1 #include "csqcmodel_hooks.qh"
3 #include <client/mutators/_mod.qh>
4 #include <client/player_skeleton.qh>
5 #include <client/weapons/projectile.qh>
6 #include <common/animdecide.qh>
7 #include <common/effects/all.inc>
8 #include <common/effects/all.qh>
9 #include <common/ent_cs.qh>
10 #include <common/gamemodes/_mod.qh>
11 #include <common/mapinfo.qh>
12 #include <common/physics/movetypes/movetypes.qh>
13 #include <common/physics/player.qh>
14 #include <common/viewloc.qh>
15 #include <lib/csqcmodel/cl_model.qh>
16 #include <lib/csqcmodel/cl_player.qh>
17 #include <lib/csqcmodel/interpolate.qh>
26 void CSQCPlayer_LOD_Apply(entity this)
29 if(this.lodmodelindex0 != this.modelindex)
31 string modelname = this.model;
34 vector mi = this.mins;
35 vector ma = this.maxs;
38 this.lodmodelindex0 = this.modelindex;
39 this.lodmodelindex1 = this.modelindex;
40 this.lodmodelindex2 = this.modelindex;
42 // FIXME: this only supports 3-letter extensions
43 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
49 this.lodmodelindex1 = this.modelindex;
52 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
58 this.lodmodelindex2 = this.modelindex;
61 _setmodel(this, modelname); // make everything normal again
62 setsize(this, mi, ma);
66 if(autocvar_cl_playerdetailreduction <= 0)
68 if(autocvar_cl_playerdetailreduction <= -2)
69 this.modelindex = this.lodmodelindex2;
70 else if(autocvar_cl_playerdetailreduction <= -1)
71 this.modelindex = this.lodmodelindex1;
73 this.modelindex = this.lodmodelindex0;
77 float distance = vlen(this.origin - view_origin);
78 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
79 f *= 1.0 / bound(0.01, view_quality, 1);
80 if(f > autocvar_cl_loddistance2)
81 this.modelindex = this.lodmodelindex2;
82 else if(f > autocvar_cl_loddistance1)
83 this.modelindex = this.lodmodelindex1;
85 this.modelindex = this.lodmodelindex0;
89 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
90 string forceplayermodels_model;
91 bool forceplayermodels_modelisgoodmodel;
92 int forceplayermodels_modelindex;
93 int forceplayermodels_skin;
95 string forceplayermodels_mymodel;
96 bool forceplayermodels_myisgoodmodel;
97 int forceplayermodels_mymodelindex;
99 bool forceplayermodels_attempted;
101 .string forceplayermodels_savemodel;
102 .int forceplayermodels_savemodelindex;
103 .int forceplayermodels_saveskin;
104 .int forceplayermodels_savecolormap;
106 .string forceplayermodels_isgoodmodel_mdl;
107 .bool forceplayermodels_isgoodmodel;
109 string forceplayermodels_goodmodel;
110 int forceplayermodels_goodmodelindex;
114 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
116 this.model = this.forceplayermodels_savemodel;
117 this.modelindex = this.forceplayermodels_savemodelindex;
118 this.skin = this.forceplayermodels_saveskin;
119 this.colormap = this.forceplayermodels_savecolormap;
121 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
123 this.forceplayermodels_savemodel = this.model;
124 this.forceplayermodels_savemodelindex = this.modelindex;
125 this.forceplayermodels_saveskin = this.skin;
126 this.forceplayermodels_savecolormap = this.colormap;
128 if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
130 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
131 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
132 if(!this.forceplayermodels_isgoodmodel)
133 LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
136 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
138 int cm = this.forceplayermodels_savecolormap;
139 cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
141 if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
142 goto skipforcemodels;
145 // which one is ALWAYS good?
146 if (!forceplayermodels_goodmodel)
149 precache_model(cvar_defstring("_cl_playermodel"));
150 _setmodel(e, cvar_defstring("_cl_playermodel"));
151 forceplayermodels_goodmodel = e.model;
152 forceplayermodels_goodmodelindex = e.modelindex;
156 // first, try finding it from the server
157 if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
161 if(!isdemo()) // this is mainly cheat protection; not needed for demos
163 // trust server's idea of "own player model"
164 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
165 forceplayermodels_model = this.forceplayermodels_savemodel;
166 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
167 forceplayermodels_skin = this.forceplayermodels_saveskin;
168 forceplayermodels_attempted = 1;
173 // forcemodel finding
174 if(!forceplayermodels_attempted)
176 forceplayermodels_attempted = 1;
178 // only if this failed, find it out on our own
180 precache_model(autocvar__cl_playermodel);
181 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
182 forceplayermodels_modelisgoodmodel = fexists(e.model);
183 forceplayermodels_model = e.model;
184 forceplayermodels_modelindex = e.modelindex;
185 forceplayermodels_skin = autocvar__cl_playerskin;
189 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
192 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
193 forceplayermodels_myisgoodmodel = fexists(e.model);
194 forceplayermodels_mymodel = e.model;
195 forceplayermodels_mymodelindex = e.modelindex;
203 isfriend = (cm == 1024 + 17 * myteam);
205 isfriend = islocalplayer;
207 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
209 this.model = forceplayermodels_mymodel;
210 this.modelindex = forceplayermodels_mymodelindex;
211 this.skin = autocvar_cl_forcemyplayerskin;
213 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
215 this.model = forceplayermodels_model;
216 this.modelindex = forceplayermodels_modelindex;
217 this.skin = forceplayermodels_skin;
219 else if(this.forceplayermodels_isgoodmodel)
221 this.model = this.forceplayermodels_savemodel;
222 this.modelindex = this.forceplayermodels_savemodelindex;
223 this.skin = this.forceplayermodels_saveskin;
227 this.model = forceplayermodels_goodmodel;
228 this.modelindex = forceplayermodels_goodmodelindex;
229 this.skin = this.forceplayermodels_saveskin;
232 LABEL(skipforcemodels)
234 if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
235 goto skipforcecolors;
237 bool forceplayercolors_enabled = false;
238 #define fpc autocvar_cl_forceplayercolors
241 if ((myteam != NUM_SPECTATOR) && (fpc == 1 || fpc == 2 || fpc == 3 || fpc == 5))
242 forceplayercolors_enabled = true;
246 if ((team_count == 2) && (myteam != NUM_SPECTATOR) && (fpc == 2 || fpc == 4 || fpc == 5))
247 forceplayercolors_enabled = true;
251 if (fpc == 1 || fpc == 2)
252 forceplayercolors_enabled = true;
255 // forceplayercolors too
258 // own team's color is never forced
259 int forcecolor_friend = 0, forcecolor_enemy = 0;
262 if(autocvar_cl_forcemyplayercolors)
263 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
265 if(forceplayercolors_enabled)
266 forcecolor_enemy = 1024 + autocvar__cl_color;
268 if(forcecolor_enemy && !forcecolor_friend)
270 // only enemy color is forced?
271 // verify it is not equal to the friend color
272 if(forcecolor_enemy == 1024 + 17 * myteam)
273 forcecolor_enemy = 0;
276 if(forcecolor_friend && !forcecolor_enemy)
278 // only friend color is forced?
279 // verify it is not equal to the enemy color
280 for(tm = teams.sort_next; tm; tm = tm.sort_next)
281 // note: we even compare against our own team.
282 // if we rejected because we matched our OWN team color,
283 // this is not bad; we then simply keep our color as is
285 if(forcecolor_friend == 1024 + 17 * tm.team)
286 forcecolor_friend = 0;
289 if(cm == 1024 + 17 * myteam)
291 if(forcecolor_friend)
292 this.colormap = forcecolor_friend;
297 this.colormap = forcecolor_enemy;
300 else // if(!teamplay)
302 if(autocvar_cl_forcemyplayercolors && islocalplayer)
303 this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
304 else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
306 // Assign each enemy unique colors
307 // pick colors from 0 to 14 since 15 is the rainbow color
308 // pl01 0 1, pl02 1 2, ..., pl14 13 14, pl15 14 0
309 // pl16 0 2, pl17 1 3, ..., pl29 13 0, pl30 14 1
310 int num = this.entnum - 1;
312 int q = floor(num / 15);
313 int c2 = (c1 + 1 + q) % 15;
314 this.colormap = 1024 + (c1 << 4) + c2;
316 else if(forceplayercolors_enabled)
317 this.colormap = player_localnum + 1;
320 LABEL(skipforcecolors)
322 if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
324 this.glowmod = '0 0 0';
329 // GLOWMOD AND DEATH FADING
330 if(this.colormap > 0)
331 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
333 this.glowmod = '1 1 1';
335 if(autocvar_cl_deathglow > 0)
337 if(this.csqcmodel_isdead)
339 float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
340 if(this.colormap > 0)
342 float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
343 this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
344 if (this.glowmod == '0 0 0')
345 this.glowmod.x = 0.000001;
349 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
352 // FEATURE: fallback frames
353 .int csqcmodel_saveframe;
354 .int csqcmodel_saveframe2;
355 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
356 .int csqcmodel_saveframe3;
357 .int csqcmodel_saveframe4;
359 .int csqcmodel_framecount;
361 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
362 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
364 this.frame = this.csqcmodel_saveframe;
365 this.frame2 = this.csqcmodel_saveframe2;
366 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
367 this.frame3 = this.csqcmodel_saveframe3;
368 this.frame4 = this.csqcmodel_saveframe4;
371 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
373 this.csqcmodel_saveframe = this.frame;
374 this.csqcmodel_saveframe2 = this.frame2;
375 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
376 this.csqcmodel_saveframe3 = this.frame3;
377 this.csqcmodel_saveframe4 = this.frame4;
380 // hack for death animations: set their frametime to zero in case a
384 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
385 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
386 this.ft = this.death_time; \
388 FIX_FRAMETIME(frame, frame1time);
389 FIX_FRAMETIME(frame2, frame2time);
390 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
391 FIX_FRAMETIME(frame3, frame3time);
392 FIX_FRAMETIME(frame4, frame4time);
395 this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
397 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
399 this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
401 int CSQCPlayer_FallbackFrame(entity this, int f)
404 if(frameduration(this.modelindex, f) > 0)
405 return f; // goooooood
406 if(frameduration(this.modelindex, 1) <= 0)
407 return f; // this is a static model. We can't fix it if we wanted to
410 case 23: return 11; // anim_melee -> anim_shoot
411 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
412 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
413 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
414 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
415 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
416 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
417 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
419 LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
422 void CSQCPlayer_FallbackFrame_Apply(entity this)
424 this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
425 this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
426 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
427 this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
428 this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
432 // FEATURE: auto tag_index
434 .int tag_entity_lastmodelindex;
436 void CSQCModel_AutoTagIndex_Apply(entity this)
438 if(this.tag_entity && wasfreed(this.tag_entity))
439 this.tag_entity = NULL;
441 MUTATOR_CALLHOOK(TagIndex_Update, this);
443 if(this.tag_networkentity)
447 if(this.tag_entity.entnum != this.tag_networkentity)
449 this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
453 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
454 if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
456 CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
459 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
461 this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
468 // the best part is: IT EXISTS
469 if(substring(this.model, 0, 14) == "models/weapons")
471 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
473 this.tag_index = gettagindex(this.tag_entity, "weapon");
475 this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
478 // we need to prevent this from 'appening
479 this.tag_entity = NULL;
481 LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
484 else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
486 skeleton_loadinfo(this.tag_entity);
487 this.tag_index = this.tag_entity.bone_weapon;
491 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
493 this.tag_index = gettagindex(this.tag_entity, "shot");
495 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
498 MUTATOR_CALLHOOK(TagIndex_Apply, this);
502 // damn, see you next frame
509 void CSQCModel_Effects_PreUpdate(entity this)
511 this.effects = this.csqcmodel_effects;
512 this.modelflags = this.csqcmodel_modelflags;
513 this.traileffect = this.csqcmodel_traileffect;
515 void Reset_ArcBeam();
516 void CSQCModel_Effects_PostUpdate(entity this)
518 if (this == csqcplayer) {
519 if (this.csqcmodel_teleported) {
523 this.csqcmodel_effects = this.effects;
524 this.csqcmodel_modelflags = this.modelflags;
525 this.csqcmodel_traileffect = this.traileffect;
528 if(this.csqcmodel_teleported)
529 Projectile_ResetTrail(this, this.origin);
532 void CSQCModel_Effects_Apply(entity this)
534 int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
535 int tref = this.csqcmodel_traileffect;
537 this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
539 this.traileffect = 0;
541 if(eff & EF_BRIGHTFIELD)
542 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
543 // ignoring EF_MUZZLEFLASH
544 if(eff & EF_BRIGHTLIGHT)
545 adddynamiclight(this.origin, 400, '3 3 3');
546 if(eff & EF_DIMLIGHT)
547 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
548 if((eff & EF_NODRAW) || (this.alpha < 0))
550 if(eff & EF_ADDITIVE)
551 this.renderflags |= RF_ADDITIVE;
553 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
555 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
556 // ignoring EF_NOGUNBOB
557 if(eff & EF_FULLBRIGHT)
558 this.renderflags |= RF_FULLBRIGHT;
561 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
562 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
564 if(eff & EF_STARDUST)
566 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
567 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
569 if(eff & EF_NOSHADOW)
570 this.renderflags |= RF_NOSHADOW;
571 if(eff & EF_NODEPTHTEST)
572 this.renderflags |= RF_DEPTHHACK;
573 // ignoring EF_SELECTABLE
574 if(eff & EF_DOUBLESIDED)
575 this.effects |= EF_DOUBLESIDED;
576 if(eff & EF_NOSELFSHADOW)
577 this.effects |= EF_NOSELFSHADOW;
578 if(eff & EF_DYNAMICMODELLIGHT)
579 this.renderflags |= RF_DYNAMICMODELLIGHT;
580 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
581 if(this.csqcmodel_modelflags & MF_ROCKET)
582 tref = EFFECT_TR_ROCKET.m_id;
583 if(this.csqcmodel_modelflags & MF_GRENADE)
584 tref = EFFECT_TR_GRENADE.m_id;
585 if(this.csqcmodel_modelflags & MF_GIB)
586 tref = EFFECT_TR_BLOOD.m_id;
587 if(this.csqcmodel_modelflags & MF_ROTATE)
589 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
590 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
591 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
592 this.renderflags |= RF_USEAXIS;
593 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
595 if(this.csqcmodel_modelflags & MF_TRACER)
596 tref = EFFECT_TR_WIZSPIKE.m_id;
597 if(this.csqcmodel_modelflags & MF_ZOMGIB)
598 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
599 if(this.csqcmodel_modelflags & MF_TRACER2)
600 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
601 if(this.csqcmodel_modelflags & MF_TRACER3)
602 tref = EFFECT_TR_VORESPIKE.m_id;
604 this.traileffect = tref;
607 Projectile_DrawTrail(this, this.origin);
609 Projectile_ResetTrail(this, this.origin);
611 if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
612 this.renderflags |= RF_ADDITIVE;
613 // also special in CSQCPlayer_GlowMod_Apply
615 if(this.csqcmodel_modelflags & MF_ROCKET)
617 if(!this.snd_looping)
619 sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
620 this.snd_looping = CH_TRIGGER_SINGLE;
627 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
628 this.snd_looping = 0;
634 .int csqcmodel_predraw_run;
636 .int anim_frame1time;
638 .int anim_frame2time;
640 .int anim_saveframe1time;
641 .int anim_saveframe2;
642 .int anim_saveframe2time;
643 .int anim_prev_pmove_flags;
644 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
646 if(this.csqcmodel_predraw_run == framecount)
648 this.csqcmodel_predraw_run = framecount;
650 if(!this.modelindex || this.model == "null")
653 if(this.snd_looping > 0)
655 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
656 this.snd_looping = 0;
661 this.drawmask = MASK_NORMAL;
663 if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
665 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
666 CSQCPlayer_LOD_Apply(this);
670 skeleton_loadinfo(this);
671 bool doblend = (this.bone_upperbody >= 0);
672 CSQCPlayer_FallbackFrame_Apply(this);
675 skeleton_from_frames(this, this.csqcmodel_isdead);
679 free_skeleton_from_frames(this);
680 // just in case, clear these (we're animating in frame and frame3)
687 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
688 skeleton_loadinfo(this);
689 bool doblend = (this.bone_upperbody >= 0);
691 if(this == csqcplayer)
693 if(IS_ONGROUND(this))
695 this.anim_prev_pmove_flags = this.flags;
696 if(this.flags & FL_DUCKED)
697 animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
698 else if(this.anim_state & ANIMSTATE_DUCK)
699 animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
703 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
704 if(trace_startsolid || trace_fraction < 1)
706 // predicted clients handle smoothing in the prediction code
707 this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin);
709 animdecide_load_if_needed(this);
710 animdecide_setimplicitstate(this, onground);
711 animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
713 if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
714 sf |= CSQCMODEL_PROPERTY_FRAME;
715 if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
716 sf |= CSQCMODEL_PROPERTY_FRAME2;
717 this.anim_saveframe = this.anim_frame;
718 this.anim_saveframe1time = this.anim_frame1time;
719 this.anim_saveframe2 = this.anim_frame2;
720 this.anim_saveframe2time = this.anim_frame2time;
721 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
722 // This ensures that .frame etc. are always written.
723 CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
724 this.lerpfrac = (doblend ? 0.5 : 0);
725 this.frame = this.anim_frame;
726 this.frame1time = this.anim_frame1time;
727 this.frame2 = this.anim_frame2;
728 this.frame2time = this.anim_frame2time;
729 CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
730 CSQCModel_InterpolateAnimation_2To4_Do(this);
733 skeleton_from_frames(this, this.csqcmodel_isdead);
737 free_skeleton_from_frames(this);
738 // just in case, clear these (we're animating in frame and frame3)
745 CSQCModel_AutoTagIndex_Apply(this);
747 CSQCModel_Effects_Apply(this);
750 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
752 // interpolate v_angle
753 this.iflags |= IFLAG_V_ANGLE_X;
754 // revert to values from server
755 CSQCModel_Effects_PreUpdate(this);
756 if((this.isplayermodel & ISPLAYER_MODEL))
759 CSQCPlayer_FallbackFrame_PreUpdate(this);
760 CSQCPlayer_ModelAppearance_PreUpdate(this);
764 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
766 // is it a player model? (shared state)
767 bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
768 (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
769 this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
770 this.csqcmodel_isdead = false; // workaround for dead players who become a spectator
772 // save values set by server
773 if((this.isplayermodel & ISPLAYER_MODEL))
775 CSQCPlayer_ModelAppearance_PostUpdate(this);
777 CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
779 CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
781 CSQCModel_Effects_PostUpdate(this);