void CSQCModel_Hook_PreDraw(float isplayer); .float isplayermodel; // FEATURE: LOD .float lodmodelindex0; .float lodmodelindex1; .float lodmodelindex2; void CSQCPlayer_LOD_Apply(void) { // LOD model loading if(self.lodmodelindex0 != self.modelindex) { string modelname = self.model; string s; vector mi = self.mins; vector ma = self.maxs; // set modelindex self.lodmodelindex0 = self.modelindex; self.lodmodelindex1 = self.modelindex; self.lodmodelindex2 = self.modelindex; // FIXME: this only supports 3-letter extensions s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4)); if(fexists(s)) { precache_model(s); setmodel(self, s); if(self.modelindex) self.lodmodelindex1 = self.modelindex; } s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4)); if(fexists(s)) { precache_model(s); setmodel(self, s); if(self.modelindex) self.lodmodelindex2 = self.modelindex; } setmodel(self, modelname); // make everything normal again setsize(self, mi, ma); } // apply LOD if(autocvar_cl_playerdetailreduction <= 0) { if(autocvar_cl_playerdetailreduction <= -2) self.modelindex = self.lodmodelindex2; else if(autocvar_cl_playerdetailreduction <= -1) self.modelindex = self.lodmodelindex1; else self.modelindex = self.lodmodelindex0; } else { float distance = vlen(self.origin - view_origin); float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction; f *= 1.0 / bound(0.01, view_quality, 1); if(f > autocvar_cl_loddistance2) self.modelindex = self.lodmodelindex2; else if(f > autocvar_cl_loddistance1) self.modelindex = self.lodmodelindex1; else self.modelindex = self.lodmodelindex0; } } // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!) string forceplayermodels_model; float forceplayermodels_modelisgoodmodel; float forceplayermodels_modelindex; float forceplayermodels_skin; string forceplayermodels_mymodel; float forceplayermodels_myisgoodmodel; float forceplayermodels_mymodelindex; float forceplayermodels_attempted; .string forceplayermodels_savemodel; .float forceplayermodels_savemodelindex; .float forceplayermodels_saveskin; .float forceplayermodels_savecolormap; .string forceplayermodels_isgoodmodel_mdl; .float forceplayermodels_isgoodmodel; string forceplayermodels_goodmodel; float forceplayermodels_goodmodelindex; .vector glowmod; .vector old_glowmod; void CSQCPlayer_ModelAppearance_PreUpdate(void) { self.model = self.forceplayermodels_savemodel; self.modelindex = self.forceplayermodels_savemodelindex; self.skin = self.forceplayermodels_saveskin; self.colormap = self.forceplayermodels_savecolormap; } void CSQCPlayer_ModelAppearance_PostUpdate(void) { self.forceplayermodels_savemodel = self.model; self.forceplayermodels_savemodelindex = self.modelindex; self.forceplayermodels_saveskin = self.skin; self.forceplayermodels_savecolormap = self.colormap; if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl) { self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel); self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel; if(!self.forceplayermodels_isgoodmodel) printf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel); } } void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) { // FORCEMODEL // which one is ALWAYS good? if (!forceplayermodels_goodmodel) { entity e; e = spawn(); precache_model(cvar_defstring("_cl_playermodel")); setmodel(e, cvar_defstring("_cl_playermodel")); forceplayermodels_goodmodel = e.model; forceplayermodels_goodmodelindex = e.modelindex; remove(e); } // first, try finding it from the server if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null") { if(islocalplayer) { if(!isdemo()) // this is mainly cheat protection; not needed for demos { // trust server's idea of "own player model" forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel; forceplayermodels_model = self.forceplayermodels_savemodel; forceplayermodels_modelindex = self.forceplayermodels_savemodelindex; forceplayermodels_skin = self.forceplayermodels_saveskin; forceplayermodels_attempted = 1; } } } // forcemodel finding if(!forceplayermodels_attempted) { forceplayermodels_attempted = 1; // only if this failed, find it out on our own entity e; e = spawn(); setmodel(e, autocvar__cl_playermodel); // this is harmless, see below forceplayermodels_modelisgoodmodel = fexists(e.model); forceplayermodels_model = e.model; forceplayermodels_modelindex = e.modelindex; forceplayermodels_skin = autocvar__cl_playerskin; remove(e); } if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel) { entity e; e = spawn(); setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below forceplayermodels_myisgoodmodel = fexists(e.model); forceplayermodels_mymodel = e.model; forceplayermodels_mymodelindex = e.modelindex; remove(e); } // apply it float isfriend; float cm; cm = self.forceplayermodels_savecolormap; cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024); if(teamplay) isfriend = (cm == 1024 + 17 * myteam); else isfriend = islocalplayer; if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend) { self.model = forceplayermodels_mymodel; self.modelindex = forceplayermodels_mymodelindex; self.skin = autocvar_cl_forcemyplayerskin; } else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel) { self.model = forceplayermodels_model; self.modelindex = forceplayermodels_modelindex; self.skin = forceplayermodels_skin; } else if(self.forceplayermodels_isgoodmodel) { self.model = self.forceplayermodels_savemodel; self.modelindex = self.forceplayermodels_savemodelindex; self.skin = self.forceplayermodels_saveskin; } else { self.model = forceplayermodels_goodmodel; self.modelindex = forceplayermodels_goodmodelindex; self.skin = self.forceplayermodels_saveskin; } // forceplayercolors too if(teamplay) { // own team's color is never forced float forcecolor_friend = 0; float forcecolor_enemy = 0; entity tm; if(autocvar_cl_forcemyplayercolors) forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors; if(autocvar_cl_forceplayercolors && team_count == 2) forcecolor_enemy = 1024 + autocvar__cl_color; if(forcecolor_enemy && !forcecolor_friend) { // only enemy color is forced? // verify it is not equal to the friend color if(forcecolor_enemy == 1024 + 17 * myteam) forcecolor_enemy = 0; } if(forcecolor_friend && !forcecolor_enemy) { // only friend color is forced? // verify it is not equal to the enemy color for(tm = teams.sort_next; tm; tm = tm.sort_next) // note: we even compare against our own team. // if we rejected because we matched our OWN team color, // this is not bad; we then simply keep our color as is // anyway. if(forcecolor_friend == 1024 + 17 * tm.team) forcecolor_friend = 0; } if(cm == 1024 + 17 * myteam) { if(forcecolor_friend) self.colormap = forcecolor_friend; } else { if(forcecolor_enemy) self.colormap = forcecolor_enemy; } } else { if(autocvar_cl_forcemyplayercolors && islocalplayer) self.colormap = 1024 + autocvar_cl_forcemyplayercolors; else if(autocvar_cl_forceplayercolors) self.colormap = player_localnum + 1; } // GLOWMOD AND DEATH FADING if(self.colormap > 0) self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2; else self.glowmod = '1 1 1'; if(autocvar_cl_deathglow > 0) { if(self.csqcmodel_isdead) { // Fade out to black now... if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; } self.colormap = 0; self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1); self.glowmod_x = max(self.glowmod_x, 0.0001); self.glowmod_y = max(self.glowmod_y, 0.0001); self.glowmod_z = max(self.glowmod_z, 0.0001); } else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; } } //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod)); } // FEATURE: fallback frames .float csqcmodel_saveframe; .float csqcmodel_saveframe2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES .float csqcmodel_saveframe3; .float csqcmodel_saveframe4; #endif .float csqcmodel_framecount; #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1) void CSQCPlayer_FallbackFrame_PreUpdate(void) { self.frame = self.csqcmodel_saveframe; self.frame2 = self.csqcmodel_saveframe2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES self.frame3 = self.csqcmodel_saveframe3; self.frame4 = self.csqcmodel_saveframe4; #endif } void CSQCPlayer_FallbackFrame_PostUpdate(float isnew) { self.csqcmodel_saveframe = self.frame; self.csqcmodel_saveframe2 = self.frame2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES self.csqcmodel_saveframe3 = self.frame3; self.csqcmodel_saveframe4 = self.frame4; #endif // hack for death animations: set their frametime to zero in case a // player "pops in" if(isnew) { #define FIX_FRAMETIME(f,ft) \ if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \ { \ self.ft = self.death_time; \ } FIX_FRAMETIME(frame, frame1time) FIX_FRAMETIME(frame2, frame2time) #ifdef CSQCMODEL_HAVE_TWO_FRAMES FIX_FRAMETIME(frame3, frame3time) FIX_FRAMETIME(frame4, frame4time) #endif } self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame); } void CSQCPlayer_AnimDecide_PostUpdate(float isnew) { self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); } float CSQCPlayer_FallbackFrame(float f) { if(frameduration(self.modelindex, f) > 0) return f; // goooooood if(frameduration(self.modelindex, 1) <= 0) return f; // this is a static model. We can't fix it if we wanted to switch(f) { case 23: return 11; // anim_melee -> anim_shoot case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk } printf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model); return f; } void CSQCPlayer_FallbackFrame_Apply(void) { self.frame = CSQCPlayer_FallbackFrame(self.frame); self.frame2 = CSQCPlayer_FallbackFrame(self.frame2); #ifdef CSQCMODEL_HAVE_TWO_FRAMES self.frame3 = CSQCPlayer_FallbackFrame(self.frame3); self.frame4 = CSQCPlayer_FallbackFrame(self.frame4); #endif } // FEATURE: auto tag_index .entity tag_entity; .float tag_entity_lastmodelindex; .float tag_index; void CSQCModel_AutoTagIndex_Apply(void) { if(self.tag_entity && wasfreed(self.tag_entity)) self.tag_entity = world; if(self.tag_networkentity) { // we are ATTACHED! float changed = 0; if(self.tag_entity.entnum != self.tag_networkentity) { self.tag_entity = findfloat(world, entnum, self.tag_networkentity); changed = 1; } // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch if(self.tag_entity.classname == "csqcmodel") { entity oldself = self; self = self.tag_entity; CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients)); self = oldself; } if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex) { self.tag_entity_lastmodelindex = self.tag_entity.modelindex; changed = 1; } if(changed) { if(self.tag_entity) { // the best part is: IT EXISTS if(substring(self.model, 0, 17) == "models/weapons/v_") { if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_") { self.tag_index = gettagindex(self.tag_entity, "weapon"); if(!self.tag_index) self.tag_index = gettagindex(self.tag_entity, "tag_weapon"); if(!self.tag_index) { // we need to prevent this from 'appening self.tag_entity = world; self.drawmask = 0; dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n"); } } else if(self.tag_entity.isplayermodel) { skeleton_loadinfo(self.tag_entity); self.tag_index = self.tag_entity.bone_weapon; } } if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_") { self.tag_index = gettagindex(self.tag_entity, "shot"); if(!self.tag_index) self.tag_index = gettagindex(self.tag_entity, "tag_shot"); } } else { // damn, see you next frame self.drawmask = 0; } } } } // FEATURE: EF_NODRAW workalike const float EF_BRIGHTFIELD = 1; const float EF_BRIGHTLIGHT = 4; const float EF_DIMLIGHT = 8; const float EF_DOUBLESIDED = 32768; const float EF_NOSELFSHADOW = 65536; const float EF_DYNAMICMODELLIGHT = 131072; const float EF_RESTARTANIM_BIT = 1048576; const float EF_TELEPORT_BIT = 2097152; const float MF_ROCKET = 1; // leave a trail const float MF_GRENADE = 2; // leave a trail const float MF_GIB = 4; // leave a trail const float MF_ROTATE = 8; // rotate (bonus items) const float MF_TRACER = 16; // green split trail const float MF_ZOMGIB = 32; // small blood trail const float MF_TRACER2 = 64; // orange split trail const float MF_TRACER3 = 128; // purple trail .float csqcmodel_effects; .float csqcmodel_modelflags; void CSQCModel_Effects_PreUpdate(void) { self.effects = self.csqcmodel_effects; self.modelflags = self.csqcmodel_modelflags; } void Reset_ArcBeam(void); void CSQCModel_Effects_PostUpdate(void) { if (self == csqcplayer) { if (self.csqcmodel_teleported) { Reset_ArcBeam(); } } self.csqcmodel_effects = self.effects; self.csqcmodel_modelflags = self.modelflags; self.effects = 0; self.modelflags = 0; if(self.csqcmodel_teleported) Projectile_ResetTrail(self.origin); } .float snd_looping; void CSQCModel_Effects_Apply(void) { float eff = self.csqcmodel_effects; eff &= ~CSQCMODEL_EF_RESPAWNGHOST; self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS); self.effects = 0; self.traileffect = 0; if(eff & EF_BRIGHTFIELD) self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); // ignoring EF_MUZZLEFLASH if(eff & EF_BRIGHTLIGHT) adddynamiclight(self.origin, 400, '3 3 3'); if(eff & EF_DIMLIGHT) adddynamiclight(self.origin, 200, '1.5 1.5 1.5'); if((eff & EF_NODRAW) || (self.alpha < 0)) self.drawmask = 0; if(eff & EF_ADDITIVE) self.renderflags |= RF_ADDITIVE; if(eff & EF_BLUE) adddynamiclight(self.origin, 200, '0.15 0.15 1.5'); if(eff & EF_RED) adddynamiclight(self.origin, 200, '1.5 0.15 0.15'); // ignoring EF_NOGUNBOB if(eff & EF_FULLBRIGHT) self.renderflags |= RF_FULLBRIGHT; if(eff & EF_FLAME) pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1)); if(eff & EF_STARDUST) pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1)); if(eff & EF_NOSHADOW) self.renderflags |= RF_NOSHADOW; if(eff & EF_NODEPTHTEST) self.renderflags |= RF_DEPTHHACK; // ignoring EF_SELECTABLE if(eff & EF_DOUBLESIDED) self.effects |= EF_DOUBLESIDED; if(eff & EF_NOSELFSHADOW) self.effects |= EF_NOSELFSHADOW; if(eff & EF_DYNAMICMODELLIGHT) self.renderflags |= RF_DYNAMICMODELLIGHT; // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION if(self.csqcmodel_modelflags & MF_ROCKET) self.traileffect = particleeffectnum("TR_ROCKET"); if(self.csqcmodel_modelflags & MF_GRENADE) self.traileffect = particleeffectnum("TR_GRENADE"); if(self.csqcmodel_modelflags & MF_GIB) self.traileffect = particleeffectnum("TR_BLOOD"); if(self.csqcmodel_modelflags & MF_ROTATE) { self.renderflags |= RF_USEAXIS; makevectors(self.angles + '0 100 0' * fmod(time, 3.6)); } if(self.csqcmodel_modelflags & MF_TRACER) self.traileffect = particleeffectnum("TR_WIZSPIKE"); if(self.csqcmodel_modelflags & MF_ZOMGIB) self.traileffect = particleeffectnum("TR_SLIGHTBLOOD"); if(self.csqcmodel_modelflags & MF_TRACER2) self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); if(self.csqcmodel_modelflags & MF_TRACER3) self.traileffect = particleeffectnum("TR_VORESPIKE"); if(self.drawmask) Projectile_DrawTrail(self.origin); else Projectile_ResetTrail(self.origin); if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) self.renderflags |= RF_ADDITIVE; // also special in CSQCPlayer_GlowMod_Apply if(self.csqcmodel_modelflags & MF_ROCKET) { if(!self.snd_looping) { sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation); self.snd_looping = CH_TRIGGER_SINGLE; } } else { if(self.snd_looping) { sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation); self.snd_looping = 0; } } } void CSQCPlayer_Precache() { precache_sound("misc/jetpack_fly.wav"); } // general functions .float csqcmodel_predraw_run; .float anim_frame; .float anim_frame1time; .float anim_frame2; .float anim_frame2time; .float anim_saveframe; .float anim_saveframe1time; .float anim_saveframe2; .float anim_saveframe2time; .float anim_prev_pmove_flags; void CSQCModel_Hook_PreDraw(float isplayer) { if(self.csqcmodel_predraw_run == framecount) return; self.csqcmodel_predraw_run = framecount; if(!self.modelindex || self.model == "null") { self.drawmask = 0; return; } else self.drawmask = MASK_NORMAL; if(self.isplayermodel) // this checks if it's a player MODEL! { CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1); CSQCPlayer_LOD_Apply(); if(!isplayer) { skeleton_loadinfo(self); float doblend = (self.bone_upperbody >= 0); CSQCPlayer_FallbackFrame_Apply(); if(doblend) { skeleton_from_frames(self, self.csqcmodel_isdead); } else { free_skeleton_from_frames(self); // just in case, clear these (we're animating in frame and frame3) self.lerpfrac = 0; self.lerpfrac4 = 0; } } else { // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know! skeleton_loadinfo(self); float doblend = (self.bone_upperbody >= 0); float onground = 0; if(self == csqcplayer) { if(self.pmove_flags & PMF_ONGROUND) onground = 1; self.anim_prev_pmove_flags = self.pmove_flags; if(self.pmove_flags & PMF_DUCKED) animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE); else if(self.anim_state & ANIMSTATE_DUCK) animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE); } else { tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self); if(trace_startsolid || trace_fraction < 1) onground = 1; } animdecide_init(self); animdecide_setimplicitstate(self, onground); animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time); float sf = 0; if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time) sf |= CSQCMODEL_PROPERTY_FRAME; if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time) sf |= CSQCMODEL_PROPERTY_FRAME2; self.anim_saveframe = self.anim_frame; self.anim_saveframe1time = self.anim_frame1time; self.anim_saveframe2 = self.anim_frame2; self.anim_saveframe2time = self.anim_frame2time; if(sf) { CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC); self.lerpfrac = (doblend ? 0.5 : 0); self.frame = self.anim_frame; self.frame1time = self.anim_frame1time; self.frame2 = self.anim_frame2; self.frame2time = self.anim_frame2time; CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE); } CSQCModel_InterpolateAnimation_2To4_Do(); if(doblend) { skeleton_from_frames(self, self.csqcmodel_isdead); } else { free_skeleton_from_frames(self); // just in case, clear these (we're animating in frame and frame3) self.lerpfrac = 0; self.lerpfrac4 = 0; } } } CSQCModel_AutoTagIndex_Apply(); CSQCModel_Effects_Apply(); } void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer) { // interpolate v_angle self.iflags |= IFLAG_V_ANGLE_X; // revert to values from server CSQCModel_Effects_PreUpdate(); if(self.isplayermodel) { if(!isplayer) CSQCPlayer_FallbackFrame_PreUpdate(); CSQCPlayer_ModelAppearance_PreUpdate(); } } void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer) { // is it a player model? (shared state) self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/"); // save values set by server if(self.isplayermodel) { CSQCPlayer_ModelAppearance_PostUpdate(); if(isplayer) CSQCPlayer_AnimDecide_PostUpdate(isnew); else CSQCPlayer_FallbackFrame_PostUpdate(isnew); } CSQCModel_Effects_PostUpdate(); }