]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
Fix csqcmodel display for cloned/dead players. Also clone aiming direction :)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index 109b83d166f11a8efe597f1173c76c5cda1aef59..fb87f9a7456e07a772c6f05bbbcc4d0b79a3526a 100644 (file)
@@ -69,7 +69,7 @@ void CSQCPlayer_LOD_Apply(void)
        }
 }
 
-// FEATURE: forcemodel (MUST be called BEFORE LOD!)
+// FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
 string forceplayermodels_model;
 float forceplayermodels_modelisgoodmodel;
 float forceplayermodels_modelindex;
@@ -92,14 +92,17 @@ float forceplayermodels_attempted;
 string forceplayermodels_goodmodel;
 float forceplayermodels_goodmodelindex;
 
-void CSQCPlayer_ForceModel_PreUpdate(void)
+.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_ForceModel_PostUpdate(void)
+void CSQCPlayer_ModelAppearance_PostUpdate(void)
 {
        self.forceplayermodels_savemodel = self.model;
        self.forceplayermodels_savemodelindex = self.modelindex;
@@ -114,10 +117,11 @@ void CSQCPlayer_ForceModel_PostUpdate(void)
                        print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
        }
 }
-void CSQCPlayer_ForceModel_Apply(float islocalplayer)
+void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
 {
+       // FORCEMODEL
        // which one is ALWAYS good?
-       if not(forceplayermodels_goodmodel)
+       if (!forceplayermodels_goodmodel)
        {
                entity e;
                e = spawn();
@@ -176,7 +180,7 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
        float isfriend;
        float cm;
        cm = self.forceplayermodels_savecolormap;
-       cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
+       cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024);
 
        if(teamplay)
                isfriend = (cm == 1024 + 17 * myteam);
@@ -265,6 +269,30 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
                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'; }
+       }
+
+       //print(sprintf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod)));
 }
 
 // FEATURE: fallback frames
@@ -424,22 +452,22 @@ void CSQCModel_AutoTagIndex_Apply(void)
 }
 
 // FEATURE: EF_NODRAW workalike
-float EF_BRIGHTFIELD   = 1;
-float EF_BRIGHTLIGHT   = 4;
-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
-float MF_ROTATE  =   8; // rotate (bonus items)
-float MF_TRACER  =  16; // green split trail
-float MF_ZOMGIB  =  32; // small blood trail
-float MF_TRACER2 =  64; // orange split trail
-float MF_TRACER3 = 128; // purple trail
+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)
@@ -460,12 +488,12 @@ void CSQCModel_Effects_PostUpdate(void)
 void CSQCModel_Effects_Apply(void)
 {
        float eff = self.csqcmodel_effects;
-       eff &~= CSQCMODEL_EF_RESPAWNGHOST;
+       eff &= ~CSQCMODEL_EF_RESPAWNGHOST;
 
-       self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
+       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
@@ -552,31 +580,6 @@ void CSQCPlayer_Precache()
        precache_sound("misc/jetpack_fly.wav");
 }
 
-// FEATURE: auto glowmod
-.vector glowmod;
-void CSQCPlayer_GlowMod_Apply(void)
-{
-       float cm = self.colormap;
-
-       if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
-               cm = 1024;
-
-       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)
-               {
-                       self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
-                       // prevent the zero vector
-                       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);
-               }
-}
-
 // general functions
 .float csqcmodel_predraw_run;
 .float anim_frame;
@@ -604,11 +607,25 @@ void CSQCModel_Hook_PreDraw(float isplayer)
 
        if(self.isplayermodel) // this checks if it's a player MODEL!
        {
-               CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
-               CSQCPlayer_GlowMod_Apply();
+               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!
@@ -683,7 +700,7 @@ void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
        {
                if(!isplayer)
                        CSQCPlayer_FallbackFrame_PreUpdate();
-               CSQCPlayer_ForceModel_PreUpdate();
+               CSQCPlayer_ModelAppearance_PreUpdate();
        }
 }
 
@@ -695,7 +712,7 @@ void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
        // save values set by server
        if(self.isplayermodel)
        {
-               CSQCPlayer_ForceModel_PostUpdate();
+               CSQCPlayer_ModelAppearance_PostUpdate();
                if(isplayer)
                        CSQCPlayer_AnimDecide_PostUpdate(isnew);
                else