X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=1dfc006c353d57ea8d6722a891097517703f5ed2;hp=0643bb09d5b37e3bdd7b014f13964959ab837484;hb=991de5e6922cd3c283de56c3249624f0f1bfe767;hpb=6cb6858aba996eda91792becb2a7caa94a0f8141 diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 0643bb09d5..1dfc006c35 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,11 +1,16 @@ #include "csqcmodel_hooks.qh" -#include "mutators/events.qh" +#include "autocvars.qh" +#include "csqcmodel_hooks.qh" +#include "miscfunctions.qh" +#include #include "player_skeleton.qh" #include "weapons/projectile.qh" #include #include #include #include +#include +#include #include #include #include @@ -13,10 +18,6 @@ .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)