1 void CSQCModel_Hook_PreDraw(float isplayer);
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;
96 void CSQCPlayer_ColorSelection_Apply(float islocalplayer, float cm)
98 float selected_colormap = self.colormap;
99 // forceplayercolors too
102 // own team's color is never forced
103 float forcecolor_friend = 0;
104 float forcecolor_enemy = 0;
105 float teams_count = 0;
108 for(tm = teams.sort_next; tm; tm = tm.sort_next)
109 if(tm.team != NUM_SPECTATOR)
112 if(autocvar_cl_forcemyplayercolors)
113 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
114 if(autocvar_cl_forceplayercolors && teams_count == 2)
115 forcecolor_enemy = 1024 + autocvar__cl_color;
117 if(forcecolor_enemy && !forcecolor_friend)
119 // only enemy color is forced?
120 // verify it is not equal to the friend color
121 if(forcecolor_enemy == 1024 + 17 * myteam)
122 forcecolor_enemy = 0;
125 if(forcecolor_friend && !forcecolor_enemy)
127 // only friend color is forced?
128 // verify it is not equal to the enemy color
129 for(tm = teams.sort_next; tm; tm = tm.sort_next)
130 // note: we even compare against our own team.
131 // if we rejected because we matched our OWN team color,
132 // this is not bad; we then simply keep our color as is
134 if(forcecolor_friend == 1024 + 17 * tm.team)
135 forcecolor_friend = 0;
138 if(cm == 1024 + 17 * myteam)
140 if(forcecolor_friend)
141 selected_colormap = forcecolor_friend;
146 selected_colormap = forcecolor_enemy;
151 if(autocvar_cl_forcemyplayercolors && islocalplayer)
152 selected_colormap = 1024 + autocvar_cl_forcemyplayercolors;
153 else if(autocvar_cl_forceplayercolors)
154 selected_colormap = player_localnum + 1;
157 if(selected_colormap > 0)
158 self.glowmod = colormapPaletteColor(((selected_colormap >= 1024) ? selected_colormap : stof(getplayerkeyvalue(selected_colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
160 self.glowmod = '1 1 1';
162 if(autocvar_cl_deathglow > 0)
164 if(self.csqcmodel_isdead)
166 selected_colormap = 0;
167 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
168 // prevent the zero vector
169 self.glowmod_x = max(self.glowmod_x, 0.0001);
170 self.glowmod_y = max(self.glowmod_y, 0.0001);
171 self.glowmod_z = max(self.glowmod_z, 0.0001);
174 self.colormap = selected_colormap;
176 print(sprintf("CSQCPlayer_GlowMod_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), selected_colormap, vtos(self.glowmod)));
179 void CSQCPlayer_ForceModel_PreUpdate(void)
181 self.model = self.forceplayermodels_savemodel;
182 self.modelindex = self.forceplayermodels_savemodelindex;
183 self.skin = self.forceplayermodels_saveskin;
184 self.colormap = self.forceplayermodels_savecolormap;
186 void CSQCPlayer_ForceModel_PostUpdate(void)
188 self.forceplayermodels_savemodel = self.model;
189 self.forceplayermodels_savemodelindex = self.modelindex;
190 self.forceplayermodels_saveskin = self.skin;
191 self.forceplayermodels_savecolormap = self.colormap;
193 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
195 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
196 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
197 if(!self.forceplayermodels_isgoodmodel)
198 print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
201 void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
203 // which one is ALWAYS good?
204 if not(forceplayermodels_goodmodel)
208 precache_model(cvar_defstring("_cl_playermodel"));
209 setmodel(e, cvar_defstring("_cl_playermodel"));
210 forceplayermodels_goodmodel = e.model;
211 forceplayermodels_goodmodelindex = e.modelindex;
215 // first, try finding it from the server
216 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
220 if(!isdemo()) // this is mainly cheat protection; not needed for demos
222 // trust server's idea of "own player model"
223 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
224 forceplayermodels_model = self.forceplayermodels_savemodel;
225 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
226 forceplayermodels_skin = self.forceplayermodels_saveskin;
227 forceplayermodels_attempted = 1;
232 // forcemodel finding
233 if(!forceplayermodels_attempted)
235 forceplayermodels_attempted = 1;
237 // only if this failed, find it out on our own
240 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
241 forceplayermodels_modelisgoodmodel = fexists(e.model);
242 forceplayermodels_model = e.model;
243 forceplayermodels_modelindex = e.modelindex;
244 forceplayermodels_skin = autocvar__cl_playerskin;
248 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
252 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
253 forceplayermodels_myisgoodmodel = fexists(e.model);
254 forceplayermodels_mymodel = e.model;
255 forceplayermodels_mymodelindex = e.modelindex;
262 cm = self.forceplayermodels_savecolormap;
263 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
266 isfriend = (cm == 1024 + 17 * myteam);
268 isfriend = islocalplayer;
270 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
272 self.model = forceplayermodels_mymodel;
273 self.modelindex = forceplayermodels_mymodelindex;
274 self.skin = autocvar_cl_forcemyplayerskin;
276 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
278 self.model = forceplayermodels_model;
279 self.modelindex = forceplayermodels_modelindex;
280 self.skin = forceplayermodels_skin;
282 else if(self.forceplayermodels_isgoodmodel)
284 self.model = self.forceplayermodels_savemodel;
285 self.modelindex = self.forceplayermodels_savemodelindex;
286 self.skin = self.forceplayermodels_saveskin;
290 self.model = forceplayermodels_goodmodel;
291 self.modelindex = forceplayermodels_goodmodelindex;
292 self.skin = self.forceplayermodels_saveskin;
295 // now pick the color and glowmod of the model
296 CSQCPlayer_ColorSelection_Apply(islocalplayer, cm);
299 /*// FEATURE: auto glowmod
301 void CSQCPlayer_GlowMod_Apply(void)
303 float cm = self.colormap;
305 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
308 if(self.colormap > 0)
309 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
311 self.glowmod = '1 1 1';
313 if(self.colormod != '0 0 0') { self.colormod = '0 0 0'; }
315 if(autocvar_cl_deathglow > 0)
317 if(self.csqcmodel_isdead)
320 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
321 // prevent the zero vector
322 self.glowmod_x = max(self.glowmod_x, 0.0001);
323 self.glowmod_y = max(self.glowmod_y, 0.0001);
324 self.glowmod_z = max(self.glowmod_z, 0.0001);
329 print(sprintf("CSQCPlayer_GlowMod_Apply(): state = %s, colormap = %f, colormod = %s, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), cm, vtos(self.colormod), vtos(self.glowmod)));
332 // FEATURE: fallback frames
333 .float csqcmodel_saveframe;
334 .float csqcmodel_saveframe2;
335 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
336 .float csqcmodel_saveframe3;
337 .float csqcmodel_saveframe4;
339 .float csqcmodel_framecount;
341 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
342 void CSQCPlayer_FallbackFrame_PreUpdate(void)
344 self.frame = self.csqcmodel_saveframe;
345 self.frame2 = self.csqcmodel_saveframe2;
346 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
347 self.frame3 = self.csqcmodel_saveframe3;
348 self.frame4 = self.csqcmodel_saveframe4;
351 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
353 self.csqcmodel_saveframe = self.frame;
354 self.csqcmodel_saveframe2 = self.frame2;
355 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
356 self.csqcmodel_saveframe3 = self.frame3;
357 self.csqcmodel_saveframe4 = self.frame4;
360 // hack for death animations: set their frametime to zero in case a
364 #define FIX_FRAMETIME(f,ft) \
365 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
367 self.ft = self.death_time; \
369 FIX_FRAMETIME(frame, frame1time)
370 FIX_FRAMETIME(frame2, frame2time)
371 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
372 FIX_FRAMETIME(frame3, frame3time)
373 FIX_FRAMETIME(frame4, frame4time)
376 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
378 void CSQCPlayer_AnimDecide_PostUpdate(float isnew)
380 self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
382 float CSQCPlayer_FallbackFrame(float f)
384 if(frameduration(self.modelindex, f) > 0)
385 return f; // goooooood
386 if(frameduration(self.modelindex, 1) <= 0)
387 return f; // this is a static model. We can't fix it if we wanted to
390 case 23: return 11; // anim_melee -> anim_shoot
391 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
392 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
393 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
394 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
395 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
396 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
397 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
399 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
402 void CSQCPlayer_FallbackFrame_Apply(void)
404 self.frame = CSQCPlayer_FallbackFrame(self.frame);
405 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
406 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
407 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
408 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
412 // FEATURE: auto tag_index
414 .float tag_entity_lastmodelindex;
416 void CSQCModel_AutoTagIndex_Apply(void)
418 if(self.tag_entity && wasfreed(self.tag_entity))
419 self.tag_entity = world;
421 if(self.tag_networkentity)
425 if(self.tag_entity.entnum != self.tag_networkentity)
427 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
431 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
432 if(self.tag_entity.classname == "csqcmodel")
434 entity oldself = self;
435 self = self.tag_entity;
436 CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
440 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
442 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
449 // the best part is: IT EXISTS
450 if(substring(self.model, 0, 17) == "models/weapons/v_")
452 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
454 self.tag_index = gettagindex(self.tag_entity, "weapon");
456 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
459 // we need to prevent this from 'appening
460 self.tag_entity = world;
462 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
465 else if(self.tag_entity.isplayermodel)
467 skeleton_loadinfo(self.tag_entity);
468 self.tag_index = self.tag_entity.bone_weapon;
472 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
474 self.tag_index = gettagindex(self.tag_entity, "shot");
476 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
481 // damn, see you next frame
488 // FEATURE: EF_NODRAW workalike
489 float EF_BRIGHTFIELD = 1;
490 float EF_BRIGHTLIGHT = 4;
491 float EF_DIMLIGHT = 8;
492 float EF_DOUBLESIDED = 32768;
493 float EF_NOSELFSHADOW = 65536;
494 float EF_DYNAMICMODELLIGHT = 131072;
495 float EF_RESTARTANIM_BIT = 1048576;
496 float EF_TELEPORT_BIT = 2097152;
497 float MF_ROCKET = 1; // leave a trail
498 float MF_GRENADE = 2; // leave a trail
499 float MF_GIB = 4; // leave a trail
500 float MF_ROTATE = 8; // rotate (bonus items)
501 float MF_TRACER = 16; // green split trail
502 float MF_ZOMGIB = 32; // small blood trail
503 float MF_TRACER2 = 64; // orange split trail
504 float MF_TRACER3 = 128; // purple trail
505 .float csqcmodel_effects;
506 .float csqcmodel_modelflags;
507 void CSQCModel_Effects_PreUpdate(void)
509 self.effects = self.csqcmodel_effects;
510 self.modelflags = self.csqcmodel_modelflags;
512 void CSQCModel_Effects_PostUpdate(void)
514 self.csqcmodel_effects = self.effects;
515 self.csqcmodel_modelflags = self.modelflags;
518 if(self.csqcmodel_teleported)
519 Projectile_ResetTrail(self.origin);
522 void CSQCModel_Effects_Apply(void)
524 float eff = self.csqcmodel_effects;
525 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
527 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
529 self.traileffect = 0;
531 if(eff & EF_BRIGHTFIELD)
532 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
533 // ignoring EF_MUZZLEFLASH
534 if(eff & EF_BRIGHTLIGHT)
535 adddynamiclight(self.origin, 400, '3 3 3');
536 if(eff & EF_DIMLIGHT)
537 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
538 if((eff & EF_NODRAW) || (self.alpha < 0))
540 if(eff & EF_ADDITIVE)
541 self.renderflags |= RF_ADDITIVE;
543 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
545 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
546 // ignoring EF_NOGUNBOB
547 if(eff & EF_FULLBRIGHT)
548 self.renderflags |= RF_FULLBRIGHT;
550 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
551 if(eff & EF_STARDUST)
552 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
553 if(eff & EF_NOSHADOW)
554 self.renderflags |= RF_NOSHADOW;
555 if(eff & EF_NODEPTHTEST)
556 self.renderflags |= RF_DEPTHHACK;
557 // ignoring EF_SELECTABLE
558 if(eff & EF_DOUBLESIDED)
559 self.effects |= EF_DOUBLESIDED;
560 if(eff & EF_NOSELFSHADOW)
561 self.effects |= EF_NOSELFSHADOW;
562 if(eff & EF_DYNAMICMODELLIGHT)
563 self.renderflags |= RF_DYNAMICMODELLIGHT;
564 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
565 if(self.csqcmodel_modelflags & MF_ROCKET)
566 self.traileffect = particleeffectnum("TR_ROCKET");
567 if(self.csqcmodel_modelflags & MF_GRENADE)
568 self.traileffect = particleeffectnum("TR_GRENADE");
569 if(self.csqcmodel_modelflags & MF_GIB)
570 self.traileffect = particleeffectnum("TR_BLOOD");
571 if(self.csqcmodel_modelflags & MF_ROTATE)
573 self.renderflags |= RF_USEAXIS;
574 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
576 if(self.csqcmodel_modelflags & MF_TRACER)
577 self.traileffect = particleeffectnum("TR_WIZSPIKE");
578 if(self.csqcmodel_modelflags & MF_ZOMGIB)
579 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
580 if(self.csqcmodel_modelflags & MF_TRACER2)
581 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
582 if(self.csqcmodel_modelflags & MF_TRACER3)
583 self.traileffect = particleeffectnum("TR_VORESPIKE");
586 Projectile_DrawTrail(self.origin);
588 Projectile_ResetTrail(self.origin);
590 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
591 self.renderflags |= RF_ADDITIVE;
592 // also special in CSQCPlayer_GlowMod_Apply
594 if(self.csqcmodel_modelflags & MF_ROCKET)
596 if(!self.snd_looping)
598 sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
599 self.snd_looping = CH_TRIGGER_SINGLE;
606 sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation);
607 self.snd_looping = 0;
612 void CSQCPlayer_Precache()
614 precache_sound("misc/jetpack_fly.wav");
618 .float csqcmodel_predraw_run;
620 .float anim_frame1time;
622 .float anim_frame2time;
623 .float anim_saveframe;
624 .float anim_saveframe1time;
625 .float anim_saveframe2;
626 .float anim_saveframe2time;
627 .float anim_prev_pmove_flags;
628 void CSQCModel_Hook_PreDraw(float isplayer)
630 if(self.csqcmodel_predraw_run == framecount)
632 self.csqcmodel_predraw_run = framecount;
634 if(!self.modelindex || self.model == "null")
640 self.drawmask = MASK_NORMAL;
642 if(self.isplayermodel) // this checks if it's a player MODEL!
644 float islocalplayer = (self.entnum == player_localnum + 1);
645 CSQCPlayer_ModelAppearance_Apply(islocalplayer);
646 CSQCPlayer_LOD_Apply();
648 CSQCPlayer_FallbackFrame_Apply();
651 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
652 skeleton_loadinfo(self);
653 float doblend = (self.bone_upperbody >= 0);
655 if(self == csqcplayer)
657 if(self.pmove_flags & PMF_ONGROUND)
659 self.anim_prev_pmove_flags = self.pmove_flags;
660 if(self.pmove_flags & PMF_DUCKED)
661 animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE);
662 else if(self.anim_state & ANIMSTATE_DUCK)
663 animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE);
667 tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
668 if(trace_startsolid || trace_fraction < 1)
671 animdecide_init(self);
672 animdecide_setimplicitstate(self, onground);
673 animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
675 if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
676 sf |= CSQCMODEL_PROPERTY_FRAME;
677 if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
678 sf |= CSQCMODEL_PROPERTY_FRAME2;
679 self.anim_saveframe = self.anim_frame;
680 self.anim_saveframe1time = self.anim_frame1time;
681 self.anim_saveframe2 = self.anim_frame2;
682 self.anim_saveframe2time = self.anim_frame2time;
685 CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
686 self.lerpfrac = (doblend ? 0.5 : 0);
687 self.frame = self.anim_frame;
688 self.frame1time = self.anim_frame1time;
689 self.frame2 = self.anim_frame2;
690 self.frame2time = self.anim_frame2time;
691 CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
693 CSQCModel_InterpolateAnimation_2To4_Do();
696 skeleton_from_frames(self, self.csqcmodel_isdead);
700 free_skeleton_from_frames(self);
701 // just in case, clear these (we're animating in frame and frame3)
708 CSQCModel_AutoTagIndex_Apply();
710 CSQCModel_Effects_Apply();
713 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
715 // interpolate v_angle
716 self.iflags |= IFLAG_V_ANGLE_X;
717 // revert to values from server
718 CSQCModel_Effects_PreUpdate();
719 if(self.isplayermodel)
722 CSQCPlayer_FallbackFrame_PreUpdate();
723 CSQCPlayer_ForceModel_PreUpdate();
727 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
729 // is it a player model? (shared state)
730 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
732 // save values set by server
733 if(self.isplayermodel)
735 CSQCPlayer_ForceModel_PostUpdate();
737 CSQCPlayer_AnimDecide_PostUpdate(isnew);
739 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
741 CSQCModel_Effects_PostUpdate();