_GIB     =   4; // leave a trail
288 float MF_ROTATE  =   8; // rotate (bonus items)
289 float MF_TRACER  =  16; // green split trail
290 float MF_ZOMGIB  =  32; // small blood trail
291 float MF_TRACER2 =  64; // orange split trail
292 float MF_TRACER3 = 128; // purple trail
293 .float csqcmodel_effects;
294 .float csqcmodel_modelflags;
295 void CSQCModel_Effects_PreUpdate(void)
296 {
297         self.effects = self.csqcmodel_effects;
298         self.modelflags = self.csqcmodel_modelflags;
299 }
300 void CSQCModel_Effects_PostUpdate(void)
301 {
302         self.csqcmodel_effects = self.effects;
303         self.csqcmodel_modelflags = self.modelflags;
304         self.effects = 0;
305         self.modelflags = 0;
306         if(self.csqcmodel_teleported)
307                 Projectile_ResetTrail(self.origin);
308 }
309 void CSQCModel_Effects_Apply(void)
310 {
311         float eff = self.csqcmodel_effects;
312         eff &~= CSQCMODEL_EF_INVISIBLE;
313
314         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
315         self.effects = 0;
316         self.traileffect = 0;
317                         
318         if(eff & EF_BRIGHTFIELD)
319                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
320         // ignoring EF_MUZZLEFLASH
321         if(eff & EF_BRIGHTLIGHT)
322                 adddynamiclight(self.origin, 400, '3 3 3');
323         if(eff & EF_DIMLIGHT)
324                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
325         if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE) || (self.alpha < 0))
326                 self.drawmask = 0;
327         if(eff & EF_ADDITIVE)
328                 self.renderflags |= RF_ADDITIVE;
329         if(eff & EF_BLUE)
330                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
331         if(eff & EF_RED)
332                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
333         // ignoring EF_NOGUNBOB
334         if(eff & EF_FULLBRIGHT)
335                 self.renderflags |= RF_FULLBRIGHT;
336         if(eff & EF_FLAME)
337                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
338         if(eff & EF_STARDUST)
339                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
340         if(eff & EF_NOSHADOW)
341                 self.renderflags |= RF_NOSHADOW;
342         if(eff & EF_NODEPTHTEST)
343                 self.renderflags |= RF_DEPTHHACK;
344         // ignoring EF_SELECTABLE
345         if(eff & EF_DOUBLESIDED)
346                 self.effects |= EF_DOUBLESIDED;
347         if(eff & EF_NOSELFSHADOW)
348                 self.effects |= EF_NOSELFSHADOW;
349         // ignoring EF_UNUSED17, EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
350         if(self.csqcmodel_modelflags & MF_ROCKET)
351                 self.traileffect = particleeffectnum("TR_ROCKET");
352         if(self.csqcmodel_modelflags & MF_GRENADE)
353                 self.traileffect = particleeffectnum("TR_GRENADE");
354         if(self.csqcmodel_modelflags & MF_GIB)
355                 self.traileffect = particleeffectnum("TR_BLOOD");
356         if(self.csqcmodel_modelflags & MF_ROTATE)
357         {
358                 self.renderflags |= RF_USEAXIS;
359                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
360         }
361         if(self.csqcmodel_modelflags & MF_TRACER)
362                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
363         if(self.csqcmodel_modelflags & MF_ZOMGIB)
364                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
365         if(self.csqcmodel_modelflags & MF_TRACER2)
366                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
367         if(self.csqcmodel_modelflags & MF_TRACER3)
368                 self.traileffect = particleeffectnum("TR_VORESPIKE");
369
370         if(self.drawmask)
371                 Projectile_DrawTrail(self.origin);
372         else
373                 Projectile_ResetTrail(self.origin);
374 }
375
376 // general functions
377 void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
378 {
379         if(!self.modelindex || self.model == "null")
380         {
381                 self.drawmask = 0;
382                 return;
383         }
384         else
385                 self.drawmask = MASK_NORMAL;
386
387         if(self.isplayermodel) // this checks if it's a player MODEL!
388         {
389                 CSQCPlayer_GlowMod_Apply();
390                 CSQCPlayer_ForceModel_Apply(islocalplayer);
391                 CSQCPlayer_LOD_Apply();
392                 CSQCPlayer_FallbackFrame_Apply();
393         }
394
395         if(!isplayer) // this checks if it's a player SLOT!
396                 CSQCModel_AutoTagIndex_Apply();
397
398         CSQCModel_Effects_Apply();
399 }
400
401 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
402 {
403         // revert to values from server
404         CSQCModel_Effects_PreUpdate();
405         if(self.isplayermodel)
406         {
407                 CSQCPlayer_FallbackFrame_PreUpdate();
408                 CSQCPlayer_ForceModel_PreUpdate();
409         }
410 }
411
412 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
413 {
414         // is it a player model? (shared state)
415         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
416
417         // save values set by server
418         if(self.isplayermodel)
419         {
420                 CSQCPlayer_ForceModel_PostUpdate();
421                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
422         }
423         CSQCModel_Effects_PostUpdate();
424 }