]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
sv_forceplayercolors
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index d3315d74b2da15378496b7996bc3e22751e98a6b..12cae8eef8790fd305516e080d4a348530523136 100644 (file)
@@ -1,4 +1,4 @@
-
+.float isplayermodel;
 
 // FEATURE: LOD
 .float lodmodelindex0;
@@ -16,7 +16,7 @@ void CSQCPlayer_LOD_Apply(void)
                {
                        print(sprintf(_("Trying to use non existing model %s. "), modelname));
                        modelname = cvar_defstring("_cl_playermodel");
-                       print(sprintf(_("Reverted to %s."), modelname));
+                       print(sprintf(_("Reverted to %s.\n"), modelname));
                }
 
                // set modelindex
@@ -78,17 +78,20 @@ float forceplayermodels_attempted;
 .string forceplayermodels_savemodel;
 .float forceplayermodels_savemodelindex;
 .float forceplayermodels_saveskin;
+.float forceplayermodels_savecolormap;
 void CSQCPlayer_ForceModel_PreUpdate(void)
 {
        self.model = self.forceplayermodels_savemodel;
        self.modelindex = self.forceplayermodels_savemodelindex;
        self.skin = self.forceplayermodels_saveskin;
+       self.colormap = self.forceplayermodels_savecolormap;
 }
 void CSQCPlayer_ForceModel_PostUpdate(void)
 {
        self.forceplayermodels_savemodel = self.model;
        self.forceplayermodels_savemodelindex = self.modelindex;
        self.forceplayermodels_saveskin = self.skin;
+       self.forceplayermodels_savecolormap = self.colormap;
 }
 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
 {
@@ -133,6 +136,11 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
                self.modelindex = self.forceplayermodels_savemodelindex;
                self.skin = self.forceplayermodels_saveskin;
        }
+
+       // forceplayercolors too
+       if(!teamplay)
+               if(autocvar_cl_forceplayercolors)
+                       self.colormap = player_localnum + 1;
 }
 
 // FEATURE: fallback frames
@@ -148,12 +156,30 @@ void CSQCPlayer_FallbackFrame_PreUpdate(void)
        self.frame3 = self.csqcmodel_saveframe3;
        self.frame4 = self.csqcmodel_saveframe4;
 }
-void CSQCPlayer_FallbackFrame_PostUpdate(void)
+void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
 {
        self.csqcmodel_saveframe = self.frame;
        self.csqcmodel_saveframe2 = self.frame2;
        self.csqcmodel_saveframe3 = self.frame3;
        self.csqcmodel_saveframe4 = self.frame4;
+
+       // hack for death animations: set their frametime to zero in case a
+       // player "pops in"
+       if(isnew)
+       {
+#define FIX_FRAMETIME(f,ft) \
+               switch(self.f) \
+               { \
+                       case 0: \
+                       case 1: \
+                               self.ft = 0; \
+                               break; \
+               }
+               FIX_FRAMETIME(frame, frame1time)
+               FIX_FRAMETIME(frame2, frame2time)
+               FIX_FRAMETIME(frame3, frame3time)
+               FIX_FRAMETIME(frame4, frame4time)
+       }
 }
 float CSQCPlayer_FallbackFrame(float f)
 {
@@ -264,6 +290,7 @@ float EF_BRIGHTLIGHT        = 4;
 float EF_DIMLIGHT      = 8;
 float EF_DOUBLESIDED = 32768;
 float EF_NOSELFSHADOW = 65536;
+float EF_DYNAMICMODELLIGHT = 131072;
 float MF_ROCKET  =   1; // leave a trail
 float MF_GRENADE =   2; // leave a trail
 float MF_GIB     =   4; // leave a trail
@@ -304,7 +331,7 @@ void CSQCModel_Effects_Apply(void)
                adddynamiclight(self.origin, 400, '3 3 3');
        if(eff & EF_DIMLIGHT)
                adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
-       if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE))
+       if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE) || (self.alpha < 0))
                self.drawmask = 0;
        if(eff & EF_ADDITIVE)
                self.renderflags |= RF_ADDITIVE;
@@ -328,7 +355,9 @@ void CSQCModel_Effects_Apply(void)
                self.effects |= EF_DOUBLESIDED;
        if(eff & EF_NOSELFSHADOW)
                self.effects |= EF_NOSELFSHADOW;
-       // ignoring EF_UNUSED17, EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
+       if(eff & EF_DYNAMICMODELLIGHT)
+               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");
        if(self.csqcmodel_modelflags & MF_GRENADE)
@@ -366,7 +395,7 @@ void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
        else
                self.drawmask = MASK_NORMAL;
 
-       if(isplayer)
+       if(self.isplayermodel) // this checks if it's a player MODEL!
        {
                CSQCPlayer_GlowMod_Apply();
                CSQCPlayer_ForceModel_Apply(islocalplayer);
@@ -374,30 +403,33 @@ void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
                CSQCPlayer_FallbackFrame_Apply();
        }
 
-       if(!isplayer)
+       if(!isplayer) // this checks if it's a player SLOT!
                CSQCModel_AutoTagIndex_Apply();
 
        CSQCModel_Effects_Apply();
 }
 
-void CSQCModel_Hook_PreUpdate(float isplayer, float islocalplayer)
+void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
 {
+       // revert to values from server
        CSQCModel_Effects_PreUpdate();
-       if(isplayer)
+       if(self.isplayermodel)
        {
-               // revert to values from server
                CSQCPlayer_FallbackFrame_PreUpdate();
                CSQCPlayer_ForceModel_PreUpdate();
        }
 }
 
-void CSQCModel_Hook_PostUpdate(float isplayer, float islocalplayer)
+void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
 {
-       if(isplayer)
+       // is it a player model? (shared state)
+       self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
+
+       // save values set by server
+       if(self.isplayermodel)
        {
-               // save values set by server
                CSQCPlayer_ForceModel_PostUpdate();
-               CSQCPlayer_FallbackFrame_PostUpdate();
+               CSQCPlayer_FallbackFrame_PostUpdate(isnew);
        }
        CSQCModel_Effects_PostUpdate();
 }