]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
new and VERY broken cvar: cl_csad
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index 92b8983b34428c0965aaeb972e1a8b21868a2284..aafa68670dc6a6c3110499d5af4b94f3dc3ba2cd 100644 (file)
@@ -1,3 +1,5 @@
+void CSQCModel_Hook_PreDraw(float isplayer);
+
 .float isplayermodel;
 
 // FEATURE: LOD
@@ -12,12 +14,8 @@ void CSQCPlayer_LOD_Apply(void)
                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.\n"), modelname));
-               }
+               vector mi = self.mins;
+               vector ma = self.maxs;
 
                // set modelindex
                self.lodmodelindex0 = self.modelindex;
@@ -44,6 +42,7 @@ void CSQCPlayer_LOD_Apply(void)
                }
 
                setmodel(self, modelname); // make everything normal again
+               setsize(self, mi, ma);
        }
 
        // apply LOD
@@ -58,8 +57,8 @@ void CSQCPlayer_LOD_Apply(void)
        }
        else
        {
-               float distance = vlen(self.origin - other.origin);
-               float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
+               float distance = vlen(self.origin - view_origin);
+               float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
                f *= 1.0 / bound(0.01, view_quality, 1);
                if(f > autocvar_cl_loddistance2)
                        self.modelindex = self.lodmodelindex2;
@@ -72,17 +71,27 @@ void CSQCPlayer_LOD_Apply(void)
 
 // 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;
@@ -96,20 +105,43 @@ void CSQCPlayer_ForceModel_PostUpdate(void)
        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_attempted = 1;
+                       if(!isdemo()) // this is mainly cheat protection; not needed for demos
+                       {
+                               // trust server's idea of "own player model"
+                               forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
+                               forceplayermodels_model = self.forceplayermodels_savemodel;
+                               forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
+                               forceplayermodels_skin = self.forceplayermodels_saveskin;
+                               forceplayermodels_attempted = 1;
+                       }
                }
        }
 
@@ -122,6 +154,7 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
                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;
@@ -133,35 +166,101 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
                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_forcemyplayermodel != "" && forceplayermodels_mymodelindex && self.entnum == player_localnum + 1)
+       float isfriend;
+       float cm;
+       cm = self.forceplayermodels_savecolormap;
+       cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
+
+       if(teamplay)
+               isfriend = (cm == 1024 + 17 * myteam);
+       else
+               isfriend = islocalplayer;
+
+       if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
        {
                self.model = forceplayermodels_mymodel;
                self.modelindex = forceplayermodels_mymodelindex;
                self.skin = autocvar_cl_forcemyplayerskin;
        }
-       else if(autocvar_cl_forceplayermodels && forceplayermodels_modelindex)
+       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(teamplay)
+       {
+               // own team's color is never forced
+               float forcecolor_friend = 0;
+               float forcecolor_enemy = 0;
+               float teams_count = 0;
+               entity tm;
+
+               for(tm = teams.sort_next; tm; tm = tm.sort_next)
+                       if(tm.team != COLOR_SPECTATOR)
+                               ++teams_count;
+
+               if(autocvar_cl_forcemyplayercolors)
+                       forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
+               if(autocvar_cl_forceplayercolors && teams_count == 2)
+                       forcecolor_enemy = 1024 + autocvar__cl_color;
+
+               if(forcecolor_enemy && !forcecolor_friend)
+               {
+                       // only enemy color is forced?
+                       // verify it is not equal to the friend color
+                       if(forcecolor_enemy == 1024 + 17 * myteam)
+                               forcecolor_enemy = 0;
+               }
+
+               if(forcecolor_friend && !forcecolor_enemy)
+               {
+                       // only friend color is forced?
+                       // verify it is not equal to the enemy color
+                       for(tm = teams.sort_next; tm; tm = tm.sort_next)
+                               // note: we even compare against our own team.
+                               // if we rejected because we matched our OWN team color,
+                               // this is not bad; we then simply keep our color as is
+                               // anyway.
+                               if(forcecolor_friend == 1024 + 17 * tm.team)
+                                       forcecolor_friend = 0;
+               }
+
+               if(cm == 1024 + 17 * myteam)
+               {
+                       if(forcecolor_friend)
+                               self.colormap = forcecolor_friend;
+               }
+               else
+               {
+                       if(forcecolor_enemy)
+                               self.colormap = forcecolor_enemy;
+               }
+       }
+       else
        {
-               if(autocvar_cl_forcemyplayercolors && self.entnum == player_localnum + 1)
+               if(autocvar_cl_forcemyplayercolors && islocalplayer)
                        self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
                else if(autocvar_cl_forceplayercolors)
                        self.colormap = player_localnum + 1;
@@ -171,45 +270,55 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
 // FEATURE: fallback frames
 .float csqcmodel_saveframe;
 .float csqcmodel_saveframe2;
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
 .float csqcmodel_saveframe3;
 .float csqcmodel_saveframe4;
+#endif
 .float csqcmodel_framecount;
+
+#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
 void CSQCPlayer_FallbackFrame_PreUpdate(void)
 {
        self.frame = self.csqcmodel_saveframe;
        self.frame2 = self.csqcmodel_saveframe2;
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
        self.frame3 = self.csqcmodel_saveframe3;
        self.frame4 = self.csqcmodel_saveframe4;
+#endif
 }
 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
 {
        self.csqcmodel_saveframe = self.frame;
        self.csqcmodel_saveframe2 = self.frame2;
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
        self.csqcmodel_saveframe3 = self.frame3;
        self.csqcmodel_saveframe4 = self.frame4;
+#endif
 
        // 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) \
+               if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
                { \
-                       case 0: \
-                       case 1: \
-                               self.ft = 0; \
-                               break; \
+                       self.ft = self.death_time; \
                }
                FIX_FRAMETIME(frame, frame1time)
                FIX_FRAMETIME(frame2, frame2time)
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
                FIX_FRAMETIME(frame3, frame3time)
                FIX_FRAMETIME(frame4, frame4time)
+#endif
        }
+       self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
 }
 float CSQCPlayer_FallbackFrame(float f)
 {
        if(frameduration(self.modelindex, f) > 0)
                return f; // goooooood
+       if(frameduration(self.modelindex, 1) <= 0)
+               return f; // this is a static model. We can't fix it if we wanted to
        switch(f)
        {
                case 23: return 11; // anim_melee -> anim_shoot
@@ -228,18 +337,10 @@ void CSQCPlayer_FallbackFrame_Apply(void)
 {
        self.frame = CSQCPlayer_FallbackFrame(self.frame);
        self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
+#ifdef CSQCMODEL_HAVE_TWO_FRAMES
        self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
        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';
+#endif
 }
 
 // FEATURE: auto tag_index
@@ -260,6 +361,16 @@ void CSQCModel_AutoTagIndex_Apply(void)
                        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
+               if(self.tag_entity.classname == "csqcmodel")
+               {
+                       entity oldself = self;
+                       self = self.tag_entity;
+                       CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients));
+                       self = oldself;
+               }
+
                if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
                {
                        self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
@@ -271,6 +382,7 @@ void CSQCModel_AutoTagIndex_Apply(void)
                        {
                                // the best part is: IT EXISTS
                                if(substring(self.model, 0, 17) == "models/weapons/v_")
+                               {
                                        if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
                                        {
                                                self.tag_index = gettagindex(self.tag_entity, "weapon");
@@ -284,14 +396,15 @@ void CSQCModel_AutoTagIndex_Apply(void)
                                                        dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
                                                }
                                        }
-
-                               if(substring(self.model, 0, 17) == "models/weapons/v_")
-                                       if(substring(self.tag_entity.model, 0, 14) == "models/player/")
+                                       else if(self.tag_entity.isplayermodel)
                                        {
-                                               self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
+                                               self.tag_index = gettagindex(self.tag_entity, "weapon");
+                                               if(!self.tag_index)
+                                                       self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
                                                if(!self.tag_index)
                                                        self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
                                        }
+                               }
 
                                if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
                                {
@@ -316,6 +429,8 @@ float EF_DIMLIGHT   = 8;
 float EF_DOUBLESIDED = 32768;
 float EF_NOSELFSHADOW = 65536;
 float EF_DYNAMICMODELLIGHT = 131072;
+float EF_RESTARTANIM_BIT = 1048576;
+float EF_TELEPORT_BIT = 2097152;
 float MF_ROCKET  =   1; // leave a trail
 float MF_GRENADE =   2; // leave a trail
 float MF_GIB     =   4; // leave a trail
@@ -343,7 +458,7 @@ void CSQCModel_Effects_PostUpdate(void)
 void CSQCModel_Effects_Apply(void)
 {
        float eff = self.csqcmodel_effects;
-       eff &~= CSQCMODEL_EF_INVISIBLE;
+       eff &~= CSQCMODEL_EF_RESPAWNGHOST;
 
        self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
        self.effects = 0;
@@ -356,7 +471,7 @@ 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) || (self.alpha < 0))
+       if((eff & EF_NODRAW) || (self.alpha < 0))
                self.drawmask = 0;
        if(eff & EF_ADDITIVE)
                self.renderflags |= RF_ADDITIVE;
@@ -407,11 +522,54 @@ void CSQCModel_Effects_Apply(void)
                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;
+.float anim_frame;
+.float anim_frame1time;
+.float anim_frame2;
+.float anim_frame2time;
+.float anim_saveframe;
+.float anim_saveframe1time;
+.float anim_saveframe2;
+.float anim_saveframe2time;
+.float anim_prev_pmove_flags;
+void CSQCModel_Hook_PreDraw(float isplayer)
 {
+       if(self.csqcmodel_predraw_run == framecount)
+               return;
+       self.csqcmodel_predraw_run = framecount;
+
        if(!self.modelindex || self.model == "null")
        {
                self.drawmask = 0;
@@ -422,14 +580,65 @@ void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
 
        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 || !autocvar_cl_csad)
+                       CSQCPlayer_FallbackFrame_Apply();
+               else
+               {
+                       // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
+                       float doblend = FALSE;
+                       float flg = 0;
+                       if(self == csqcplayer)
+                       {
+                               if(self.pmove_flags & PMF_ONGROUND)
+                                       flg |= FL_ONGROUND;
+                               if(!(self.pmove_flags & PMF_JUMPRELEASED))
+                                       if(self.anim_prev_pmove_flags & PMF_JUMPRELEASED)
+                                               animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+                               self.anim_prev_pmove_flags = self.pmove_flags;
+                       }
+                       else
+                       {
+                               traceline(self.origin + '0 0 1' * self.maxs_z, self.origin + '0 0 1' * (self.mins_z - 4), MOVE_NOMONSTERS, self);
+                               if(trace_startsolid || trace_fraction < 1)
+                                       flg |= FL_ONGROUND;
+                       }
+                       animdecide_setframes(self, flg, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
+                       float sf = 0;
+                       if(self.anim_saveframe != self.anim_frame || self.anim_saveframe1time != self.anim_frame1time)
+                               sf |= CSQCMODEL_PROPERTY_FRAME;
+                       if(self.anim_saveframe2 != self.anim_frame2 || self.anim_saveframe2time != self.anim_frame2time)
+                               sf |= CSQCMODEL_PROPERTY_FRAME2;
+                       self.anim_saveframe = self.anim_frame;
+                       self.anim_saveframe1time = self.anim_frame1time;
+                       self.anim_saveframe = self.anim_frame2;
+                       self.anim_saveframe2time = self.anim_frame2time;
+                       if(sf)
+                       {
+                               CSQCModel_InterpolateAnimation_2To4_PreNote(sf | CSQCMODEL_PROPERTY_LERPFRAC);
+                               self.lerpfrac = (doblend ? 0.5 : 0);
+                               self.frame = self.anim_frame;
+                               self.frame1time = self.anim_frame1time;
+                               self.frame = self.anim_frame2;
+                               self.frame2time = self.anim_frame2time;
+                               CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE);
+                       }
+                       CSQCModel_InterpolateAnimation_2To4_Do();
+                       if(doblend)
+                       {
+                               // build a skeletonobject
+                       }
+                       else
+                       {
+                               // remove skeletonobject if any
+                               // all is done
+                       }
+               }
        }
 
-       if(!isplayer) // this checks if it's a player SLOT!
-               CSQCModel_AutoTagIndex_Apply();
+       CSQCModel_AutoTagIndex_Apply();
 
        CSQCModel_Effects_Apply();
 }
@@ -440,7 +649,8 @@ void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
        CSQCModel_Effects_PreUpdate();
        if(self.isplayermodel)
        {
-               CSQCPlayer_FallbackFrame_PreUpdate();
+               if(!isplayer || !autocvar_cl_csad)
+                       CSQCPlayer_FallbackFrame_PreUpdate();
                CSQCPlayer_ForceModel_PreUpdate();
        }
 }
@@ -448,13 +658,14 @@ void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
 {
        // is it a player model? (shared state)
-       self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
+       self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
 
        // save values set by server
        if(self.isplayermodel)
        {
                CSQCPlayer_ForceModel_PostUpdate();
-               CSQCPlayer_FallbackFrame_PostUpdate(isnew);
+               if(!isplayer || !autocvar_cl_csad)
+                       CSQCPlayer_FallbackFrame_PostUpdate(isnew);
        }
        CSQCModel_Effects_PostUpdate();
 }