]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
Merge branch 'master' into divVerent/csad
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index d7eddbcd8edd340b70a8b4bcf0df4912bb5cb062..23facf87f7fcc787348a1d43a406ef8089a5afbb 100644 (file)
@@ -1,4 +1,4 @@
-void CSQCModel_Hook_PreDraw();
+void CSQCModel_Hook_PreDraw(float isplayer);
 
 .float isplayermodel;
 
@@ -14,6 +14,9 @@ void CSQCPlayer_LOD_Apply(void)
                string modelname = self.model;
                string s;
 
+               vector mi = self.mins;
+               vector ma = self.maxs;
+
                // set modelindex
                self.lodmodelindex0 = self.modelindex;
                self.lodmodelindex1 = self.modelindex;
@@ -39,6 +42,7 @@ void CSQCPlayer_LOD_Apply(void)
                }
 
                setmodel(self, modelname); // make everything normal again
+               setsize(self, mi, ma);
        }
 
        // apply LOD
@@ -53,8 +57,8 @@ void CSQCPlayer_LOD_Apply(void)
        }
        else
        {
-               float distance = vlen(self.origin - other.origin);
-               float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
+               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;
@@ -129,12 +133,15 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
        {
                if(islocalplayer)
                {
-                       // 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;
+                       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;
+                       }
                }
        }
 
@@ -166,7 +173,17 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
        }
 
        // apply it
-       if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
+       float isfriend;
+       float cm;
+       cm = self.forceplayermodels_savecolormap;
+       cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 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;
@@ -192,7 +209,56 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
        }
 
        // forceplayercolors too
-       if(!teamplay)
+       if(teamplay)
+       {
+               // own team's color is never forced
+               float forcecolor_friend = 0;
+               float forcecolor_enemy = 0;
+               float teams_count = 0;
+               entity tm;
+
+               for(tm = teams.sort_next; tm; tm = tm.sort_next)
+                       if(tm.team != COLOR_SPECTATOR)
+                               ++teams_count;
+
+               if(autocvar_cl_forcemyplayercolors)
+                       forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
+               if(autocvar_cl_forceplayercolors && teams_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;
@@ -204,8 +270,10 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
 // 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)
@@ -213,15 +281,19 @@ 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"
@@ -234,8 +306,10 @@ void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
                }
                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);
 }
@@ -243,6 +317,8 @@ 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
@@ -261,8 +337,10 @@ 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
@@ -285,10 +363,11 @@ void CSQCModel_AutoTagIndex_Apply(void)
                }
 
                // 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();
+                       CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
                        self = oldself;
                }
 
@@ -303,6 +382,7 @@ void CSQCModel_AutoTagIndex_Apply(void)
                        {
                                // 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");
@@ -316,14 +396,15 @@ void CSQCModel_AutoTagIndex_Apply(void)
                                                        dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
                                                }
                                        }
-
-                               if(substring(self.model, 0, 17) == "models/weapons/v_")
-                                       if(substring(self.tag_entity.model, 0, 14) == "models/player/")
+                                       else if(self.tag_entity.isplayermodel)
                                        {
-                                               self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
+                                               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)
                                                        self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
                                        }
+                               }
 
                                if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
                                {
@@ -348,6 +429,8 @@ float EF_DIMLIGHT   = 8;
 float EF_DOUBLESIDED = 32768;
 float EF_NOSELFSHADOW = 65536;
 float EF_DYNAMICMODELLIGHT = 131072;
+float EF_RESTARTANIM_BIT = 1048576;
+float EF_TELEPORT_BIT = 2097152;
 float MF_ROCKET  =   1; // leave a trail
 float MF_GRENADE =   2; // leave a trail
 float MF_GIB     =   4; // leave a trail
@@ -372,6 +455,7 @@ void CSQCModel_Effects_PostUpdate(void)
        if(self.csqcmodel_teleported)
                Projectile_ResetTrail(self.origin);
 }
+.float snd_looping;
 void CSQCModel_Effects_Apply(void)
 {
        float eff = self.csqcmodel_effects;
@@ -443,6 +527,28 @@ void CSQCModel_Effects_Apply(void)
        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");
 }
 
 // FEATURE: auto glowmod
@@ -472,7 +578,16 @@ void CSQCPlayer_GlowMod_Apply(void)
 
 // general functions
 .float csqcmodel_predraw_run;
-void CSQCModel_Hook_PreDraw()
+.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;
@@ -491,7 +606,64 @@ void CSQCModel_Hook_PreDraw()
                CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
                CSQCPlayer_GlowMod_Apply();
                CSQCPlayer_LOD_Apply();
-               CSQCPlayer_FallbackFrame_Apply();
+               if(!isplayer)
+                       CSQCPlayer_FallbackFrame_Apply();
+               else
+               {
+                       // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
+                       float doblend = autocvar__animblend;
+                       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
+                       {
+                               traceline(self.origin + '0 0 1' * self.maxs_z, self.origin + '0 0 1' * (self.mins_z - 4), MOVE_NOMONSTERS, self);
+                               if(trace_startsolid || trace_fraction < 1)
+                                       onground = 1;
+                       }
+                       animdecide_init(self); // FIXME only do this on model change
+                       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);
+                       }
+                       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();
@@ -505,7 +677,8 @@ void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
        CSQCModel_Effects_PreUpdate();
        if(self.isplayermodel)
        {
-               CSQCPlayer_FallbackFrame_PreUpdate();
+               if(!isplayer)
+                       CSQCPlayer_FallbackFrame_PreUpdate();
                CSQCPlayer_ForceModel_PreUpdate();
        }
 }
@@ -513,13 +686,14 @@ void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
 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/");
+       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_ForceModel_PostUpdate();
-               CSQCPlayer_FallbackFrame_PostUpdate(isnew);
+               if(!isplayer)
+                       CSQCPlayer_FallbackFrame_PostUpdate(isnew);
        }
        CSQCModel_Effects_PostUpdate();
 }