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, bool isplayer)
28 int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
31 if(this.lodmodelindex0 != this.modelindex)
33 string modelname = this.model;
36 vector mi = this.mins;
37 vector ma = this.maxs;
40 this.lodmodelindex0 = this.modelindex;
41 this.lodmodelindex1 = this.modelindex;
42 this.lodmodelindex2 = this.modelindex;
44 // FIXME: this only supports 3-letter extensions
45 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
51 this.lodmodelindex1 = this.modelindex;
54 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
60 this.lodmodelindex2 = this.modelindex;
63 _setmodel(this, modelname); // make everything normal again
64 setsize(this, mi, ma);
68 if(detailreduction <= 0)
70 if(detailreduction <= -2)
71 this.modelindex = this.lodmodelindex2;
72 else if(detailreduction <= -1)
73 this.modelindex = this.lodmodelindex1;
75 this.modelindex = this.lodmodelindex0;
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;
87 this.modelindex = this.lodmodelindex0;
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;
97 string forceplayermodels_mymodel;
98 bool forceplayermodels_myisgoodmodel;
99 int forceplayermodels_mymodelindex;
101 bool forceplayermodels_attempted;
103 .string forceplayermodels_savemodel;
104 .int forceplayermodels_savemodelindex;
105 .int forceplayermodels_saveskin;
106 .int forceplayermodels_savecolormap;
108 .string forceplayermodels_isgoodmodel_mdl;
109 .bool forceplayermodels_isgoodmodel;
111 string forceplayermodels_goodmodel;
112 int forceplayermodels_goodmodelindex;
116 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
118 this.model = this.forceplayermodels_savemodel;
119 this.modelindex = this.forceplayermodels_savemodelindex;
120 this.skin = this.forceplayermodels_saveskin;
121 this.colormap = this.forceplayermodels_savecolormap;
123 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
125 this.forceplayermodels_savemodel = this.model;
126 this.forceplayermodels_savemodelindex = this.modelindex;
127 this.forceplayermodels_saveskin = this.skin;
128 this.forceplayermodels_savecolormap = this.colormap;
130 if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
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);
138 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
140 int cm = this.forceplayermodels_savecolormap;
141 cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
143 if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
144 goto skipforcemodels;
147 // which one is ALWAYS good?
148 if (!forceplayermodels_goodmodel)
151 precache_model(cvar_defstring("_cl_playermodel"));
152 _setmodel(e, cvar_defstring("_cl_playermodel"));
153 forceplayermodels_goodmodel = e.model;
154 forceplayermodels_goodmodelindex = e.modelindex;
158 // first, try finding it from the server
159 if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
163 if(!isdemo()) // this is mainly cheat protection; not needed for demos
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;
175 // forcemodel finding
176 if(!forceplayermodels_attempted)
178 forceplayermodels_attempted = 1;
180 // only if this failed, find it out on our own
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;
191 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
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;
205 isfriend = (cm == 1024 + 17 * myteam);
206 else if(ISGAMETYPE(BR))
207 isfriend = br_isSameSquad(this.entnum);
209 isfriend = islocalplayer;
211 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
213 this.model = forceplayermodels_mymodel;
214 this.modelindex = forceplayermodels_mymodelindex;
215 this.skin = autocvar_cl_forcemyplayerskin;
217 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
219 this.model = forceplayermodels_model;
220 this.modelindex = forceplayermodels_modelindex;
221 this.skin = forceplayermodels_skin;
223 else if(this.forceplayermodels_isgoodmodel)
225 this.model = this.forceplayermodels_savemodel;
226 this.modelindex = this.forceplayermodels_savemodelindex;
227 this.skin = this.forceplayermodels_saveskin;
231 this.model = forceplayermodels_goodmodel;
232 this.modelindex = forceplayermodels_goodmodelindex;
233 this.skin = this.forceplayermodels_saveskin;
236 LABEL(skipforcemodels)
238 if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
239 goto skipforcecolors;
241 bool forceplayercolors_enabled = false;
242 #define fpc autocvar_cl_forceplayercolors
245 if ((myteam != NUM_SPECTATOR) && (fpc == 1 || fpc == 2 || fpc == 3 || fpc == 5))
246 forceplayercolors_enabled = true;
250 if ((team_count == 2) && (myteam != NUM_SPECTATOR) && (fpc == 2 || fpc == 4 || fpc == 5))
251 forceplayercolors_enabled = true;
253 else if (ISGAMETYPE(BR))
255 if (br_inSquad() && (fpc == 2 || fpc == 5))
256 forceplayercolors_enabled = true;
260 if (fpc == 1 || fpc == 2)
261 forceplayercolors_enabled = true;
264 // forceplayercolors too
265 if(teamplay || ISGAMETYPE(BR))
267 // own team's color is never forced
268 int forcecolor_friend = 0, forcecolor_enemy = 0;
271 if(autocvar_cl_forcemyplayercolors)
272 forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
274 if(forceplayercolors_enabled)
275 forcecolor_enemy = 1024 + autocvar__cl_color;
277 if(!ISGAMETYPE(BR) && forcecolor_enemy && !forcecolor_friend)
279 // only enemy color is forced?
280 // verify it is not equal to the friend color
281 if(forcecolor_enemy == 1024 + 17 * myteam)
282 forcecolor_enemy = 0;
285 if(!ISGAMETYPE(BR) && forcecolor_friend && !forcecolor_enemy)
287 // only friend color is forced?
288 // verify it is not equal to the enemy color
289 for(tm = teams.sort_next; tm; tm = tm.sort_next)
290 // note: we even compare against our own team.
291 // if we rejected because we matched our OWN team color,
292 // this is not bad; we then simply keep our color as is
294 if(forcecolor_friend == 1024 + 17 * tm.team)
295 forcecolor_friend = 0;
298 if((!ISGAMETYPE(BR) && (cm == 1024 + 17 * myteam)) || (ISGAMETYPE(BR) && br_isSameSquad(this.entnum)))
300 if(forcecolor_friend)
301 this.colormap = forcecolor_friend;
306 this.colormap = forcecolor_enemy;
309 else // if(!teamplay)
311 if(autocvar_cl_forcemyplayercolors && islocalplayer)
312 this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
313 else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
315 // Assign each enemy unique colors
316 // pick colors from 0 to 14 since 15 is the rainbow color
317 // pl01 0 1, pl02 1 2, ..., pl14 13 14, pl15 14 0
318 // pl16 0 2, pl17 1 3, ..., pl29 13 0, pl30 14 1
319 int num = this.entnum - 1;
321 int q = floor(num / 15);
322 int c2 = (c1 + 1 + q) % 15;
323 this.colormap = 1024 + (c1 << 4) + c2;
325 else if(forceplayercolors_enabled)
326 this.colormap = player_localnum + 1;
329 LABEL(skipforcecolors)
331 if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
333 this.glowmod = '0 0 0';
338 // GLOWMOD AND DEATH FADING
339 if(this.colormap > 0)
340 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true);
342 this.glowmod = '1 1 1';
344 if(autocvar_cl_deathglow > 0)
346 if(this.csqcmodel_isdead)
348 float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
349 if(this.colormap > 0)
351 float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
352 this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
353 if (this.glowmod == '0 0 0')
354 this.glowmod.x = 0.000001;
358 // don't let the engine increase player's glowmod
359 if (autocvar_r_hdr_glowintensity > 1)
360 this.glowmod /= autocvar_r_hdr_glowintensity;
362 //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
365 // FEATURE: fallback frames
366 .int csqcmodel_saveframe;
367 .int csqcmodel_saveframe2;
368 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
369 .int csqcmodel_saveframe3;
370 .int csqcmodel_saveframe4;
372 .int csqcmodel_framecount;
374 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
375 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
377 this.frame = this.csqcmodel_saveframe;
378 this.frame2 = this.csqcmodel_saveframe2;
379 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
380 this.frame3 = this.csqcmodel_saveframe3;
381 this.frame4 = this.csqcmodel_saveframe4;
384 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
386 this.csqcmodel_saveframe = this.frame;
387 this.csqcmodel_saveframe2 = this.frame2;
388 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
389 this.csqcmodel_saveframe3 = this.frame3;
390 this.csqcmodel_saveframe4 = this.frame4;
393 // hack for death animations: set their frametime to zero in case a
397 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
398 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
399 this.ft = this.death_time; \
401 FIX_FRAMETIME(frame, frame1time);
402 FIX_FRAMETIME(frame2, frame2time);
403 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
404 FIX_FRAMETIME(frame3, frame3time);
405 FIX_FRAMETIME(frame4, frame4time);
408 this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
410 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
412 this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
414 int CSQCPlayer_FallbackFrame(entity this, int f)
417 if(frameduration(this.modelindex, f) > 0)
418 return f; // goooooood
419 if(frameduration(this.modelindex, 1) <= 0)
420 return f; // this is a static model. We can't fix it if we wanted to
423 case 23: return 11; // anim_melee -> anim_shoot
424 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
425 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
426 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
427 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
428 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
429 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
430 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
432 LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
435 void CSQCPlayer_FallbackFrame_Apply(entity this)
437 this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
438 this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
439 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
440 this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
441 this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
445 // FEATURE: auto tag_index
447 .int tag_entity_lastmodelindex;
449 void CSQCModel_AutoTagIndex_Apply(entity this)
451 if(this.tag_entity && wasfreed(this.tag_entity))
452 this.tag_entity = NULL;
454 MUTATOR_CALLHOOK(TagIndex_Update, this);
456 if(this.tag_networkentity)
460 if(this.tag_entity.entnum != this.tag_networkentity)
462 this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
466 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
467 if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
469 CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
472 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
474 this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
481 // the best part is: IT EXISTS
482 if(substring(this.model, 0, 14) == "models/weapons")
484 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
486 this.tag_index = gettagindex(this.tag_entity, "weapon");
488 this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
491 // we need to prevent this from 'appening
492 this.tag_entity = NULL;
494 LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
497 else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
499 skeleton_loadinfo(this.tag_entity);
500 this.tag_index = this.tag_entity.bone_weapon;
504 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
506 this.tag_index = gettagindex(this.tag_entity, "shot");
508 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
511 MUTATOR_CALLHOOK(TagIndex_Apply, this);
515 // damn, see you next frame
522 void CSQCModel_Effects_PreUpdate(entity this)
524 this.effects = this.csqcmodel_effects;
525 this.modelflags = this.csqcmodel_modelflags;
526 this.traileffect = this.csqcmodel_traileffect;
528 void Reset_ArcBeam();
529 void CSQCModel_Effects_PostUpdate(entity this)
531 if (this == csqcplayer) {
532 if (this.csqcmodel_teleported) {
536 this.csqcmodel_effects = this.effects;
537 this.csqcmodel_modelflags = this.modelflags;
538 this.csqcmodel_traileffect = this.traileffect;
541 if(this.csqcmodel_teleported)
542 Projectile_ResetTrail(this, this.origin);
545 void CSQCModel_Effects_Apply(entity this)
547 int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
548 int tref = this.csqcmodel_traileffect;
550 this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
552 this.traileffect = 0;
554 if(eff & EF_BRIGHTFIELD)
555 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
556 // ignoring EF_MUZZLEFLASH
557 if(eff & EF_BRIGHTLIGHT)
558 adddynamiclight(this.origin, 400, '3 3 3');
559 if(eff & EF_DIMLIGHT)
560 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
561 if((eff & EF_NODRAW) || (this.alpha < 0))
563 if(eff & EF_ADDITIVE)
564 this.renderflags |= RF_ADDITIVE;
566 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
568 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
569 // ignoring EF_NOGUNBOB
570 if(eff & EF_FULLBRIGHT)
571 this.renderflags |= RF_FULLBRIGHT;
574 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
575 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
577 if(eff & EF_STARDUST)
579 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
580 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
582 if(eff & EF_NOSHADOW)
583 this.renderflags |= RF_NOSHADOW;
584 if(eff & EF_NODEPTHTEST)
585 this.renderflags |= RF_DEPTHHACK;
586 // ignoring EF_SELECTABLE
587 if(eff & EF_DOUBLESIDED)
588 this.effects |= EF_DOUBLESIDED;
589 if(eff & EF_NOSELFSHADOW)
590 this.effects |= EF_NOSELFSHADOW;
591 if(eff & EF_DYNAMICMODELLIGHT)
592 this.renderflags |= RF_DYNAMICMODELLIGHT;
593 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
594 if(this.csqcmodel_modelflags & MF_ROCKET)
595 tref = EFFECT_TR_ROCKET.m_id;
596 if(this.csqcmodel_modelflags & MF_GRENADE)
597 tref = EFFECT_TR_GRENADE.m_id;
598 if(this.csqcmodel_modelflags & MF_GIB)
599 tref = EFFECT_TR_BLOOD.m_id;
600 if(this.csqcmodel_modelflags & MF_ROTATE)
602 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
603 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
604 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
605 this.renderflags |= RF_USEAXIS;
606 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
608 if(this.csqcmodel_modelflags & MF_TRACER)
609 tref = EFFECT_TR_WIZSPIKE.m_id;
610 if(this.csqcmodel_modelflags & MF_ZOMGIB)
611 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
612 if(this.csqcmodel_modelflags & MF_TRACER2)
613 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
614 if(this.csqcmodel_modelflags & MF_TRACER3)
615 tref = EFFECT_TR_VORESPIKE.m_id;
617 this.traileffect = tref;
620 Projectile_DrawTrail(this, this.origin);
622 Projectile_ResetTrail(this, this.origin);
624 if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
625 this.renderflags |= RF_ADDITIVE;
626 // also special in CSQCPlayer_GlowMod_Apply
628 if(this.csqcmodel_modelflags & MF_ROCKET)
630 if(!this.snd_looping)
632 sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
633 this.snd_looping = CH_TRIGGER_SINGLE;
640 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
641 this.snd_looping = 0;
647 .int csqcmodel_predraw_run;
649 .int anim_frame1time;
651 .int anim_frame2time;
653 .int anim_saveframe1time;
654 .int anim_saveframe2;
655 .int anim_saveframe2time;
656 .int anim_prev_pmove_flags;
657 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
659 if(this.csqcmodel_predraw_run == framecount)
661 this.csqcmodel_predraw_run = framecount;
663 if(!this.modelindex || this.model == "null")
666 if(this.snd_looping > 0)
668 sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
669 this.snd_looping = 0;
674 this.drawmask = MASK_NORMAL;
676 if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
678 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
679 CSQCPlayer_LOD_Apply(this, true);
683 skeleton_loadinfo(this);
684 bool doblend = (this.bone_upperbody >= 0);
685 CSQCPlayer_FallbackFrame_Apply(this);
688 skeleton_from_frames(this, this.csqcmodel_isdead);
692 free_skeleton_from_frames(this);
693 // just in case, clear these (we're animating in frame and frame3)
700 // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
701 skeleton_loadinfo(this);
702 bool doblend = (this.bone_upperbody >= 0);
704 if(this == csqcplayer)
706 if(IS_ONGROUND(this))
708 this.anim_prev_pmove_flags = this.flags;
709 if(this.flags & FL_DUCKED)
710 animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
711 else if(this.anim_state & ANIMSTATE_DUCK)
712 animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
716 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
717 if(trace_startsolid || trace_fraction < 1)
719 // predicted clients handle smoothing in the prediction code
720 this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin);
722 animdecide_load_if_needed(this);
723 animdecide_setimplicitstate(this, onground);
724 animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
726 if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
727 sf |= CSQCMODEL_PROPERTY_FRAME;
728 if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
729 sf |= CSQCMODEL_PROPERTY_FRAME2;
730 this.anim_saveframe = this.anim_frame;
731 this.anim_saveframe1time = this.anim_frame1time;
732 this.anim_saveframe2 = this.anim_frame2;
733 this.anim_saveframe2time = this.anim_frame2time;
734 // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
735 // This ensures that .frame etc. are always written.
736 CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
737 this.lerpfrac = (doblend ? 0.5 : 0);
738 this.frame = this.anim_frame;
739 this.frame1time = this.anim_frame1time;
740 this.frame2 = this.anim_frame2;
741 this.frame2time = this.anim_frame2time;
742 CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
743 CSQCModel_InterpolateAnimation_2To4_Do(this);
746 skeleton_from_frames(this, this.csqcmodel_isdead);
750 free_skeleton_from_frames(this);
751 // just in case, clear these (we're animating in frame and frame3)
758 CSQCPlayer_LOD_Apply(this, false);
760 CSQCModel_AutoTagIndex_Apply(this);
762 CSQCModel_Effects_Apply(this);
765 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
767 // interpolate v_angle
768 this.iflags |= IFLAG_V_ANGLE_X;
769 // revert to values from server
770 CSQCModel_Effects_PreUpdate(this);
771 if((this.isplayermodel & ISPLAYER_MODEL))
774 CSQCPlayer_FallbackFrame_PreUpdate(this);
775 CSQCPlayer_ModelAppearance_PreUpdate(this);
779 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
781 // is it a player model? (shared state)
782 bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
783 (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
784 this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
785 this.csqcmodel_isdead = false; // workaround for dead players who become a spectator
787 // save values set by server
788 if((this.isplayermodel & ISPLAYER_MODEL))
790 CSQCPlayer_ModelAppearance_PostUpdate(this);
792 CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
794 CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
796 CSQCModel_Effects_PostUpdate(this);