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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
1 void CSQCModel_Hook_PreDraw();
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         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
177         {
178                 self.model = forceplayermodels_mymodel;
179                 self.modelindex = forceplayermodels_mymodelindex;
180                 self.skin = autocvar_cl_forcemyplayerskin;
181         }
182         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
183         {
184                 self.model = forceplayermodels_model;
185                 self.modelindex = forceplayermodels_modelindex;
186                 self.skin = forceplayermodels_skin;
187         }
188         else if(self.forceplayermodels_isgoodmodel)
189         {
190                 self.model = self.forceplayermodels_savemodel;
191                 self.modelindex = self.forceplayermodels_savemodelindex;
192                 self.skin = self.forceplayermodels_saveskin;
193         }
194         else
195         {
196                 self.model = forceplayermodels_goodmodel;
197                 self.modelindex = forceplayermodels_goodmodelindex;
198                 self.skin = self.forceplayermodels_saveskin;
199         }
200
201         // forceplayercolors too
202         if(!teamplay)
203         {
204                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
205                         self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
206                 else if(autocvar_cl_forceplayercolors)
207                         self.colormap = player_localnum + 1;
208         }
209 }
210
211 // FEATURE: fallback frames
212 .float csqcmodel_saveframe;
213 .float csqcmodel_saveframe2;
214 .float csqcmodel_saveframe3;
215 .float csqcmodel_saveframe4;
216 .float csqcmodel_framecount;
217
218 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
219 void CSQCPlayer_FallbackFrame_PreUpdate(void)
220 {
221         self.frame = self.csqcmodel_saveframe;
222         self.frame2 = self.csqcmodel_saveframe2;
223         self.frame3 = self.csqcmodel_saveframe3;
224         self.frame4 = self.csqcmodel_saveframe4;
225 }
226 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
227 {
228         self.csqcmodel_saveframe = self.frame;
229         self.csqcmodel_saveframe2 = self.frame2;
230         self.csqcmodel_saveframe3 = self.frame3;
231         self.csqcmodel_saveframe4 = self.frame4;
232
233         // hack for death animations: set their frametime to zero in case a
234         // player "pops in"
235         if(isnew)
236         {
237 #define FIX_FRAMETIME(f,ft) \
238                 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
239                 { \
240                         self.ft = self.death_time; \
241                 }
242                 FIX_FRAMETIME(frame, frame1time)
243                 FIX_FRAMETIME(frame2, frame2time)
244                 FIX_FRAMETIME(frame3, frame3time)
245                 FIX_FRAMETIME(frame4, frame4time)
246         }
247         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
248 }
249 float CSQCPlayer_FallbackFrame(float f)
250 {
251         if(frameduration(self.modelindex, f) > 0)
252                 return f; // goooooood
253         if(frameduration(self.modelindex, 1) <= 0)
254                 return f; // this is a static model. We can't fix it if we wanted to
255         switch(f)
256         {
257                 case 23: return 11; // anim_melee -> anim_shoot
258                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
259                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
260                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
261                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
262                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
263                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
264                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
265         }
266         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
267         return f;
268 }
269 void CSQCPlayer_FallbackFrame_Apply(void)
270 {
271         self.frame = CSQCPlayer_FallbackFrame(self.frame);
272         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
273         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
274         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
275 }
276
277 // FEATURE: auto tag_index
278 .entity tag_entity;
279 .float tag_entity_lastmodelindex;
280 .float tag_index;
281 void CSQCModel_AutoTagIndex_Apply(void)
282 {
283         if(self.tag_entity && wasfreed(self.tag_entity))
284                 self.tag_entity = world;
285
286         if(self.tag_networkentity)
287         {
288                 // we are ATTACHED!
289                 float changed = 0;
290                 if(self.tag_entity.entnum != self.tag_networkentity)
291                 {
292                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
293                         changed = 1;
294                 }
295
296                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
297                 if(self.tag_entity.classname == "csqcmodel")
298                 {
299                         entity oldself = self;
300                         self = self.tag_entity;
301                         CSQCModel_Hook_PreDraw();
302                         self = oldself;
303                 }
304
305                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
306                 {
307                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
308                         changed = 1;
309                 }
310                 if(changed)
311                 {
312                         if(self.tag_entity)
313                         {
314                                 // the best part is: IT EXISTS
315                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
316                                 {
317                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
318                                         {
319                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
320                                                 if(!self.tag_index)
321                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
322                                                 if(!self.tag_index)
323                                                 {
324                                                         // we need to prevent this from 'appening
325                                                         self.tag_entity = world;
326                                                         self.drawmask = 0;
327                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
328                                                 }
329                                         }
330                                         else if(self.tag_entity.isplayermodel)
331                                         {
332                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
333                                                 if(!self.tag_index)
334                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
335                                                 if(!self.tag_index)
336                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
337                                         }
338                                 }
339
340                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
341                                 {
342                                         self.tag_index = gettagindex(self.tag_entity, "shot");
343                                         if(!self.tag_index)
344                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
345                                 }
346                         }
347                         else
348                         {
349                                 // damn, see you next frame
350                                 self.drawmask = 0;
351                         }
352                 }
353         }
354 }
355
356 // FEATURE: EF_NODRAW workalike
357 float EF_BRIGHTFIELD    = 1;
358 float EF_BRIGHTLIGHT    = 4;
359 float EF_DIMLIGHT       = 8;
360 float EF_DOUBLESIDED = 32768;
361 float EF_NOSELFSHADOW = 65536;
362 float EF_DYNAMICMODELLIGHT = 131072;
363 float MF_ROCKET  =   1; // leave a trail
364 float MF_GRENADE =   2; // leave a trail
365 float MF_GIB     =   4; // leave a trail
366 float MF_ROTATE  =   8; // rotate (bonus items)
367 float MF_TRACER  =  16; // green split trail
368 float MF_ZOMGIB  =  32; // small blood trail
369 float MF_TRACER2 =  64; // orange split trail
370 float MF_TRACER3 = 128; // purple trail
371 .float csqcmodel_effects;
372 .float csqcmodel_modelflags;
373 void CSQCModel_Effects_PreUpdate(void)
374 {
375         self.effects = self.csqcmodel_effects;
376         self.modelflags = self.csqcmodel_modelflags;
377 }
378 void CSQCModel_Effects_PostUpdate(void)
379 {
380         self.csqcmodel_effects = self.effects;
381         self.csqcmodel_modelflags = self.modelflags;
382         self.effects = 0;
383         self.modelflags = 0;
384         if(self.csqcmodel_teleported)
385                 Projectile_ResetTrail(self.origin);
386 }
387 void CSQCModel_Effects_Apply(void)
388 {
389         float eff = self.csqcmodel_effects;
390         eff &~= CSQCMODEL_EF_RESPAWNGHOST;
391
392         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
393         self.effects = 0;
394         self.traileffect = 0;
395                         
396         if(eff & EF_BRIGHTFIELD)
397                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
398         // ignoring EF_MUZZLEFLASH
399         if(eff & EF_BRIGHTLIGHT)
400                 adddynamiclight(self.origin, 400, '3 3 3');
401         if(eff & EF_DIMLIGHT)
402                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
403         if((eff & EF_NODRAW) || (self.alpha < 0))
404                 self.drawmask = 0;
405         if(eff & EF_ADDITIVE)
406                 self.renderflags |= RF_ADDITIVE;
407         if(eff & EF_BLUE)
408                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
409         if(eff & EF_RED)
410                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
411         // ignoring EF_NOGUNBOB
412         if(eff & EF_FULLBRIGHT)
413                 self.renderflags |= RF_FULLBRIGHT;
414         if(eff & EF_FLAME)
415                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
416         if(eff & EF_STARDUST)
417                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
418         if(eff & EF_NOSHADOW)
419                 self.renderflags |= RF_NOSHADOW;
420         if(eff & EF_NODEPTHTEST)
421                 self.renderflags |= RF_DEPTHHACK;
422         // ignoring EF_SELECTABLE
423         if(eff & EF_DOUBLESIDED)
424                 self.effects |= EF_DOUBLESIDED;
425         if(eff & EF_NOSELFSHADOW)
426                 self.effects |= EF_NOSELFSHADOW;
427         if(eff & EF_DYNAMICMODELLIGHT)
428                 self.renderflags |= RF_DYNAMICMODELLIGHT;
429         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
430         if(self.csqcmodel_modelflags & MF_ROCKET)
431                 self.traileffect = particleeffectnum("TR_ROCKET");
432         if(self.csqcmodel_modelflags & MF_GRENADE)
433                 self.traileffect = particleeffectnum("TR_GRENADE");
434         if(self.csqcmodel_modelflags & MF_GIB)
435                 self.traileffect = particleeffectnum("TR_BLOOD");
436         if(self.csqcmodel_modelflags & MF_ROTATE)
437         {
438                 self.renderflags |= RF_USEAXIS;
439                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
440         }
441         if(self.csqcmodel_modelflags & MF_TRACER)
442                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
443         if(self.csqcmodel_modelflags & MF_ZOMGIB)
444                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
445         if(self.csqcmodel_modelflags & MF_TRACER2)
446                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
447         if(self.csqcmodel_modelflags & MF_TRACER3)
448                 self.traileffect = particleeffectnum("TR_VORESPIKE");
449
450         if(self.drawmask)
451                 Projectile_DrawTrail(self.origin);
452         else
453                 Projectile_ResetTrail(self.origin);
454
455         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
456                 self.renderflags |= RF_ADDITIVE;
457                 // also special in CSQCPlayer_GlowMod_Apply
458 }
459
460 // FEATURE: auto glowmod
461 .vector glowmod;
462 void CSQCPlayer_GlowMod_Apply(void)
463 {
464         float cm = self.colormap;
465
466         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
467                 cm = 1024;
468
469         if(self.colormap > 0)
470                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
471         else
472                 self.glowmod = '1 1 1';
473
474         if(autocvar_cl_deathglow > 0)
475                 if(self.csqcmodel_isdead)
476                 {
477                         self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
478                         // prevent the zero vector
479                         self.glowmod_x = max(self.glowmod_x, 0.0001);
480                         self.glowmod_y = max(self.glowmod_y, 0.0001);
481                         self.glowmod_z = max(self.glowmod_z, 0.0001);
482                 }
483 }
484
485 // general functions
486 .float csqcmodel_predraw_run;
487 void CSQCModel_Hook_PreDraw()
488 {
489         if(self.csqcmodel_predraw_run == framecount)
490                 return;
491         self.csqcmodel_predraw_run = framecount;
492
493         if(!self.modelindex || self.model == "null")
494         {
495                 self.drawmask = 0;
496                 return;
497         }
498         else
499                 self.drawmask = MASK_NORMAL;
500
501         if(self.isplayermodel) // this checks if it's a player MODEL!
502         {
503                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
504                 CSQCPlayer_GlowMod_Apply();
505                 CSQCPlayer_LOD_Apply();
506                 CSQCPlayer_FallbackFrame_Apply();
507         }
508
509         CSQCModel_AutoTagIndex_Apply();
510
511         CSQCModel_Effects_Apply();
512 }
513
514 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
515 {
516         // revert to values from server
517         CSQCModel_Effects_PreUpdate();
518         if(self.isplayermodel)
519         {
520                 CSQCPlayer_FallbackFrame_PreUpdate();
521                 CSQCPlayer_ForceModel_PreUpdate();
522         }
523 }
524
525 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
526 {
527         // is it a player model? (shared state)
528         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
529
530         // save values set by server
531         if(self.isplayermodel)
532         {
533                 CSQCPlayer_ForceModel_PostUpdate();
534                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
535         }
536         CSQCModel_Effects_PostUpdate();
537 }