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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                 // set modelindex
18                 self.lodmodelindex0 = self.modelindex;
19                 self.lodmodelindex1 = self.modelindex;
20                 self.lodmodelindex2 = self.modelindex;
21
22                 // FIXME: this only supports 3-letter extensions
23                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
24                 if(fexists(s))
25                 {
26                         precache_model(s);
27                         setmodel(self, s);
28                         if(self.modelindex)
29                                 self.lodmodelindex1 = self.modelindex;
30                 }
31
32                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
33                 if(fexists(s))
34                 {
35                         precache_model(s);
36                         setmodel(self, s);
37                         if(self.modelindex)
38                                 self.lodmodelindex2 = self.modelindex;
39                 }
40
41                 setmodel(self, modelname); // make everything normal again
42         }
43
44         // apply LOD
45         if(autocvar_cl_playerdetailreduction <= 0)
46         {
47                 if(autocvar_cl_playerdetailreduction <= -2)
48                         self.modelindex = self.lodmodelindex2;
49                 else if(autocvar_cl_playerdetailreduction <= -1)
50                         self.modelindex = self.lodmodelindex1;
51                 else
52                         self.modelindex = self.lodmodelindex0;
53         }
54         else
55         {
56                 float distance = vlen(self.origin - view_origin);
57                 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
58                 f *= 1.0 / bound(0.01, view_quality, 1);
59                 if(f > autocvar_cl_loddistance2)
60                         self.modelindex = self.lodmodelindex2;
61                 else if(f > autocvar_cl_loddistance1)
62                         self.modelindex = self.lodmodelindex1;
63                 else
64                         self.modelindex = self.lodmodelindex0;
65         }
66 }
67
68 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
69 string forceplayermodels_model;
70 float forceplayermodels_modelisgoodmodel;
71 float forceplayermodels_modelindex;
72 float forceplayermodels_skin;
73
74 string forceplayermodels_mymodel;
75 float forceplayermodels_myisgoodmodel;
76 float forceplayermodels_mymodelindex;
77
78 float forceplayermodels_attempted;
79
80 .string forceplayermodels_savemodel;
81 .float forceplayermodels_savemodelindex;
82 .float forceplayermodels_saveskin;
83 .float forceplayermodels_savecolormap;
84
85 .string forceplayermodels_isgoodmodel_mdl;
86 .float forceplayermodels_isgoodmodel;
87
88 string forceplayermodels_goodmodel;
89 float forceplayermodels_goodmodelindex;
90
91 void CSQCPlayer_ForceModel_PreUpdate(void)
92 {
93         self.model = self.forceplayermodels_savemodel;
94         self.modelindex = self.forceplayermodels_savemodelindex;
95         self.skin = self.forceplayermodels_saveskin;
96         self.colormap = self.forceplayermodels_savecolormap;
97 }
98 void CSQCPlayer_ForceModel_PostUpdate(void)
99 {
100         self.forceplayermodels_savemodel = self.model;
101         self.forceplayermodels_savemodelindex = self.modelindex;
102         self.forceplayermodels_saveskin = self.skin;
103         self.forceplayermodels_savecolormap = self.colormap;
104
105         if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
106         {
107                 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
108                 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
109                 if(!self.forceplayermodels_isgoodmodel)
110                         print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
111         }
112 }
113 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
114 {
115         // which one is ALWAYS good?
116         if not(forceplayermodels_goodmodel)
117         {
118                 entity e;
119                 e = spawn();
120                 precache_model(cvar_defstring("_cl_playermodel"));
121                 setmodel(e, cvar_defstring("_cl_playermodel"));
122                 forceplayermodels_goodmodel = e.model;
123                 forceplayermodels_goodmodelindex = e.modelindex;
124                 remove(e);
125         }
126
127         // first, try finding it from the server
128         if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
129         {
130                 if(islocalplayer)
131                 {
132                         // trust server's idea of "own player model"
133                         forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
134                         forceplayermodels_model = self.forceplayermodels_savemodel;
135                         forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
136                         forceplayermodels_skin = self.forceplayermodels_saveskin;
137                         forceplayermodels_attempted = 1;
138                 }
139         }
140
141         // forcemodel finding
142         if(!forceplayermodels_attempted)
143         {
144                 forceplayermodels_attempted = 1;
145
146                 // only if this failed, find it out on our own
147                 entity e;
148                 e = spawn();
149                 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
150                 forceplayermodels_modelisgoodmodel = fexists(e.model);
151                 forceplayermodels_model = e.model;
152                 forceplayermodels_modelindex = e.modelindex;
153                 forceplayermodels_skin = autocvar__cl_playerskin;
154                 remove(e);
155         }
156
157         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
158         {
159                 entity e;
160                 e = spawn();
161                 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
162                 forceplayermodels_myisgoodmodel = fexists(e.model);
163                 forceplayermodels_mymodel = e.model;
164                 forceplayermodels_mymodelindex = e.modelindex;
165                 remove(e);
166         }
167
168         // apply it
169         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
170         {
171                 self.model = forceplayermodels_mymodel;
172                 self.modelindex = forceplayermodels_mymodelindex;
173                 self.skin = autocvar_cl_forcemyplayerskin;
174         }
175         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
176         {
177                 self.model = forceplayermodels_model;
178                 self.modelindex = forceplayermodels_modelindex;
179                 self.skin = forceplayermodels_skin;
180         }
181         else if(self.forceplayermodels_isgoodmodel)
182         {
183                 self.model = self.forceplayermodels_savemodel;
184                 self.modelindex = self.forceplayermodels_savemodelindex;
185                 self.skin = self.forceplayermodels_saveskin;
186         }
187         else
188         {
189                 self.model = forceplayermodels_goodmodel;
190                 self.modelindex = forceplayermodels_goodmodelindex;
191                 self.skin = self.forceplayermodels_saveskin;
192         }
193
194         // forceplayercolors too
195         if(!teamplay)
196         {
197                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
198                         self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
199                 else if(autocvar_cl_forceplayercolors)
200                         self.colormap = player_localnum + 1;
201         }
202 }
203
204 // FEATURE: fallback frames
205 .float csqcmodel_saveframe;
206 .float csqcmodel_saveframe2;
207 .float csqcmodel_saveframe3;
208 .float csqcmodel_saveframe4;
209 .float csqcmodel_framecount;
210
211 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
212 void CSQCPlayer_FallbackFrame_PreUpdate(void)
213 {
214         self.frame = self.csqcmodel_saveframe;
215         self.frame2 = self.csqcmodel_saveframe2;
216         self.frame3 = self.csqcmodel_saveframe3;
217         self.frame4 = self.csqcmodel_saveframe4;
218 }
219 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
220 {
221         self.csqcmodel_saveframe = self.frame;
222         self.csqcmodel_saveframe2 = self.frame2;
223         self.csqcmodel_saveframe3 = self.frame3;
224         self.csqcmodel_saveframe4 = self.frame4;
225
226         // hack for death animations: set their frametime to zero in case a
227         // player "pops in"
228         if(isnew)
229         {
230 #define FIX_FRAMETIME(f,ft) \
231                 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
232                 { \
233                         self.ft = self.death_time; \
234                 }
235                 FIX_FRAMETIME(frame, frame1time)
236                 FIX_FRAMETIME(frame2, frame2time)
237                 FIX_FRAMETIME(frame3, frame3time)
238                 FIX_FRAMETIME(frame4, frame4time)
239         }
240         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
241 }
242 float CSQCPlayer_FallbackFrame(float f)
243 {
244         if(frameduration(self.modelindex, f) > 0)
245                 return f; // goooooood
246         if(frameduration(self.modelindex, 1) <= 0)
247                 return f; // this is a static model. We can't fix it if we wanted to
248         switch(f)
249         {
250                 case 23: return 11; // anim_melee -> anim_shoot
251                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
252                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
253                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
254                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
255                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
256                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
257                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
258         }
259         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
260         return f;
261 }
262 void CSQCPlayer_FallbackFrame_Apply(void)
263 {
264         self.frame = CSQCPlayer_FallbackFrame(self.frame);
265         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
266         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
267         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
268 }
269
270 // FEATURE: auto tag_index
271 .entity tag_entity;
272 .float tag_entity_lastmodelindex;
273 .float tag_index;
274 void CSQCModel_AutoTagIndex_Apply(void)
275 {
276         if(self.tag_entity && wasfreed(self.tag_entity))
277                 self.tag_entity = world;
278
279         if(self.tag_networkentity)
280         {
281                 // we are ATTACHED!
282                 float changed = 0;
283                 if(self.tag_entity.entnum != self.tag_networkentity)
284                 {
285                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
286                         changed = 1;
287                 }
288
289                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
290                 if(self.tag_entity.classname == "csqcmodel")
291                 {
292                         entity oldself = self;
293                         self = self.tag_entity;
294                         CSQCModel_Hook_PreDraw();
295                         self = oldself;
296                 }
297
298                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
299                 {
300                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
301                         changed = 1;
302                 }
303                 if(changed)
304                 {
305                         if(self.tag_entity)
306                         {
307                                 // the best part is: IT EXISTS
308                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
309                                 {
310                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
311                                         {
312                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
313                                                 if(!self.tag_index)
314                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
315                                                 if(!self.tag_index)
316                                                 {
317                                                         // we need to prevent this from 'appening
318                                                         self.tag_entity = world;
319                                                         self.drawmask = 0;
320                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
321                                                 }
322                                         }
323                                         else if(self.tag_entity.isplayermodel)
324                                         {
325                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
326                                                 if(!self.tag_index)
327                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
328                                                 if(!self.tag_index)
329                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
330                                         }
331                                 }
332
333                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
334                                 {
335                                         self.tag_index = gettagindex(self.tag_entity, "shot");
336                                         if(!self.tag_index)
337                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
338                                 }
339                         }
340                         else
341                         {
342                                 // damn, see you next frame
343                                 self.drawmask = 0;
344                         }
345                 }
346         }
347 }
348
349 // FEATURE: EF_NODRAW workalike
350 float EF_BRIGHTFIELD    = 1;
351 float EF_BRIGHTLIGHT    = 4;
352 float EF_DIMLIGHT       = 8;
353 float EF_DOUBLESIDED = 32768;
354 float EF_NOSELFSHADOW = 65536;
355 float EF_DYNAMICMODELLIGHT = 131072;
356 float MF_ROCKET  =   1; // leave a trail
357 float MF_GRENADE =   2; // leave a trail
358 float MF_GIB     =   4; // leave a trail
359 float MF_ROTATE  =   8; // rotate (bonus items)
360 float MF_TRACER  =  16; // green split trail
361 float MF_ZOMGIB  =  32; // small blood trail
362 float MF_TRACER2 =  64; // orange split trail
363 float MF_TRACER3 = 128; // purple trail
364 .float csqcmodel_effects;
365 .float csqcmodel_modelflags;
366 void CSQCModel_Effects_PreUpdate(void)
367 {
368         self.effects = self.csqcmodel_effects;
369         self.modelflags = self.csqcmodel_modelflags;
370 }
371 void CSQCModel_Effects_PostUpdate(void)
372 {
373         self.csqcmodel_effects = self.effects;
374         self.csqcmodel_modelflags = self.modelflags;
375         self.effects = 0;
376         self.modelflags = 0;
377         if(self.csqcmodel_teleported)
378                 Projectile_ResetTrail(self.origin);
379 }
380 void CSQCModel_Effects_Apply(void)
381 {
382         float eff = self.csqcmodel_effects;
383         eff &~= CSQCMODEL_EF_RESPAWNGHOST;
384
385         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
386         self.effects = 0;
387         self.traileffect = 0;
388                         
389         if(eff & EF_BRIGHTFIELD)
390                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
391         // ignoring EF_MUZZLEFLASH
392         if(eff & EF_BRIGHTLIGHT)
393                 adddynamiclight(self.origin, 400, '3 3 3');
394         if(eff & EF_DIMLIGHT)
395                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
396         if((eff & EF_NODRAW) || (self.alpha < 0))
397                 self.drawmask = 0;
398         if(eff & EF_ADDITIVE)
399                 self.renderflags |= RF_ADDITIVE;
400         if(eff & EF_BLUE)
401                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
402         if(eff & EF_RED)
403                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
404         // ignoring EF_NOGUNBOB
405         if(eff & EF_FULLBRIGHT)
406                 self.renderflags |= RF_FULLBRIGHT;
407         if(eff & EF_FLAME)
408                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
409         if(eff & EF_STARDUST)
410                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
411         if(eff & EF_NOSHADOW)
412                 self.renderflags |= RF_NOSHADOW;
413         if(eff & EF_NODEPTHTEST)
414                 self.renderflags |= RF_DEPTHHACK;
415         // ignoring EF_SELECTABLE
416         if(eff & EF_DOUBLESIDED)
417                 self.effects |= EF_DOUBLESIDED;
418         if(eff & EF_NOSELFSHADOW)
419                 self.effects |= EF_NOSELFSHADOW;
420         if(eff & EF_DYNAMICMODELLIGHT)
421                 self.renderflags |= RF_DYNAMICMODELLIGHT;
422         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
423         if(self.csqcmodel_modelflags & MF_ROCKET)
424                 self.traileffect = particleeffectnum("TR_ROCKET");
425         if(self.csqcmodel_modelflags & MF_GRENADE)
426                 self.traileffect = particleeffectnum("TR_GRENADE");
427         if(self.csqcmodel_modelflags & MF_GIB)
428                 self.traileffect = particleeffectnum("TR_BLOOD");
429         if(self.csqcmodel_modelflags & MF_ROTATE)
430         {
431                 self.renderflags |= RF_USEAXIS;
432                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
433         }
434         if(self.csqcmodel_modelflags & MF_TRACER)
435                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
436         if(self.csqcmodel_modelflags & MF_ZOMGIB)
437                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
438         if(self.csqcmodel_modelflags & MF_TRACER2)
439                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
440         if(self.csqcmodel_modelflags & MF_TRACER3)
441                 self.traileffect = particleeffectnum("TR_VORESPIKE");
442
443         if(self.drawmask)
444                 Projectile_DrawTrail(self.origin);
445         else
446                 Projectile_ResetTrail(self.origin);
447
448         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
449                 self.renderflags |= RF_ADDITIVE;
450                 // also special in CSQCPlayer_GlowMod_Apply
451 }
452
453 // FEATURE: auto glowmod
454 .vector glowmod;
455 void CSQCPlayer_GlowMod_Apply(void)
456 {
457         float cm = self.colormap;
458
459         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
460                 cm = 1024;
461
462         if(self.colormap > 0)
463                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
464         else
465                 self.glowmod = '1 1 1';
466
467         if(autocvar_cl_deathglow > 0)
468                 if(self.csqcmodel_isdead)
469                 {
470                         self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
471                         // prevent the zero vector
472                         self.glowmod_x = max(self.glowmod_x, 0.0001);
473                         self.glowmod_y = max(self.glowmod_y, 0.0001);
474                         self.glowmod_z = max(self.glowmod_z, 0.0001);
475                 }
476 }
477
478 // general functions
479 .float csqcmodel_predraw_run;
480 void CSQCModel_Hook_PreDraw()
481 {
482         if(self.csqcmodel_predraw_run == framecount)
483                 return;
484         self.csqcmodel_predraw_run = framecount;
485
486         if(!self.modelindex || self.model == "null")
487         {
488                 self.drawmask = 0;
489                 return;
490         }
491         else
492                 self.drawmask = MASK_NORMAL;
493
494         if(self.isplayermodel) // this checks if it's a player MODEL!
495         {
496                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
497                 CSQCPlayer_GlowMod_Apply();
498                 CSQCPlayer_LOD_Apply();
499                 CSQCPlayer_FallbackFrame_Apply();
500         }
501
502         CSQCModel_AutoTagIndex_Apply();
503
504         CSQCModel_Effects_Apply();
505 }
506
507 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
508 {
509         // revert to values from server
510         CSQCModel_Effects_PreUpdate();
511         if(self.isplayermodel)
512         {
513                 CSQCPlayer_FallbackFrame_PreUpdate();
514                 CSQCPlayer_ForceModel_PreUpdate();
515         }
516 }
517
518 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
519 {
520         // is it a player model? (shared state)
521         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
522
523         // save values set by server
524         if(self.isplayermodel)
525         {
526                 CSQCPlayer_ForceModel_PostUpdate();
527                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
528         }
529         CSQCModel_Effects_PostUpdate();
530 }