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;
176 cm = self.forceplayermodels_savecolormap;
177 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
179 isfriend = (cm == 1024 + 17 * myteam);
182 isfriend = islocalplayer;
184 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
186 self.model = forceplayermodels_mymodel;
187 self.modelindex = forceplayermodels_mymodelindex;
188 self.skin = autocvar_cl_forcemyplayerskin;
190 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
192 self.model = forceplayermodels_model;
193 self.modelindex = forceplayermodels_modelindex;
194 self.skin = forceplayermodels_skin;
196 else if(self.forceplayermodels_isgoodmodel)
198 self.model = self.forceplayermodels_savemodel;
199 self.modelindex = self.forceplayermodels_savemodelindex;
200 self.skin = self.forceplayermodels_saveskin;
204 self.model = forceplayermodels_goodmodel;
205 self.modelindex = forceplayermodels_goodmodelindex;
206 self.skin = self.forceplayermodels_saveskin;
209 // forceplayercolors too
212 // own team's color is never forced
213 float forcecolor_friend = 0;
214 float forcecolor_enemy = 0;
215 float teams_count = 0;
216 float my_colors = 1024 + autocvar__cl_color;
219 for(tm = teams.sort_next; tm; tm = tm.sort_next)
220 if(tm.team != COLOR_SPECTATOR)
223 if(autocvar_cl_forcemyplayercolors)
224 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
225 if(autocvar_cl_forceplayercolors && teams_count == 2)
226 forcecolor_enemy = 1024 + my_colors;
228 if(forcecolor_enemy && !forcecolor_friend)
230 // only enemy color is forced?
231 // verify it is not equal to the friend color
232 if(forcecolor_enemy == 1024 + 17 * myteam)
233 forcecolor_enemy = 0;
236 if(forcecolor_friend && !forcecolor_enemy)
238 // only friend color is forced?
239 // verify it is not equal to the enemy color
240 for(tm = teams.sort_next; tm; tm = tm.sort_next)
241 // note: we even compare against our own team.
242 // if we rejected because we matched our OWN team color,
243 // this is not bad; we then simply keep our color as is
245 if(forcecolor_friend == 1024 + 17 * tm.team)
246 forcecolor_friend = 0;
250 cm = self.forceplayermodels_savecolormap;
251 cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
253 if(cm == 1024 + 17 * myteam)
255 if(forcecolor_friend)
256 self.colormap = forcecolor_friend;
261 self.colormap = forcecolor_enemy;
266 if(autocvar_cl_forcemyplayercolors && islocalplayer)
267 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
268 else if(autocvar_cl_forceplayercolors)
269 self.colormap = player_localnum + 1;
273 // FEATURE: fallback frames
274 .float csqcmodel_saveframe;
275 .float csqcmodel_saveframe2;
276 .float csqcmodel_saveframe3;
277 .float csqcmodel_saveframe4;
278 .float csqcmodel_framecount;
280 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
281 void CSQCPlayer_FallbackFrame_PreUpdate(void)
283 self.frame = self.csqcmodel_saveframe;
284 self.frame2 = self.csqcmodel_saveframe2;
285 self.frame3 = self.csqcmodel_saveframe3;
286 self.frame4 = self.csqcmodel_saveframe4;
288 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
290 self.csqcmodel_saveframe = self.frame;
291 self.csqcmodel_saveframe2 = self.frame2;
292 self.csqcmodel_saveframe3 = self.frame3;
293 self.csqcmodel_saveframe4 = self.frame4;
295 // hack for death animations: set their frametime to zero in case a
299 #define FIX_FRAMETIME(f,ft) \
300 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
302 self.ft = self.death_time; \
304 FIX_FRAMETIME(frame, frame1time)
305 FIX_FRAMETIME(frame2, frame2time)
306 FIX_FRAMETIME(frame3, frame3time)
307 FIX_FRAMETIME(frame4, frame4time)
309 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
311 float CSQCPlayer_FallbackFrame(float f)
313 if(frameduration(self.modelindex, f) > 0)
314 return f; // goooooood
315 if(frameduration(self.modelindex, 1) <= 0)
316 return f; // this is a static model. We can't fix it if we wanted to
319 case 23: return 11; // anim_melee -> anim_shoot
320 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
321 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
322 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
323 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
324 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
325 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
326 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
328 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
331 void CSQCPlayer_FallbackFrame_Apply(void)
333 self.frame = CSQCPlayer_FallbackFrame(self.frame);
334 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
335 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
336 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
339 // FEATURE: auto tag_index
341 .float tag_entity_lastmodelindex;
343 void CSQCModel_AutoTagIndex_Apply(void)
345 if(self.tag_entity && wasfreed(self.tag_entity))
346 self.tag_entity = world;
348 if(self.tag_networkentity)
352 if(self.tag_entity.entnum != self.tag_networkentity)
354 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
358 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
359 if(self.tag_entity.classname == "csqcmodel")
361 entity oldself = self;
362 self = self.tag_entity;
363 CSQCModel_Hook_PreDraw();
367 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
369 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
376 // the best part is: IT EXISTS
377 if(substring(self.model, 0, 17) == "models/weapons/v_")
379 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
381 self.tag_index = gettagindex(self.tag_entity, "weapon");
383 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
386 // we need to prevent this from 'appening
387 self.tag_entity = world;
389 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
392 else if(self.tag_entity.isplayermodel)
394 self.tag_index = gettagindex(self.tag_entity, "weapon");
396 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
398 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
402 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
404 self.tag_index = gettagindex(self.tag_entity, "shot");
406 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
411 // damn, see you next frame
418 // FEATURE: EF_NODRAW workalike
419 float EF_BRIGHTFIELD = 1;
420 float EF_BRIGHTLIGHT = 4;
421 float EF_DIMLIGHT = 8;
422 float EF_DOUBLESIDED = 32768;
423 float EF_NOSELFSHADOW = 65536;
424 float EF_DYNAMICMODELLIGHT = 131072;
425 float MF_ROCKET = 1; // leave a trail
426 float MF_GRENADE = 2; // leave a trail
427 float MF_GIB = 4; // leave a trail
428 float MF_ROTATE = 8; // rotate (bonus items)
429 float MF_TRACER = 16; // green split trail
430 float MF_ZOMGIB = 32; // small blood trail
431 float MF_TRACER2 = 64; // orange split trail
432 float MF_TRACER3 = 128; // purple trail
433 .float csqcmodel_effects;
434 .float csqcmodel_modelflags;
435 void CSQCModel_Effects_PreUpdate(void)
437 self.effects = self.csqcmodel_effects;
438 self.modelflags = self.csqcmodel_modelflags;
440 void CSQCModel_Effects_PostUpdate(void)
442 self.csqcmodel_effects = self.effects;
443 self.csqcmodel_modelflags = self.modelflags;
446 if(self.csqcmodel_teleported)
447 Projectile_ResetTrail(self.origin);
449 void CSQCModel_Effects_Apply(void)
451 float eff = self.csqcmodel_effects;
452 eff &~= CSQCMODEL_EF_RESPAWNGHOST;
454 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
456 self.traileffect = 0;
458 if(eff & EF_BRIGHTFIELD)
459 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
460 // ignoring EF_MUZZLEFLASH
461 if(eff & EF_BRIGHTLIGHT)
462 adddynamiclight(self.origin, 400, '3 3 3');
463 if(eff & EF_DIMLIGHT)
464 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
465 if((eff & EF_NODRAW) || (self.alpha < 0))
467 if(eff & EF_ADDITIVE)
468 self.renderflags |= RF_ADDITIVE;
470 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
472 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
473 // ignoring EF_NOGUNBOB
474 if(eff & EF_FULLBRIGHT)
475 self.renderflags |= RF_FULLBRIGHT;
477 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
478 if(eff & EF_STARDUST)
479 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
480 if(eff & EF_NOSHADOW)
481 self.renderflags |= RF_NOSHADOW;
482 if(eff & EF_NODEPTHTEST)
483 self.renderflags |= RF_DEPTHHACK;
484 // ignoring EF_SELECTABLE
485 if(eff & EF_DOUBLESIDED)
486 self.effects |= EF_DOUBLESIDED;
487 if(eff & EF_NOSELFSHADOW)
488 self.effects |= EF_NOSELFSHADOW;
489 if(eff & EF_DYNAMICMODELLIGHT)
490 self.renderflags |= RF_DYNAMICMODELLIGHT;
491 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
492 if(self.csqcmodel_modelflags & MF_ROCKET)
493 self.traileffect = particleeffectnum("TR_ROCKET");
494 if(self.csqcmodel_modelflags & MF_GRENADE)
495 self.traileffect = particleeffectnum("TR_GRENADE");
496 if(self.csqcmodel_modelflags & MF_GIB)
497 self.traileffect = particleeffectnum("TR_BLOOD");
498 if(self.csqcmodel_modelflags & MF_ROTATE)
500 self.renderflags |= RF_USEAXIS;
501 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
503 if(self.csqcmodel_modelflags & MF_TRACER)
504 self.traileffect = particleeffectnum("TR_WIZSPIKE");
505 if(self.csqcmodel_modelflags & MF_ZOMGIB)
506 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
507 if(self.csqcmodel_modelflags & MF_TRACER2)
508 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
509 if(self.csqcmodel_modelflags & MF_TRACER3)
510 self.traileffect = particleeffectnum("TR_VORESPIKE");
513 Projectile_DrawTrail(self.origin);
515 Projectile_ResetTrail(self.origin);
517 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
518 self.renderflags |= RF_ADDITIVE;
519 // also special in CSQCPlayer_GlowMod_Apply
522 // FEATURE: auto glowmod
524 void CSQCPlayer_GlowMod_Apply(void)
526 float cm = self.colormap;
528 if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
531 if(self.colormap > 0)
532 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
534 self.glowmod = '1 1 1';
536 if(autocvar_cl_deathglow > 0)
537 if(self.csqcmodel_isdead)
539 self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
540 // prevent the zero vector
541 self.glowmod_x = max(self.glowmod_x, 0.0001);
542 self.glowmod_y = max(self.glowmod_y, 0.0001);
543 self.glowmod_z = max(self.glowmod_z, 0.0001);
548 .float csqcmodel_predraw_run;
549 void CSQCModel_Hook_PreDraw()
551 if(self.csqcmodel_predraw_run == framecount)
553 self.csqcmodel_predraw_run = framecount;
555 if(!self.modelindex || self.model == "null")
561 self.drawmask = MASK_NORMAL;
563 if(self.isplayermodel) // this checks if it's a player MODEL!
565 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
566 CSQCPlayer_GlowMod_Apply();
567 CSQCPlayer_LOD_Apply();
568 CSQCPlayer_FallbackFrame_Apply();
571 CSQCModel_AutoTagIndex_Apply();
573 CSQCModel_Effects_Apply();
576 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
578 // revert to values from server
579 CSQCModel_Effects_PreUpdate();
580 if(self.isplayermodel)
582 CSQCPlayer_FallbackFrame_PreUpdate();
583 CSQCPlayer_ForceModel_PreUpdate();
587 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
589 // is it a player model? (shared state)
590 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
592 // save values set by server
593 if(self.isplayermodel)
595 CSQCPlayer_ForceModel_PostUpdate();
596 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
598 CSQCModel_Effects_PostUpdate();