1 void CSQCModel_Hook_PreDraw();
9 void CSQCPlayer_LOD_Apply(void)
12 if(self.lodmodelindex0 != self.modelindex)
14 string modelname = self.model;
17 vector mi = self.mins;
18 vector ma = self.maxs;
21 self.lodmodelindex0 = self.modelindex;
22 self.lodmodelindex1 = self.modelindex;
23 self.lodmodelindex2 = self.modelindex;
25 // FIXME: this only supports 3-letter extensions
26 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
32 self.lodmodelindex1 = self.modelindex;
35 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
41 self.lodmodelindex2 = self.modelindex;
44 setmodel(self, modelname); // make everything normal again
45 setsize(self, mi, ma);
49 if(autocvar_cl_playerdetailreduction <= 0)
51 if(autocvar_cl_playerdetailreduction <= -2)
52 self.modelindex = self.lodmodelindex2;
53 else if(autocvar_cl_playerdetailreduction <= -1)
54 self.modelindex = self.lodmodelindex1;
56 self.modelindex = self.lodmodelindex0;
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;
68 self.modelindex = self.lodmodelindex0;
72 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
73 string forceplayermodels_model;
74 float forceplayermodels_modelisgoodmodel;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
78 string forceplayermodels_mymodel;
79 float forceplayermodels_myisgoodmodel;
80 float forceplayermodels_mymodelindex;
82 float forceplayermodels_attempted;
84 .string forceplayermodels_savemodel;
85 .float forceplayermodels_savemodelindex;
86 .float forceplayermodels_saveskin;
87 .float forceplayermodels_savecolormap;
89 .string forceplayermodels_isgoodmodel_mdl;
90 .float forceplayermodels_isgoodmodel;
92 string forceplayermodels_goodmodel;
93 float forceplayermodels_goodmodelindex;
95 void CSQCPlayer_ForceModel_PreUpdate(void)
97 self.model = self.forceplayermodels_savemodel;
98 self.modelindex = self.forceplayermodels_savemodelindex;
99 self.skin = self.forceplayermodels_saveskin;
100 self.colormap = self.forceplayermodels_savecolormap;
102 void CSQCPlayer_ForceModel_PostUpdate(void)
104 self.forceplayermodels_savemodel = self.model;
105 self.forceplayermodels_savemodelindex = self.modelindex;
106 self.forceplayermodels_saveskin = self.skin;
107 self.forceplayermodels_savecolormap = self.colormap;
109 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
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));
117 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
119 // which one is ALWAYS good?
120 if not(forceplayermodels_goodmodel)
124 precache_model(cvar_defstring("_cl_playermodel"));
125 setmodel(e, cvar_defstring("_cl_playermodel"));
126 forceplayermodels_goodmodel = e.model;
127 forceplayermodels_goodmodelindex = e.modelindex;
131 // first, try finding it from the server
132 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
136 // trust server's idea of "own player model"
137 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
138 forceplayermodels_model = self.forceplayermodels_savemodel;
139 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
140 forceplayermodels_skin = self.forceplayermodels_saveskin;
141 forceplayermodels_attempted = 1;
145 // forcemodel finding
146 if(!forceplayermodels_attempted)
148 forceplayermodels_attempted = 1;
150 // only if this failed, find it out on our own
153 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
154 forceplayermodels_modelisgoodmodel = fexists(e.model);
155 forceplayermodels_model = e.model;
156 forceplayermodels_modelindex = e.modelindex;
157 forceplayermodels_skin = autocvar__cl_playerskin;
161 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
165 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
166 forceplayermodels_myisgoodmodel = fexists(e.model);
167 forceplayermodels_mymodel = e.model;
168 forceplayermodels_mymodelindex = e.modelindex;
173 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
175 self.model = forceplayermodels_mymodel;
176 self.modelindex = forceplayermodels_mymodelindex;
177 self.skin = autocvar_cl_forcemyplayerskin;
179 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
181 self.model = forceplayermodels_model;
182 self.modelindex = forceplayermodels_modelindex;
183 self.skin = forceplayermodels_skin;
185 else if(self.forceplayermodels_isgoodmodel)
187 self.model = self.forceplayermodels_savemodel;
188 self.modelindex = self.forceplayermodels_savemodelindex;
189 self.skin = self.forceplayermodels_saveskin;
193 self.model = forceplayermodels_goodmodel;
194 self.modelindex = forceplayermodels_goodmodelindex;
195 self.skin = self.forceplayermodels_saveskin;
198 // forceplayercolors too
201 // own team's color is never forced
202 float forcecolor_friend = 0;
203 float forcecolor_enemy = 0;
204 float teams_count = 0;
205 float my_colors = 1024 + autocvar__cl_color;
208 for(tm = teams.sort_next; tm; tm = tm.sort_next)
209 if(tm.team != COLOR_SPECTATOR)
212 if(autocvar_cl_forcemyplayercolors)
213 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
214 if(autocvar_cl_forceplayercolors && teams_count == 2)
215 forcecolor_enemy = 1024 + my_colors;
217 if(forcecolor_enemy && !forcecolor_friend)
219 // only enemy color is forced?
220 // verify it is not equal to the friend color
221 if(forcecolor_enemy == 1024 + 17 * myteam)
222 forcecolor_enemy = 0;
225 if(forcecolor_friend && !forcecolor_enemy)
227 // only friend color is forced?
228 // verify it is not equal to the enemy color
229 for(tm = teams.sort_next; tm; tm = tm.sort_next)
230 // note: we even compare against our own team.
231 // if we rejected because we matched our OWN team color,
232 // this is not bad; we then simply keep our color as is
234 if(forcecolor_friend == 1024 + 17 * tm.team)
235 forcecolor_friend = 0;
239 cm = self.forceplayermodels_savecolormap;
240 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
242 if(cm == 1024 + 17 * myteam)
244 if(forcecolor_friend)
245 self.colormap = forcecolor_friend;
250 self.colormap = forcecolor_enemy;
255 if(autocvar_cl_forcemyplayercolors && islocalplayer)
256 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
257 else if(autocvar_cl_forceplayercolors)
258 self.colormap = player_localnum + 1;
262 // FEATURE: fallback frames
263 .float csqcmodel_saveframe;
264 .float csqcmodel_saveframe2;
265 .float csqcmodel_saveframe3;
266 .float csqcmodel_saveframe4;
267 .float csqcmodel_framecount;
269 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
270 void CSQCPlayer_FallbackFrame_PreUpdate(void)
272 self.frame = self.csqcmodel_saveframe;
273 self.frame2 = self.csqcmodel_saveframe2;
274 self.frame3 = self.csqcmodel_saveframe3;
275 self.frame4 = self.csqcmodel_saveframe4;
277 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
279 self.csqcmodel_saveframe = self.frame;
280 self.csqcmodel_saveframe2 = self.frame2;
281 self.csqcmodel_saveframe3 = self.frame3;
282 self.csqcmodel_saveframe4 = self.frame4;
284 // hack for death animations: set their frametime to zero in case a
288 #define FIX_FRAMETIME(f,ft) \
289 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
291 self.ft = self.death_time; \
293 FIX_FRAMETIME(frame, frame1time)
294 FIX_FRAMETIME(frame2, frame2time)
295 FIX_FRAMETIME(frame3, frame3time)
296 FIX_FRAMETIME(frame4, frame4time)
298 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
300 float CSQCPlayer_FallbackFrame(float f)
302 if(frameduration(self.modelindex, f) > 0)
303 return f; // goooooood
304 if(frameduration(self.modelindex, 1) <= 0)
305 return f; // this is a static model. We can't fix it if we wanted to
308 case 23: return 11; // anim_melee -> anim_shoot
309 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
310 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
311 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
312 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
313 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
314 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
315 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
317 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
320 void CSQCPlayer_FallbackFrame_Apply(void)
322 self.frame = CSQCPlayer_FallbackFrame(self.frame);
323 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
324 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
325 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
328 // FEATURE: auto tag_index
330 .float tag_entity_lastmodelindex;
332 void CSQCModel_AutoTagIndex_Apply(void)
334 if(self.tag_entity && wasfreed(self.tag_entity))
335 self.tag_entity = world;
337 if(self.tag_networkentity)
341 if(self.tag_entity.entnum != self.tag_networkentity)
343 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
347 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
348 if(self.tag_entity.classname == "csqcmodel")
350 entity oldself = self;
351 self = self.tag_entity;
352 CSQCModel_Hook_PreDraw();
356 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
358 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
365 // the best part is: IT EXISTS
366 if(substring(self.model, 0, 17) == "models/weapons/v_")
368 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
370 self.tag_index = gettagindex(self.tag_entity, "weapon");
372 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
375 // we need to prevent this from 'appening
376 self.tag_entity = world;
378 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
381 else if(self.tag_entity.isplayermodel)
383 self.tag_index = gettagindex(self.tag_entity, "weapon");
385 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
387 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
391 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
393 self.tag_index = gettagindex(self.tag_entity, "shot");
395 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
400 // damn, see you next frame
407 // FEATURE: EF_NODRAW workalike
408 float EF_BRIGHTFIELD = 1;
409 float EF_BRIGHTLIGHT = 4;
410 float EF_DIMLIGHT = 8;
411 float EF_DOUBLESIDED = 32768;
412 float EF_NOSELFSHADOW = 65536;
413 float EF_DYNAMICMODELLIGHT = 131072;
414 float MF_ROCKET = 1; // leave a trail
415 float MF_GRENADE = 2; // leave a trail
416 float MF_GIB = 4; // leave a trail
417 float MF_ROTATE = 8; // rotate (bonus items)
418 float MF_TRACER = 16; // green split trail
419 float MF_ZOMGIB = 32; // small blood trail
420 float MF_TRACER2 = 64; // orange split trail
421 float MF_TRACER3 = 128; // purple trail
422 .float csqcmodel_effects;
423 .float csqcmodel_modelflags;
424 void CSQCModel_Effects_PreUpdate(void)
426 self.effects = self.csqcmodel_effects;
427 self.modelflags = self.csqcmodel_modelflags;
429 void CSQCModel_Effects_PostUpdate(void)
431 self.csqcmodel_effects = self.effects;
432 self.csqcmodel_modelflags = self.modelflags;
435 if(self.csqcmodel_teleported)
436 Projectile_ResetTrail(self.origin);
438 void CSQCModel_Effects_Apply(void)
440 float eff = self.csqcmodel_effects;
441 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
443 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
445 self.traileffect = 0;
447 if(eff & EF_BRIGHTFIELD)
448 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
449 // ignoring EF_MUZZLEFLASH
450 if(eff & EF_BRIGHTLIGHT)
451 adddynamiclight(self.origin, 400, '3 3 3');
452 if(eff & EF_DIMLIGHT)
453 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
454 if((eff & EF_NODRAW) || (self.alpha < 0))
456 if(eff & EF_ADDITIVE)
457 self.renderflags |= RF_ADDITIVE;
459 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
461 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
462 // ignoring EF_NOGUNBOB
463 if(eff & EF_FULLBRIGHT)
464 self.renderflags |= RF_FULLBRIGHT;
466 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
467 if(eff & EF_STARDUST)
468 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
469 if(eff & EF_NOSHADOW)
470 self.renderflags |= RF_NOSHADOW;
471 if(eff & EF_NODEPTHTEST)
472 self.renderflags |= RF_DEPTHHACK;
473 // ignoring EF_SELECTABLE
474 if(eff & EF_DOUBLESIDED)
475 self.effects |= EF_DOUBLESIDED;
476 if(eff & EF_NOSELFSHADOW)
477 self.effects |= EF_NOSELFSHADOW;
478 if(eff & EF_DYNAMICMODELLIGHT)
479 self.renderflags |= RF_DYNAMICMODELLIGHT;
480 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
481 if(self.csqcmodel_modelflags & MF_ROCKET)
482 self.traileffect = particleeffectnum("TR_ROCKET");
483 if(self.csqcmodel_modelflags & MF_GRENADE)
484 self.traileffect = particleeffectnum("TR_GRENADE");
485 if(self.csqcmodel_modelflags & MF_GIB)
486 self.traileffect = particleeffectnum("TR_BLOOD");
487 if(self.csqcmodel_modelflags & MF_ROTATE)
489 self.renderflags |= RF_USEAXIS;
490 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
492 if(self.csqcmodel_modelflags & MF_TRACER)
493 self.traileffect = particleeffectnum("TR_WIZSPIKE");
494 if(self.csqcmodel_modelflags & MF_ZOMGIB)
495 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
496 if(self.csqcmodel_modelflags & MF_TRACER2)
497 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
498 if(self.csqcmodel_modelflags & MF_TRACER3)
499 self.traileffect = particleeffectnum("TR_VORESPIKE");
502 Projectile_DrawTrail(self.origin);
504 Projectile_ResetTrail(self.origin);
506 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
507 self.renderflags |= RF_ADDITIVE;
508 // also special in CSQCPlayer_GlowMod_Apply
511 // FEATURE: auto glowmod
513 void CSQCPlayer_GlowMod_Apply(void)
515 float cm = self.colormap;
517 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
520 if(self.colormap > 0)
521 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
523 self.glowmod = '1 1 1';
525 if(autocvar_cl_deathglow > 0)
526 if(self.csqcmodel_isdead)
528 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
529 // prevent the zero vector
530 self.glowmod_x = max(self.glowmod_x, 0.0001);
531 self.glowmod_y = max(self.glowmod_y, 0.0001);
532 self.glowmod_z = max(self.glowmod_z, 0.0001);
537 .float csqcmodel_predraw_run;
538 void CSQCModel_Hook_PreDraw()
540 if(self.csqcmodel_predraw_run == framecount)
542 self.csqcmodel_predraw_run = framecount;
544 if(!self.modelindex || self.model == "null")
550 self.drawmask = MASK_NORMAL;
552 if(self.isplayermodel) // this checks if it's a player MODEL!
554 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
555 CSQCPlayer_GlowMod_Apply();
556 CSQCPlayer_LOD_Apply();
557 CSQCPlayer_FallbackFrame_Apply();
560 CSQCModel_AutoTagIndex_Apply();
562 CSQCModel_Effects_Apply();
565 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
567 // revert to values from server
568 CSQCModel_Effects_PreUpdate();
569 if(self.isplayermodel)
571 CSQCPlayer_FallbackFrame_PreUpdate();
572 CSQCPlayer_ForceModel_PreUpdate();
576 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
578 // is it a player model? (shared state)
579 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
581 // save values set by server
582 if(self.isplayermodel)
584 CSQCPlayer_ForceModel_PostUpdate();
585 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
587 CSQCModel_Effects_PostUpdate();