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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
1 #include "csqcmodel_hooks.qh"
2
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>
18
19 .float death_time;
20 .int modelflags;
21
22 // FEATURE: LOD
23 .int lodmodelindex0;
24 .int lodmodelindex1;
25 .int lodmodelindex2;
26 void CSQCPlayer_LOD_Apply(entity this, bool isplayer)
27 {
28         int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
29
30         // LOD model loading
31         if(this.lodmodelindex0 != this.modelindex)
32         {
33                 string modelname = this.model;
34                 string s;
35
36                 vector mi = this.mins;
37                 vector ma = this.maxs;
38
39                 // set modelindex
40                 this.lodmodelindex0 = this.modelindex;
41                 this.lodmodelindex1 = this.modelindex;
42                 this.lodmodelindex2 = this.modelindex;
43
44                 // FIXME: this only supports 3-letter extensions
45                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
46                 if(fexists(s))
47                 {
48                         precache_model(s);
49                         _setmodel(this, s);
50                         if(this.modelindex)
51                                 this.lodmodelindex1 = this.modelindex;
52                 }
53
54                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
55                 if(fexists(s))
56                 {
57                         precache_model(s);
58                         _setmodel(this, s);
59                         if(this.modelindex)
60                                 this.lodmodelindex2 = this.modelindex;
61                 }
62
63                 _setmodel(this, modelname); // make everything normal again
64                 setsize(this, mi, ma);
65         }
66
67         // apply LOD
68         if(detailreduction <= 0)
69         {
70                 if(detailreduction <= -2)
71                         this.modelindex = this.lodmodelindex2;
72                 else if(detailreduction <= -1)
73                         this.modelindex = this.lodmodelindex1;
74                 else
75                         this.modelindex = this.lodmodelindex0;
76         }
77         else
78         {
79                 float distance = vlen(((isplayer) ? this.origin : NearestPointOnBox(this, view_origin)) - view_origin); // TODO: perhaps it should just use NearestPointOnBox all the time, player hitbox can potentially be huge
80                 float f = (distance * current_viewzoom + 100.0) * detailreduction;
81                 f *= 1.0 / bound(0.01, view_quality, 1);
82                 if(f > autocvar_cl_loddistance2)
83                         this.modelindex = this.lodmodelindex2;
84                 else if(f > autocvar_cl_loddistance1)
85                         this.modelindex = this.lodmodelindex1;
86                 else
87                         this.modelindex = this.lodmodelindex0;
88         }
89 }
90
91 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
92 string forceplayermodels_model;
93 bool forceplayermodels_modelisgoodmodel;
94 int forceplayermodels_modelindex;
95 int forceplayermodels_skin;
96
97 string forceplayermodels_mymodel;
98 bool forceplayermodels_myisgoodmodel;
99 int forceplayermodels_mymodelindex;
100
101 bool forceplayermodels_attempted;
102
103 .string forceplayermodels_savemodel;
104 .int forceplayermodels_savemodelindex;
105 .int forceplayermodels_saveskin;
106 .int forceplayermodels_savecolormap;
107
108 .string forceplayermodels_isgoodmodel_mdl;
109 .bool forceplayermodels_isgoodmodel;
110
111 string forceplayermodels_goodmodel;
112 int forceplayermodels_goodmodelindex;
113
114 .vector glowmod;
115
116 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
117 {
118         this.model = this.forceplayermodels_savemodel;
119         this.modelindex = this.forceplayermodels_savemodelindex;
120         this.skin = this.forceplayermodels_saveskin;
121         this.colormap = this.forceplayermodels_savecolormap;
122 }
123 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
124 {
125         this.forceplayermodels_savemodel = this.model;
126         this.forceplayermodels_savemodelindex = this.modelindex;
127         this.forceplayermodels_saveskin = this.skin;
128         this.forceplayermodels_savecolormap = this.colormap;
129
130         if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
131         {
132                 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
133                 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
134                 if(!this.forceplayermodels_isgoodmodel)
135                         LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
136         }
137 }
138 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
139 {
140         int cm = this.forceplayermodels_savecolormap;
141         cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
142
143         if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
144                 goto skipforcemodels;
145
146         // FORCEMODEL
147         // which one is ALWAYS good?
148         if (!forceplayermodels_goodmodel)
149         {
150                 entity e = spawn();
151                 precache_model(cvar_defstring("_cl_playermodel"));
152                 _setmodel(e, cvar_defstring("_cl_playermodel"));
153                 forceplayermodels_goodmodel = e.model;
154                 forceplayermodels_goodmodelindex = e.modelindex;
155                 delete(e);
156         }
157
158         // first, try finding it from the server
159         if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
160         {
161                 if(islocalplayer)
162                 {
163                         if(!isdemo()) // this is mainly cheat protection; not needed for demos
164                         {
165                                 // trust server's idea of "own player model"
166                                 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
167                                 forceplayermodels_model = this.forceplayermodels_savemodel;
168                                 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
169                                 forceplayermodels_skin = this.forceplayermodels_saveskin;
170                                 forceplayermodels_attempted = 1;
171                         }
172                 }
173         }
174
175         // forcemodel finding
176         if(!forceplayermodels_attempted)
177         {
178                 forceplayermodels_attempted = 1;
179
180                 // only if this failed, find it out on our own
181                 entity e = spawn();
182                 precache_model(autocvar__cl_playermodel);
183                 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
184                 forceplayermodels_modelisgoodmodel = fexists(e.model);
185                 forceplayermodels_model = e.model;
186                 forceplayermodels_modelindex = e.modelindex;
187                 forceplayermodels_skin = autocvar__cl_playerskin;
188                 delete(e);
189         }
190
191         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
192         {
193                 entity e = spawn();
194                 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
195                 forceplayermodels_myisgoodmodel = fexists(e.model);
196                 forceplayermodels_mymodel = e.model;
197                 forceplayermodels_mymodelindex = e.modelindex;
198                 delete(e);
199         }
200
201         // apply it
202         bool isfriend;
203
204         if(teamplay)
205                 isfriend = (cm == 1024 + 17 * myteam);
206         else
207                 isfriend = islocalplayer;
208
209         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
210         {
211                 this.model = forceplayermodels_mymodel;
212                 this.modelindex = forceplayermodels_mymodelindex;
213                 this.skin = autocvar_cl_forcemyplayerskin;
214         }
215         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
216         {
217                 this.model = forceplayermodels_model;
218                 this.modelindex = forceplayermodels_modelindex;
219                 this.skin = forceplayermodels_skin;
220         }
221         else if(this.forceplayermodels_isgoodmodel)
222         {
223                 this.model = this.forceplayermodels_savemodel;
224                 this.modelindex = this.forceplayermodels_savemodelindex;
225                 this.skin = this.forceplayermodels_saveskin;
226         }
227         else
228         {
229                 this.model = forceplayermodels_goodmodel;
230                 this.modelindex = forceplayermodels_goodmodelindex;
231                 this.skin = this.forceplayermodels_saveskin;
232         }
233
234         LABEL(skipforcemodels)
235
236         if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
237                 goto skipforcecolors;
238
239         bool forceplayercolors_enabled = false;
240         #define fpc autocvar_cl_forceplayercolors
241         if (gametype.m_1v1)
242         {
243                 if ((myteam != NUM_SPECTATOR) && (fpc == 1 || fpc == 2 || fpc == 3 || fpc == 5))
244                         forceplayercolors_enabled = true;
245         }
246         else if (teamplay)
247         {
248                 if ((team_count == 2) && (myteam != NUM_SPECTATOR) && (fpc == 2 || fpc == 4 || fpc == 5))
249                         forceplayercolors_enabled = true;
250         }
251         else
252         {
253                 if (fpc == 1 || fpc == 2)
254                         forceplayercolors_enabled = true;
255         }
256
257         // forceplayercolors too
258         if(teamplay)
259         {
260                 // own team's color is never forced
261                 int forcecolor_friend = 0, forcecolor_enemy = 0;
262                 entity tm;
263
264                 if(autocvar_cl_forcemyplayercolors)
265                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
266
267                 if(forceplayercolors_enabled)
268                         forcecolor_enemy = 1024 + autocvar__cl_color;
269
270                 if(forcecolor_enemy && !forcecolor_friend)
271                 {
272                         // only enemy color is forced?
273                         // verify it is not equal to the friend color
274                         if(forcecolor_enemy == 1024 + 17 * myteam)
275                                 forcecolor_enemy = 0;
276                 }
277
278                 if(forcecolor_friend && !forcecolor_enemy)
279                 {
280                         // only friend color is forced?
281                         // verify it is not equal to the enemy color
282                         for(tm = teams.sort_next; tm; tm = tm.sort_next)
283                                 // note: we even compare against our own team.
284                                 // if we rejected because we matched our OWN team color,
285                                 // this is not bad; we then simply keep our color as is
286                                 // anyway.
287                                 if(forcecolor_friend == 1024 + 17 * tm.team)
288                                         forcecolor_friend = 0;
289                 }
290
291                 if(cm == 1024 + 17 * myteam)
292                 {
293                         if(forcecolor_friend)
294                                 this.colormap = forcecolor_friend;
295                 }
296                 else
297                 {
298                         if(forcecolor_enemy)
299                                 this.colormap = forcecolor_enemy;
300                 }
301         }
302         else // if(!teamplay)
303         {
304                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
305                         this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
306                 else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
307                 {
308                         // Assign each enemy unique colors
309                         // pick colors from 0 to 14 since 15 is the rainbow color
310                         // pl01 0 1, pl02 1 2, ..., pl14 13 14, pl15 14 0
311                         // pl16 0 2, pl17 1 3, ..., pl29 13  0, pl30 14 1
312                         int num = this.entnum - 1;
313                         int c1 = num % 15;
314                         int q = floor(num / 15);
315                         int c2 = (c1 + 1 + q) % 15;
316                         this.colormap = 1024 + (c1 << 4) + c2;
317                 }
318                 else if(forceplayercolors_enabled)
319                         this.colormap = player_localnum + 1;
320         }
321
322         LABEL(skipforcecolors)
323
324         if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
325         {
326                 this.glowmod = '0 0 0';
327                 this.colormap = 0;
328                 return;
329         }
330
331         // GLOWMOD AND DEATH FADING
332         if(this.colormap > 0)
333                 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
334         else
335                 this.glowmod = '1 1 1';
336
337         if(autocvar_cl_deathglow > 0)
338         {
339                 if(this.csqcmodel_isdead)
340                 {
341                         float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
342                         if(this.colormap > 0)
343                                 min_factor /= 2;
344                         float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
345                         this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
346                         if (this.glowmod == '0 0 0')
347                                 this.glowmod.x = 0.000001;
348                 }
349         }
350
351         //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
352 }
353
354 // FEATURE: fallback frames
355 .int csqcmodel_saveframe;
356 .int csqcmodel_saveframe2;
357 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
358 .int csqcmodel_saveframe3;
359 .int csqcmodel_saveframe4;
360 #endif
361 .int csqcmodel_framecount;
362
363 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
364 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
365 {
366         this.frame = this.csqcmodel_saveframe;
367         this.frame2 = this.csqcmodel_saveframe2;
368 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
369         this.frame3 = this.csqcmodel_saveframe3;
370         this.frame4 = this.csqcmodel_saveframe4;
371 #endif
372 }
373 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
374 {
375         this.csqcmodel_saveframe = this.frame;
376         this.csqcmodel_saveframe2 = this.frame2;
377 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
378         this.csqcmodel_saveframe3 = this.frame3;
379         this.csqcmodel_saveframe4 = this.frame4;
380 #endif
381
382         // hack for death animations: set their frametime to zero in case a
383         // player "pops in"
384         if(isnew)
385         {
386 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
387                 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
388                         this.ft = this.death_time; \
389 MACRO_END
390                 FIX_FRAMETIME(frame, frame1time);
391                 FIX_FRAMETIME(frame2, frame2time);
392 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
393                 FIX_FRAMETIME(frame3, frame3time);
394                 FIX_FRAMETIME(frame4, frame4time);
395 #endif
396         }
397         this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
398 }
399 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
400 {
401         this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
402 }
403 int CSQCPlayer_FallbackFrame(entity this, int f)
404 {
405         TC(int, f);
406         if(frameduration(this.modelindex, f) > 0)
407                 return f; // goooooood
408         if(frameduration(this.modelindex, 1) <= 0)
409                 return f; // this is a static model. We can't fix it if we wanted to
410         switch(f)
411         {
412                 case 23: return 11; // anim_melee -> anim_shoot
413                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
414                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
415                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
416                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
417                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
418                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
419                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
420         }
421         LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
422         return f;
423 }
424 void CSQCPlayer_FallbackFrame_Apply(entity this)
425 {
426         this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
427         this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
428 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
429         this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
430         this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
431 #endif
432 }
433
434 // FEATURE: auto tag_index
435 .entity tag_entity;
436 .int tag_entity_lastmodelindex;
437 .int tag_index;
438 void CSQCModel_AutoTagIndex_Apply(entity this)
439 {
440         if(this.tag_entity && wasfreed(this.tag_entity))
441                 this.tag_entity = NULL;
442
443         MUTATOR_CALLHOOK(TagIndex_Update, this);
444
445         if(this.tag_networkentity)
446         {
447                 // we are ATTACHED!
448                 bool changed = 0;
449                 if(this.tag_entity.entnum != this.tag_networkentity)
450                 {
451                         this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
452                         changed = 1;
453                 }
454
455                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
456                 if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
457                 {
458                         CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
459                 }
460
461                 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
462                 {
463                         this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
464                         changed = 1;
465                 }
466                 if(changed)
467                 {
468                         if(this.tag_entity)
469                         {
470                                 // the best part is: IT EXISTS
471                                 if(substring(this.model, 0, 14) == "models/weapons")
472                                 {
473                                         if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
474                                         {
475                                                 this.tag_index = gettagindex(this.tag_entity, "weapon");
476                                                 if(!this.tag_index)
477                                                         this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
478                                                 if(!this.tag_index)
479                                                 {
480                                                         // we need to prevent this from 'appening
481                                                         this.tag_entity = NULL;
482                                                         this.drawmask = 0;
483                                                         LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
484                                                 }
485                                         }
486                                         else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
487                                         {
488                                                 skeleton_loadinfo(this.tag_entity);
489                                                 this.tag_index = this.tag_entity.bone_weapon;
490                                         }
491                                 }
492
493                                 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
494                                 {
495                                         this.tag_index = gettagindex(this.tag_entity, "shot");
496                                         if(!this.tag_index)
497                                                 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
498                                 }
499
500                                 MUTATOR_CALLHOOK(TagIndex_Apply, this);
501                         }
502                         else
503                         {
504                                 // damn, see you next frame
505                                 this.drawmask = 0;
506                         }
507                 }
508         }
509 }
510
511 void CSQCModel_Effects_PreUpdate(entity this)
512 {
513         this.effects = this.csqcmodel_effects;
514         this.modelflags = this.csqcmodel_modelflags;
515         this.traileffect = this.csqcmodel_traileffect;
516 }
517 void Reset_ArcBeam();
518 void CSQCModel_Effects_PostUpdate(entity this)
519 {
520         if (this == csqcplayer) {
521                 if (this.csqcmodel_teleported) {
522                         Reset_ArcBeam();
523                 }
524         }
525         this.csqcmodel_effects = this.effects;
526         this.csqcmodel_modelflags = this.modelflags;
527         this.csqcmodel_traileffect = this.traileffect;
528         this.effects = 0;
529         this.modelflags = 0;
530         if(this.csqcmodel_teleported)
531                 Projectile_ResetTrail(this, this.origin);
532 }
533 .int snd_looping;
534 void CSQCModel_Effects_Apply(entity this)
535 {
536         int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
537         int tref = this.csqcmodel_traileffect;
538
539         this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
540         this.effects = 0;
541         this.traileffect = 0;
542
543         if(eff & EF_BRIGHTFIELD)
544                 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
545         // ignoring EF_MUZZLEFLASH
546         if(eff & EF_BRIGHTLIGHT)
547                 adddynamiclight(this.origin, 400, '3 3 3');
548         if(eff & EF_DIMLIGHT)
549                 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
550         if((eff & EF_NODRAW) || (this.alpha < 0))
551                 this.drawmask = 0;
552         if(eff & EF_ADDITIVE)
553                 this.renderflags |= RF_ADDITIVE;
554         if(eff & EF_BLUE)
555                 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
556         if(eff & EF_RED)
557                 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
558         // ignoring EF_NOGUNBOB
559         if(eff & EF_FULLBRIGHT)
560                 this.renderflags |= RF_FULLBRIGHT;
561         if(eff & EF_FLAME)
562         {
563                 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
564                 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
565         }
566         if(eff & EF_STARDUST)
567         {
568                 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
569                 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
570         }
571         if(eff & EF_NOSHADOW)
572                 this.renderflags |= RF_NOSHADOW;
573         if(eff & EF_NODEPTHTEST)
574                 this.renderflags |= RF_DEPTHHACK;
575         // ignoring EF_SELECTABLE
576         if(eff & EF_DOUBLESIDED)
577                 this.effects |= EF_DOUBLESIDED;
578         if(eff & EF_NOSELFSHADOW)
579                 this.effects |= EF_NOSELFSHADOW;
580         if(eff & EF_DYNAMICMODELLIGHT)
581                 this.renderflags |= RF_DYNAMICMODELLIGHT;
582         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
583         if(this.csqcmodel_modelflags & MF_ROCKET)
584                 tref = EFFECT_TR_ROCKET.m_id;
585         if(this.csqcmodel_modelflags & MF_GRENADE)
586                 tref = EFFECT_TR_GRENADE.m_id;
587         if(this.csqcmodel_modelflags & MF_GIB)
588                 tref = EFFECT_TR_BLOOD.m_id;
589         if(this.csqcmodel_modelflags & MF_ROTATE)
590         {
591                 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
592                 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
593                 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
594                 this.renderflags |= RF_USEAXIS;
595                 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
596         }
597         if(this.csqcmodel_modelflags & MF_TRACER)
598                 tref = EFFECT_TR_WIZSPIKE.m_id;
599         if(this.csqcmodel_modelflags & MF_ZOMGIB)
600                 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
601         if(this.csqcmodel_modelflags & MF_TRACER2)
602                 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
603         if(this.csqcmodel_modelflags & MF_TRACER3)
604                 tref = EFFECT_TR_VORESPIKE.m_id;
605
606         this.traileffect = tref;
607
608         if(this.drawmask)
609                 Projectile_DrawTrail(this, this.origin);
610         else
611                 Projectile_ResetTrail(this, this.origin);
612
613         if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
614                 this.renderflags |= RF_ADDITIVE;
615                 // also special in CSQCPlayer_GlowMod_Apply
616
617         if(this.csqcmodel_modelflags & MF_ROCKET)
618         {
619                 if(!this.snd_looping)
620                 {
621                         sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
622                         this.snd_looping = CH_TRIGGER_SINGLE;
623                 }
624         }
625         else
626         {
627                 if(this.snd_looping)
628                 {
629                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
630                         this.snd_looping = 0;
631                 }
632         }
633 }
634
635 // general functions
636 .int csqcmodel_predraw_run;
637 .int anim_frame;
638 .int anim_frame1time;
639 .int anim_frame2;
640 .int anim_frame2time;
641 .int anim_saveframe;
642 .int anim_saveframe1time;
643 .int anim_saveframe2;
644 .int anim_saveframe2time;
645 .int anim_prev_pmove_flags;
646 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
647 {
648         if(this.csqcmodel_predraw_run == framecount)
649                 return;
650         this.csqcmodel_predraw_run = framecount;
651
652         if(!this.modelindex || this.model == "null")
653         {
654                 this.drawmask = 0;
655                 if(this.snd_looping > 0)
656                 {
657                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
658                         this.snd_looping = 0;
659                 }
660                 return;
661         }
662         else
663                 this.drawmask = MASK_NORMAL;
664
665         if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
666         {
667                 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
668                 CSQCPlayer_LOD_Apply(this, true);
669
670                 if(!isplayer)
671                 {
672                         skeleton_loadinfo(this);
673                         bool doblend = (this.bone_upperbody >= 0);
674                         CSQCPlayer_FallbackFrame_Apply(this);
675                         if(doblend)
676                         {
677                                 skeleton_from_frames(this, this.csqcmodel_isdead);
678                         }
679                         else
680                         {
681                                 free_skeleton_from_frames(this);
682                                 // just in case, clear these (we're animating in frame and frame3)
683                                 this.lerpfrac = 0;
684                                 this.lerpfrac4 = 0;
685                         }
686                 }
687                 else
688                 {
689                         // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
690                         skeleton_loadinfo(this);
691                         bool doblend = (this.bone_upperbody >= 0);
692                         bool onground = 0;
693                         if(this == csqcplayer)
694                         {
695                                 if(IS_ONGROUND(this))
696                                         onground = 1;
697                                 this.anim_prev_pmove_flags = this.flags;
698                                 if(this.flags & FL_DUCKED)
699                                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
700                                 else if(this.anim_state & ANIMSTATE_DUCK)
701                                         animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
702                         }
703                         else
704                         {
705                                 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
706                                 if(trace_startsolid || trace_fraction < 1)
707                                         onground = 1;
708                                 // predicted clients handle smoothing in the prediction code
709                                 this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin);
710                         }
711                         animdecide_load_if_needed(this);
712                         animdecide_setimplicitstate(this, onground);
713                         animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
714                         int sf = 0;
715                         if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
716                                 sf |= CSQCMODEL_PROPERTY_FRAME;
717                         if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
718                                 sf |= CSQCMODEL_PROPERTY_FRAME2;
719                         this.anim_saveframe = this.anim_frame;
720                         this.anim_saveframe1time = this.anim_frame1time;
721                         this.anim_saveframe2 = this.anim_frame2;
722                         this.anim_saveframe2time = this.anim_frame2time;
723                         // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
724                         // This ensures that .frame etc. are always written.
725                         CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
726                         this.lerpfrac = (doblend ? 0.5 : 0);
727                         this.frame = this.anim_frame;
728                         this.frame1time = this.anim_frame1time;
729                         this.frame2 = this.anim_frame2;
730                         this.frame2time = this.anim_frame2time;
731                         CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
732                         CSQCModel_InterpolateAnimation_2To4_Do(this);
733                         if(doblend)
734                         {
735                                 skeleton_from_frames(this, this.csqcmodel_isdead);
736                         }
737                         else
738                         {
739                                 free_skeleton_from_frames(this);
740                                 // just in case, clear these (we're animating in frame and frame3)
741                                 this.lerpfrac = 0;
742                                 this.lerpfrac4 = 0;
743                         }
744                 }
745         }
746         else
747                 CSQCPlayer_LOD_Apply(this, false);
748
749         CSQCModel_AutoTagIndex_Apply(this);
750
751         CSQCModel_Effects_Apply(this);
752 }
753
754 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
755 {
756         // interpolate v_angle
757         this.iflags |= IFLAG_V_ANGLE_X;
758         // revert to values from server
759         CSQCModel_Effects_PreUpdate(this);
760         if((this.isplayermodel & ISPLAYER_MODEL))
761         {
762                 if(!isplayer)
763                         CSQCPlayer_FallbackFrame_PreUpdate(this);
764                 CSQCPlayer_ModelAppearance_PreUpdate(this);
765         }
766 }
767
768 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
769 {
770         // is it a player model? (shared state)
771         bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || 
772                                                         (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
773         this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
774         this.csqcmodel_isdead = false; // workaround for dead players who become a spectator
775
776         // save values set by server
777         if((this.isplayermodel & ISPLAYER_MODEL))
778         {
779                 CSQCPlayer_ModelAppearance_PostUpdate(this);
780                 if(isplayer)
781                         CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
782                 else
783                         CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
784         }
785         CSQCModel_Effects_PostUpdate(this);
786 }