+void CSQCModel_Hook_PreDraw();
+.float isplayermodel;
// FEATURE: LOD
.float lodmodelindex0;
string modelname = self.model;
string s;
- if(!fexists(modelname))
- {
- print(sprintf(_("Trying to use non existing model %s. "), modelname));
- modelname = cvar_defstring("_cl_playermodel");
- print(sprintf(_("Reverted to %s."), modelname));
- }
-
// set modelindex
self.lodmodelindex0 = self.modelindex;
self.lodmodelindex1 = self.modelindex;
// FEATURE: forcemodel (MUST be called BEFORE LOD!)
string forceplayermodels_model;
+float forceplayermodels_modelisgoodmodel;
float forceplayermodels_modelindex;
float forceplayermodels_skin;
+
+string forceplayermodels_mymodel;
+float forceplayermodels_myisgoodmodel;
+float forceplayermodels_mymodelindex;
+
float forceplayermodels_attempted;
+
.string forceplayermodels_savemodel;
.float forceplayermodels_savemodelindex;
.float forceplayermodels_saveskin;
+.float forceplayermodels_savecolormap;
+
+.string forceplayermodels_isgoodmodel_mdl;
+.float forceplayermodels_isgoodmodel;
+
+string forceplayermodels_goodmodel;
+float forceplayermodels_goodmodelindex;
+
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;
+
+ if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
+ {
+ self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
+ self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
+ if(!self.forceplayermodels_isgoodmodel)
+ print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
+ }
}
void CSQCPlayer_ForceModel_Apply(float islocalplayer)
{
- // first, try finding it from the server
+ // which one is ALWAYS good?
+ if not(forceplayermodels_goodmodel)
+ {
+ entity e;
+ e = spawn();
+ precache_model(cvar_defstring("_cl_playermodel"));
+ setmodel(e, cvar_defstring("_cl_playermodel"));
+ forceplayermodels_goodmodel = e.model;
+ forceplayermodels_goodmodelindex = e.modelindex;
+ remove(e);
+ }
+ // first, try finding it from the server
if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
{
if(islocalplayer)
{
// trust server's idea of "own player model"
- forceplayermodels_model = self.model;
- forceplayermodels_modelindex = self.modelindex;
- forceplayermodels_skin = self.skin;
+ forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
+ forceplayermodels_model = self.forceplayermodels_savemodel;
+ forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
+ forceplayermodels_skin = self.forceplayermodels_saveskin;
forceplayermodels_attempted = 1;
}
}
// forcemodel finding
if(!forceplayermodels_attempted)
{
+ forceplayermodels_attempted = 1;
+
// only if this failed, find it out on our own
entity e;
e = spawn();
setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
+ forceplayermodels_modelisgoodmodel = fexists(e.model);
forceplayermodels_model = e.model;
forceplayermodels_modelindex = e.modelindex;
forceplayermodels_skin = autocvar__cl_playerskin;
- forceplayermodels_attempted = 1;
+ remove(e);
+ }
+
+ if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
+ {
+ entity e;
+ e = spawn();
+ setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
+ forceplayermodels_myisgoodmodel = fexists(e.model);
+ forceplayermodels_mymodel = e.model;
+ forceplayermodels_mymodelindex = e.modelindex;
remove(e);
}
// apply it
- if(autocvar_cl_forceplayermodels && forceplayermodels_modelindex)
+ if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
+ {
+ self.model = forceplayermodels_mymodel;
+ self.modelindex = forceplayermodels_mymodelindex;
+ self.skin = autocvar_cl_forcemyplayerskin;
+ }
+ else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
{
self.model = forceplayermodels_model;
self.modelindex = forceplayermodels_modelindex;
self.skin = forceplayermodels_skin;
}
- else
+ else if(self.forceplayermodels_isgoodmodel)
{
self.model = self.forceplayermodels_savemodel;
self.modelindex = self.forceplayermodels_savemodelindex;
self.skin = self.forceplayermodels_saveskin;
}
+ else
+ {
+ self.model = forceplayermodels_goodmodel;
+ self.modelindex = forceplayermodels_goodmodelindex;
+ self.skin = self.forceplayermodels_saveskin;
+ }
+
+ // forceplayercolors too
+ if(!teamplay)
+ {
+ if(autocvar_cl_forcemyplayercolors && islocalplayer)
+ self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
+ else if(autocvar_cl_forceplayercolors)
+ self.colormap = player_localnum + 1;
+ }
}
// FEATURE: fallback frames
.float csqcmodel_saveframe3;
.float csqcmodel_saveframe4;
.float csqcmodel_framecount;
+
+#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
void CSQCPlayer_FallbackFrame_PreUpdate(void)
{
self.frame = self.csqcmodel_saveframe;
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) \
+ if(IS_DEAD_FRAME(self.f)) \
+ { \
+ self.ft = self.death_time; \
+ }
+ FIX_FRAMETIME(frame, frame1time)
+ FIX_FRAMETIME(frame2, frame2time)
+ FIX_FRAMETIME(frame3, frame3time)
+ FIX_FRAMETIME(frame4, frame4time)
+ }
+ self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
}
float CSQCPlayer_FallbackFrame(float f)
{
self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
}
-// FEATURE: auto glowmod
-.vector glowmod;
-void CSQCPlayer_GlowMod_Apply(void)
-{
- if(self.colormap > 0)
- self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
- else
- self.glowmod = '1 1 1';
-}
-
// FEATURE: auto tag_index
.entity tag_entity;
.float tag_entity_lastmodelindex;
self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
changed = 1;
}
+
+ // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
+ {
+ entity oldself = self;
+ self = self.tag_entity;
+ CSQCModel_Hook_PreDraw();
+ self = oldself;
+ }
+
if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
{
self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
}
// FEATURE: EF_NODRAW workalike
-.float invisible_effects;
-void CSQCModel_Invisible_PreUpdate(void)
+float EF_BRIGHTFIELD = 1;
+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
+float MF_ROTATE = 8; // rotate (bonus items)
+float MF_TRACER = 16; // green split trail
+float MF_ZOMGIB = 32; // small blood trail
+float MF_TRACER2 = 64; // orange split trail
+float MF_TRACER3 = 128; // purple trail
+.float csqcmodel_effects;
+.float csqcmodel_modelflags;
+void CSQCModel_Effects_PreUpdate(void)
{
- self.effects = self.invisible_effects;
+ self.effects = self.csqcmodel_effects;
+ self.modelflags = self.csqcmodel_modelflags;
}
-void CSQCModel_Invisible_PostUpdate(void)
+void CSQCModel_Effects_PostUpdate(void)
{
- self.invisible_effects = self.effects;
- self.effects &~= CSQCMODEL_EF_INVISIBLE;
+ self.csqcmodel_effects = self.effects;
+ self.csqcmodel_modelflags = self.modelflags;
+ self.effects = 0;
+ self.modelflags = 0;
+ if(self.csqcmodel_teleported)
+ Projectile_ResetTrail(self.origin);
}
-void CSQCModel_Invisible_Apply(void)
+void CSQCModel_Effects_Apply(void)
{
- if(self.invisible_effects & CSQCMODEL_EF_INVISIBLE)
+ float eff = self.csqcmodel_effects;
+ eff &~= CSQCMODEL_EF_RESPAWNGHOST;
+
+ self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
+ self.effects = 0;
+ self.traileffect = 0;
+
+ if(eff & EF_BRIGHTFIELD)
+ self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
+ // ignoring EF_MUZZLEFLASH
+ if(eff & EF_BRIGHTLIGHT)
+ 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.alpha < 0))
self.drawmask = 0;
+ if(eff & EF_ADDITIVE)
+ self.renderflags |= RF_ADDITIVE;
+ if(eff & EF_BLUE)
+ adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
+ if(eff & EF_RED)
+ adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
+ // ignoring EF_NOGUNBOB
+ 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));
+ if(eff & EF_STARDUST)
+ pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
+ if(eff & EF_NOSHADOW)
+ self.renderflags |= RF_NOSHADOW;
+ if(eff & EF_NODEPTHTEST)
+ self.renderflags |= RF_DEPTHHACK;
+ // ignoring EF_SELECTABLE
+ if(eff & EF_DOUBLESIDED)
+ self.effects |= EF_DOUBLESIDED;
+ if(eff & EF_NOSELFSHADOW)
+ self.effects |= EF_NOSELFSHADOW;
+ 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)
+ self.traileffect = particleeffectnum("TR_GRENADE");
+ if(self.csqcmodel_modelflags & MF_GIB)
+ self.traileffect = particleeffectnum("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");
+ if(self.csqcmodel_modelflags & MF_ZOMGIB)
+ self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
+ if(self.csqcmodel_modelflags & MF_TRACER2)
+ self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
+ if(self.csqcmodel_modelflags & MF_TRACER3)
+ self.traileffect = particleeffectnum("TR_VORESPIKE");
+
+ if(self.drawmask)
+ Projectile_DrawTrail(self.origin);
+ else
+ Projectile_ResetTrail(self.origin);
+
+ if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
+ self.renderflags |= RF_ADDITIVE;
+ // also special in CSQCPlayer_GlowMod_Apply
+}
+
+// FEATURE: auto glowmod
+.vector glowmod;
+void CSQCPlayer_GlowMod_Apply(void)
+{
+ float cm = self.colormap;
+
+ if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
+ cm = 1024;
+
+ if(self.colormap > 0)
+ self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
+ else
+ self.glowmod = '1 1 1';
+
+ if(autocvar_cl_deathglow > 0)
+ if(self.csqcmodel_isdead)
+ {
+ self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
+ // prevent the zero vector
+ self.glowmod_x = max(self.glowmod_x, 0.0001);
+ self.glowmod_y = max(self.glowmod_y, 0.0001);
+ self.glowmod_z = max(self.glowmod_z, 0.0001);
+ }
}
// general functions
-void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
+.float csqcmodel_predraw_run;
+void CSQCModel_Hook_PreDraw()
{
+ if(self.csqcmodel_predraw_run == framecount)
+ return;
+ self.csqcmodel_predraw_run = framecount;
+
if(!self.modelindex || self.model == "null")
{
self.drawmask = 0;
else
self.drawmask = MASK_NORMAL;
- if(isplayer)
+ if(self.isplayermodel) // this checks if it's a player MODEL!
{
+ CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
CSQCPlayer_GlowMod_Apply();
- CSQCPlayer_ForceModel_Apply(islocalplayer);
CSQCPlayer_LOD_Apply();
CSQCPlayer_FallbackFrame_Apply();
}
- if(!isplayer)
- CSQCModel_AutoTagIndex_Apply();
+ CSQCModel_AutoTagIndex_Apply();
+
+ CSQCModel_Effects_Apply();
}
-void CSQCModel_Hook_PreUpdate(float isplayer, float islocalplayer)
+void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
{
- CSQCModel_Invisible_PreUpdate();
- if(isplayer)
+ // revert to values from server
+ CSQCModel_Effects_PreUpdate();
+ 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_Invisible_PostUpdate();
+ CSQCModel_Effects_PostUpdate();
}