]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
Merge branch 'master' into martin-t/globals
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index 0643bb09d5b37e3bdd7b014f13964959ab837484..1dfc006c353d57ea8d6722a891097517703f5ed2 100644 (file)
@@ -1,11 +1,16 @@
 #include "csqcmodel_hooks.qh"
-#include "mutators/events.qh"
+#include "autocvars.qh"
+#include "csqcmodel_hooks.qh"
+#include "miscfunctions.qh"
+#include <client/mutators/_mod.qh>
 #include "player_skeleton.qh"
 #include "weapons/projectile.qh"
 #include <common/animdecide.qh>
 #include <common/ent_cs.qh>
 #include <common/physics/movetypes/movetypes.qh>
 #include <common/viewloc.qh>
+#include <common/effects/all.qh>
+#include <common/effects/all.inc>
 #include <lib/csqcmodel/cl_model.qh>
 #include <lib/csqcmodel/cl_player.qh>
 #include <lib/csqcmodel/interpolate.qh>
 .float death_time;
 .int modelflags;
 
-void CSQCModel_Hook_PreDraw(entity this, bool isplayer);
-
-.bool isplayermodel;
-
 // FEATURE: LOD
 .int lodmodelindex0;
 .int lodmodelindex1;
@@ -129,11 +130,14 @@ void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
                this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
                this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
                if(!this.forceplayermodels_isgoodmodel)
-                       LOG_INFOF("Warning: missing model %s has been used\n", this.forceplayermodels_savemodel);
+                       LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
        }
 }
 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
 {
+       if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
+               goto skipforcemodels;
+
        // FORCEMODEL
        // which one is ALWAYS good?
        if (!forceplayermodels_goodmodel)
@@ -278,6 +282,8 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
                        this.colormap = player_localnum + 1;
        }
 
+       LABEL(skipforcemodels)
+
        // GLOWMOD AND DEATH FADING
        if(this.colormap > 0)
                this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
@@ -335,10 +341,10 @@ void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
        // player "pops in"
        if(isnew)
        {
-#define FIX_FRAMETIME(f,ft) MACRO_BEGIN {                                                                                                                                                      \
-               if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0)                                                                                       \
-                       this.ft = this.death_time;                                                                                                                                                              \
-MACRO_END
+#define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
+               if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
+                       this.ft = this.death_time; \
+MACRO_END
                FIX_FRAMETIME(frame, frame1time);
                FIX_FRAMETIME(frame2, frame2time);
 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
@@ -354,7 +360,7 @@ void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
 }
 int CSQCPlayer_FallbackFrame(entity this, int f)
 {
-    TC(int, f);
+       TC(int, f);
        if(frameduration(this.modelindex, f) > 0)
                return f; // goooooood
        if(frameduration(this.modelindex, 1) <= 0)
@@ -392,8 +398,6 @@ void CSQCModel_AutoTagIndex_Apply(entity this)
        if(this.tag_entity && wasfreed(this.tag_entity))
                this.tag_entity = NULL;
 
-       viewloc_SetTags(this);
-
        MUTATOR_CALLHOOK(TagIndex_Update, this);
 
        if(this.tag_networkentity)
@@ -409,7 +413,7 @@ void CSQCModel_AutoTagIndex_Apply(entity this)
                // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
                if(this.tag_entity.classname == "csqcmodel")
                {
-                       CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.entnum >= 1 && this.tag_entity.entnum <= maxclients));
+                       CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
                }
 
                if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
@@ -437,7 +441,7 @@ void CSQCModel_AutoTagIndex_Apply(entity this)
                                                        LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
                                                }
                                        }
-                                       else if(this.tag_entity.isplayermodel)
+                                       else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
                                        {
                                                skeleton_loadinfo(this.tag_entity);
                                                this.tag_index = this.tag_entity.bone_weapon;
@@ -536,6 +540,9 @@ void CSQCModel_Effects_Apply(entity this)
                tref = EFFECT_TR_BLOOD.m_id;
        if(this.csqcmodel_modelflags & MF_ROTATE)
        {
+               // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
+               // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
+               // However MR_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
                this.renderflags |= RF_USEAXIS;
                makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
        }
@@ -563,7 +570,7 @@ void CSQCModel_Effects_Apply(entity this)
        {
                if(!this.snd_looping)
                {
-                       sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_g_jetpack_attenuation);
+                       sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
                        this.snd_looping = CH_TRIGGER_SINGLE;
                }
        }
@@ -571,7 +578,7 @@ void CSQCModel_Effects_Apply(entity this)
        {
                if(this.snd_looping)
                {
-                       sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_g_jetpack_attenuation);
+                       sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
                        this.snd_looping = 0;
                }
        }
@@ -594,17 +601,22 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
                return;
        this.csqcmodel_predraw_run = framecount;
 
-       if(!this.modelindex || this.model == "null")
+       if(!this.modelindex || this.model == "null" || this.alpha < 0)
        {
                this.drawmask = 0;
+               if(this.snd_looping > 0)
+               {
+                       sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
+                       this.snd_looping = 0;
+               }
                return;
        }
        else
                this.drawmask = MASK_NORMAL;
 
-       if(this.isplayermodel) // this checks if it's a player MODEL!
+       if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
        {
-               CSQCPlayer_ModelAppearance_Apply(this, this.entnum == player_localnum + 1);
+               CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
                CSQCPlayer_LOD_Apply(this);
 
                if(!isplayer)
@@ -693,7 +705,7 @@ void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool isloc
        this.iflags |= IFLAG_V_ANGLE_X;
        // revert to values from server
        CSQCModel_Effects_PreUpdate(this);
-       if(this.isplayermodel)
+       if((this.isplayermodel & ISPLAYER_MODEL))
        {
                if(!isplayer)
                        CSQCPlayer_FallbackFrame_PreUpdate(this);
@@ -704,10 +716,12 @@ void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool isloc
 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
 {
        // is it a player model? (shared state)
-       this.isplayermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || (substring(this.model, 0, 16) == "models/monsters/" && (this.entnum >= 1 && this.entnum <= maxclients)));
+       bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || 
+                                                       (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
+       this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
 
        // save values set by server
-       if(this.isplayermodel)
+       if((this.isplayermodel & ISPLAYER_MODEL))
        {
                CSQCPlayer_ModelAppearance_PostUpdate(this);
                if(isplayer)