X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=70e2c99fea001e291aca7f71427e0176a055198b;hp=dde4461821ee9feef7e501d25961931082a79028;hb=e96921cf1aaf000518f93645539e2c3baa60f528;hpb=cd109cf922bc405155c680582745d645bd057ded diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index dde4461821..70e2c99fea 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,26 +1,26 @@ -#if defined(CSQC) - #include "gibs.qh" - #include "miscfunctions.qh" - #include "player_skeleton.qh" - #include "sortlist.qh" +#include "csqcmodel_hooks.qh" +#include "_all.qh" - #include "../client/weapons/projectile.qh" +#include "gibs.qh" +#include "player_skeleton.qh" - #include "../common/animdecide.qh" - #include "../common/csqcmodel_settings.qh" +#include "weapons/projectile.qh" - #include "../csqcmodellib/cl_model.qh" - #include "../csqcmodellib/cl_player.qh" - #include "../csqcmodellib/interpolate.qh" +#include "../common/animdecide.qh" +#include "../common/csqcmodel_settings.qh" +#include "../common/effects/effects.qh" +#include "../common/teams.qh" +#include "../common/triggers/trigger/viewloc.qh" - #include "../warpzonelib/mathlib.qh" +#include "mutators/events.qh" + +#include "../csqcmodellib/cl_model.qh" +#include "../csqcmodellib/cl_player.qh" +#include "../csqcmodellib/interpolate.qh" - .float death_time; - .int modelflags; -#elif defined(MENUQC) -#elif defined(SVQC) -#endif +.float death_time; +.int modelflags; void CSQCModel_Hook_PreDraw(bool isplayer); @@ -31,7 +31,7 @@ void CSQCModel_Hook_PreDraw(bool isplayer); .int lodmodelindex1; .int lodmodelindex2; void CSQCPlayer_LOD_Apply(void) -{ +{SELFPARAM(); // LOD model loading if(self.lodmodelindex0 != self.modelindex) { @@ -120,14 +120,14 @@ int forceplayermodels_goodmodelindex; .vector old_glowmod; void CSQCPlayer_ModelAppearance_PreUpdate(void) -{ +{SELFPARAM(); 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) -{ +{SELFPARAM(); self.forceplayermodels_savemodel = self.model; self.forceplayermodels_savemodelindex = self.modelindex; self.forceplayermodels_saveskin = self.skin; @@ -138,11 +138,11 @@ void CSQCPlayer_ModelAppearance_PostUpdate(void) 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); + LOG_INFOF("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel); } } void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) -{ +{SELFPARAM(); // FORCEMODEL // which one is ALWAYS good? if (!forceplayermodels_goodmodel) @@ -325,7 +325,7 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1) void CSQCPlayer_FallbackFrame_PreUpdate(void) -{ +{SELFPARAM(); self.frame = self.csqcmodel_saveframe; self.frame2 = self.csqcmodel_saveframe2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -334,7 +334,7 @@ void CSQCPlayer_FallbackFrame_PreUpdate(void) #endif } void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew) -{ +{SELFPARAM(); self.csqcmodel_saveframe = self.frame; self.csqcmodel_saveframe2 = self.frame2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -360,11 +360,11 @@ void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew) self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame); } void CSQCPlayer_AnimDecide_PostUpdate(bool isnew) -{ +{SELFPARAM(); self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); } int CSQCPlayer_FallbackFrame(int f) -{ +{SELFPARAM(); if(frameduration(self.modelindex, f) > 0) return f; // goooooood if(frameduration(self.modelindex, 1) <= 0) @@ -380,11 +380,11 @@ int CSQCPlayer_FallbackFrame(int f) 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); + LOG_INFOF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model); return f; } void CSQCPlayer_FallbackFrame_Apply(void) -{ +{SELFPARAM(); self.frame = CSQCPlayer_FallbackFrame(self.frame); self.frame2 = CSQCPlayer_FallbackFrame(self.frame2); #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -398,10 +398,18 @@ void CSQCPlayer_FallbackFrame_Apply(void) .int tag_entity_lastmodelindex; .int tag_index; void CSQCModel_AutoTagIndex_Apply(void) -{ +{SELFPARAM(); if(self.tag_entity && wasfreed(self.tag_entity)) self.tag_entity = world; + if(self.viewloc && wasfreed(self.viewloc)) + self.viewloc = world; + + if(self.viewloc.entnum != self.tag_networkviewloc) + self.viewloc = findfloat(world, entnum, self.tag_networkviewloc); + + MUTATOR_CALLHOOK(TagIndex_Update, self); + if(self.tag_networkentity) { // we are ATTACHED! @@ -415,10 +423,7 @@ 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((self.entnum >= 1 && self.entnum <= maxclients)); - self = oldself; + WITH(entity, self, self.tag_entity, CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients))); } if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex) @@ -431,9 +436,9 @@ void CSQCModel_AutoTagIndex_Apply(void) if(self.tag_entity) { // the best part is: IT EXISTS - if(substring(self.model, 0, 17) == "models/weapons/v_") + if(substring(self.model, 0, 14) == "models/weapons") { - if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_") + if(substring(self.tag_entity.model, 0, 14) == "models/weapons") { self.tag_index = gettagindex(self.tag_entity, "weapon"); if(!self.tag_index) @@ -443,7 +448,7 @@ void CSQCModel_AutoTagIndex_Apply(void) // 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"); + LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it\n"); } } else if(self.tag_entity.isplayermodel) @@ -453,12 +458,14 @@ void CSQCModel_AutoTagIndex_Apply(void) } } - if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_") + if(substring(self.tag_entity.model, 0, 14) == "models/weapons") { self.tag_index = gettagindex(self.tag_entity, "shot"); if(!self.tag_index) self.tag_index = gettagindex(self.tag_entity, "tag_shot"); } + + MUTATOR_CALLHOOK(TagIndex_Apply, self); } else { @@ -489,13 +496,13 @@ const int MF_TRACER3 = 128; // purple trail .int csqcmodel_effects; .int csqcmodel_modelflags; void CSQCModel_Effects_PreUpdate(void) -{ +{SELFPARAM(); self.effects = self.csqcmodel_effects; self.modelflags = self.csqcmodel_modelflags; } void Reset_ArcBeam(void); void CSQCModel_Effects_PostUpdate(void) -{ +{SELFPARAM(); if (self == csqcplayer) { if (self.csqcmodel_teleported) { Reset_ArcBeam(); @@ -510,7 +517,7 @@ void CSQCModel_Effects_PostUpdate(void) } .int snd_looping; void CSQCModel_Effects_Apply(void) -{ +{SELFPARAM(); int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST; self.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS); @@ -518,7 +525,7 @@ void CSQCModel_Effects_Apply(void) self.traileffect = 0; if(eff & EF_BRIGHTFIELD) - self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); + self.traileffect = particleeffectnum(EFFECT_TR_NEXUIZPLASMA); // ignoring EF_MUZZLEFLASH if(eff & EF_BRIGHTLIGHT) adddynamiclight(self.origin, 400, '3 3 3'); @@ -536,9 +543,9 @@ void CSQCModel_Effects_Apply(void) 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)); + pointparticles(particleeffectnum(EFFECT_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)); + pointparticles(particleeffectnum(EFFECT_EF_STARDUST), self.origin, '0 0 0', bound(0, frametime, 0.1)); if(eff & EF_NOSHADOW) self.renderflags |= RF_NOSHADOW; if(eff & EF_NODEPTHTEST) @@ -552,24 +559,24 @@ void CSQCModel_Effects_Apply(void) 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"); + self.traileffect = particleeffectnum(EFFECT_TR_ROCKET); if(self.csqcmodel_modelflags & MF_GRENADE) - self.traileffect = particleeffectnum("TR_GRENADE"); + self.traileffect = particleeffectnum(EFFECT_TR_GRENADE); if(self.csqcmodel_modelflags & MF_GIB) - self.traileffect = particleeffectnum("TR_BLOOD"); + self.traileffect = particleeffectnum(EFFECT_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"); + self.traileffect = particleeffectnum(EFFECT_TR_WIZSPIKE); if(self.csqcmodel_modelflags & MF_ZOMGIB) - self.traileffect = particleeffectnum("TR_SLIGHTBLOOD"); + self.traileffect = particleeffectnum(EFFECT_TR_SLIGHTBLOOD); if(self.csqcmodel_modelflags & MF_TRACER2) - self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); + self.traileffect = particleeffectnum(EFFECT_TR_KNIGHTSPIKE); if(self.csqcmodel_modelflags & MF_TRACER3) - self.traileffect = particleeffectnum("TR_VORESPIKE"); + self.traileffect = particleeffectnum(EFFECT_TR_VORESPIKE); if(self.drawmask) Projectile_DrawTrail(self.origin); @@ -615,7 +622,7 @@ void CSQCPlayer_Precache() .int anim_saveframe2time; .int anim_prev_pmove_flags; void CSQCModel_Hook_PreDraw(bool isplayer) -{ +{SELFPARAM(); if(self.csqcmodel_predraw_run == framecount) return; self.csqcmodel_predraw_run = framecount; @@ -632,6 +639,7 @@ void CSQCModel_Hook_PreDraw(bool isplayer) { CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1); CSQCPlayer_LOD_Apply(); + if(!isplayer) { skeleton_loadinfo(self); @@ -657,10 +665,10 @@ void CSQCModel_Hook_PreDraw(bool isplayer) bool onground = 0; if(self == csqcplayer) { - if(self.pmove_flags & PMF_ONGROUND) + if(self.flags & FL_ONGROUND) onground = 1; - self.anim_prev_pmove_flags = self.pmove_flags; - if(self.pmove_flags & PMF_DUCKED) + self.anim_prev_pmove_flags = self.flags; + if(self.flags & FL_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); @@ -713,7 +721,7 @@ void CSQCModel_Hook_PreDraw(bool isplayer) } void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer) -{ +{SELFPARAM(); // interpolate v_angle self.iflags |= IFLAG_V_ANGLE_X; // revert to values from server @@ -727,9 +735,9 @@ void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer) } void CSQCModel_Hook_PostUpdate(bool isnew, bool isplayer, bool islocalplayer) -{ +{SELFPARAM(); // is it a player model? (shared state) - self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/"); + self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/" || (substring(self.model, 0, 16) == "models/monsters/" && (self.entnum >= 1 && self.entnum <= maxclients))); // save values set by server if(self.isplayermodel)