X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=83c3f448a2ec802378a09d238b62d0afdcf26de1;hb=87b1a8def06bcf477cb8dbd1b5e069c29ce0ab91;hp=80b68a6e287384480a002026329a1f8f4cba283d;hpb=c1b058929459a95a525deff9e0ebb76a513a7c22;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 80b68a6e2..83c3f448a 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,22 +1,12 @@ -#include "csqcmodel_hooks.qh" -#include "_all.qh" - -#include "gibs.qh" +#include "mutators/events.qh" #include "player_skeleton.qh" - #include "weapons/projectile.qh" - #include "../common/animdecide.qh" -#include "../common/csqcmodel_settings.qh" -#include "../common/teams.qh" -#include "../common/triggers/trigger/viewloc.qh" - -#include "mutators/events.qh" - -#include "../csqcmodellib/cl_model.qh" -#include "../csqcmodellib/cl_player.qh" -#include "../csqcmodellib/interpolate.qh" - +#include "../common/movetypes/movetypes.qh" +#include "../common/viewloc.qh" +#include "../lib/csqcmodel/cl_model.qh" +#include "../lib/csqcmodel/cl_player.qh" +#include "../lib/csqcmodel/interpolate.qh" .float death_time; .int modelflags; @@ -29,8 +19,8 @@ void CSQCModel_Hook_PreDraw(bool isplayer); .int lodmodelindex0; .int lodmodelindex1; .int lodmodelindex2; -void CSQCPlayer_LOD_Apply(void) -{ +void CSQCPlayer_LOD_Apply() +{SELFPARAM(); // LOD model loading if(self.lodmodelindex0 != self.modelindex) { @@ -50,7 +40,7 @@ void CSQCPlayer_LOD_Apply(void) if(fexists(s)) { precache_model(s); - setmodel(self, s); + _setmodel(self, s); if(self.modelindex) self.lodmodelindex1 = self.modelindex; } @@ -59,12 +49,12 @@ void CSQCPlayer_LOD_Apply(void) if(fexists(s)) { precache_model(s); - setmodel(self, s); + _setmodel(self, s); if(self.modelindex) self.lodmodelindex2 = self.modelindex; } - setmodel(self, modelname); // make everything normal again + _setmodel(self, modelname); // make everything normal again setsize(self, mi, ma); } @@ -118,15 +108,15 @@ int forceplayermodels_goodmodelindex; .vector glowmod; .vector old_glowmod; -void CSQCPlayer_ModelAppearance_PreUpdate(void) -{ +void CSQCPlayer_ModelAppearance_PreUpdate() +{SELFPARAM(); self.model = self.forceplayermodels_savemodel; self.modelindex = self.forceplayermodels_savemodelindex; self.skin = self.forceplayermodels_saveskin; self.colormap = self.forceplayermodels_savecolormap; } -void CSQCPlayer_ModelAppearance_PostUpdate(void) -{ +void CSQCPlayer_ModelAppearance_PostUpdate() +{SELFPARAM(); self.forceplayermodels_savemodel = self.model; self.forceplayermodels_savemodelindex = self.modelindex; self.forceplayermodels_saveskin = self.skin; @@ -137,19 +127,18 @@ void CSQCPlayer_ModelAppearance_PostUpdate(void) self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel); self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel; if(!self.forceplayermodels_isgoodmodel) - printf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel); + LOG_INFOF("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel); } } void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) -{ +{SELFPARAM(); // FORCEMODEL // which one is ALWAYS good? if (!forceplayermodels_goodmodel) { - entity e; - e = spawn(); + entity e = spawn(); precache_model(cvar_defstring("_cl_playermodel")); - setmodel(e, cvar_defstring("_cl_playermodel")); + _setmodel(e, cvar_defstring("_cl_playermodel")); forceplayermodels_goodmodel = e.model; forceplayermodels_goodmodelindex = e.modelindex; remove(e); @@ -178,9 +167,9 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) 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 + entity e = spawn(); + precache_model(autocvar__cl_playermodel); + _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below forceplayermodels_modelisgoodmodel = fexists(e.model); forceplayermodels_model = e.model; forceplayermodels_modelindex = e.modelindex; @@ -190,9 +179,8 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel) { - entity e; - e = spawn(); - setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below + entity 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; @@ -323,8 +311,8 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) .int csqcmodel_framecount; #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1) -void CSQCPlayer_FallbackFrame_PreUpdate(void) -{ +void CSQCPlayer_FallbackFrame_PreUpdate() +{SELFPARAM(); self.frame = self.csqcmodel_saveframe; self.frame2 = self.csqcmodel_saveframe2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -333,7 +321,7 @@ void CSQCPlayer_FallbackFrame_PreUpdate(void) #endif } void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew) -{ +{SELFPARAM(); self.csqcmodel_saveframe = self.frame; self.csqcmodel_saveframe2 = self.frame2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -345,10 +333,10 @@ void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew) // player "pops in" if(isnew) { -#define FIX_FRAMETIME(f,ft) do { \ +#define FIX_FRAMETIME(f,ft) MACRO_BEGIN { \ if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \ self.ft = self.death_time; \ -} while(0) +} MACRO_END FIX_FRAMETIME(frame, frame1time); FIX_FRAMETIME(frame2, frame2time); #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -359,11 +347,11 @@ void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew) self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame); } void CSQCPlayer_AnimDecide_PostUpdate(bool isnew) -{ - self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); +{SELFPARAM(); + self.csqcmodel_isdead = boolean(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); } int CSQCPlayer_FallbackFrame(int f) -{ +{SELFPARAM(); if(frameduration(self.modelindex, f) > 0) return f; // goooooood if(frameduration(self.modelindex, 1) <= 0) @@ -379,11 +367,11 @@ int CSQCPlayer_FallbackFrame(int f) case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk } - printf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model); + LOG_INFOF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model); return f; } -void CSQCPlayer_FallbackFrame_Apply(void) -{ +void CSQCPlayer_FallbackFrame_Apply() +{SELFPARAM(); self.frame = CSQCPlayer_FallbackFrame(self.frame); self.frame2 = CSQCPlayer_FallbackFrame(self.frame2); #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -396,16 +384,12 @@ void CSQCPlayer_FallbackFrame_Apply(void) .entity tag_entity; .int tag_entity_lastmodelindex; .int tag_index; -void CSQCModel_AutoTagIndex_Apply(void) -{ +void CSQCModel_AutoTagIndex_Apply() +{SELFPARAM(); if(self.tag_entity && wasfreed(self.tag_entity)) self.tag_entity = world; - if(self.viewloc && wasfreed(self.viewloc)) - self.viewloc = world; - - if(self.viewloc.entnum != self.tag_networkviewloc) - self.viewloc = findfloat(world, entnum, self.tag_networkviewloc); + viewloc_SetTags(); MUTATOR_CALLHOOK(TagIndex_Update, self); @@ -422,10 +406,7 @@ void CSQCModel_AutoTagIndex_Apply(void) // 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; + WITH(entity, self, self.tag_entity, CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients))); } if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex) @@ -450,7 +431,7 @@ void CSQCModel_AutoTagIndex_Apply(void) // we need to prevent this from 'appening self.tag_entity = world; self.drawmask = 0; - dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n"); + LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it\n"); } } else if(self.tag_entity.isplayermodel) @@ -479,32 +460,34 @@ void CSQCModel_AutoTagIndex_Apply(void) } // FEATURE: EF_NODRAW workalike -const int EF_BRIGHTFIELD = 1; -const int EF_BRIGHTLIGHT = 4; -const int EF_DIMLIGHT = 8; -const int EF_DOUBLESIDED = 32768; -const int EF_NOSELFSHADOW = 65536; -const int EF_DYNAMICMODELLIGHT = 131072; -const int EF_RESTARTANIM_BIT = 1048576; -const int EF_TELEPORT_BIT = 2097152; -const int MF_ROCKET = 1; // leave a trail -const int MF_GRENADE = 2; // leave a trail -const int MF_GIB = 4; // leave a trail -const int MF_ROTATE = 8; // rotate (bonus items) -const int MF_TRACER = 16; // green split trail -const int MF_ZOMGIB = 32; // small blood trail -const int MF_TRACER2 = 64; // orange split trail -const int MF_TRACER3 = 128; // purple trail +const int EF_BRIGHTFIELD = BIT(0); +const int EF_BRIGHTLIGHT = BIT(2); +const int EF_DIMLIGHT = BIT(3); +const int EF_DOUBLESIDED = BIT(15); +const int EF_NOSELFSHADOW = BIT(16); +const int EF_DYNAMICMODELLIGHT = BIT(17); +const int EF_RESTARTANIM_BIT = BIT(20); +const int EF_TELEPORT_BIT = BIT(21); +const int MF_ROCKET = BIT(0); // leave a trail +const int MF_GRENADE = BIT(1); // leave a trail +const int MF_GIB = BIT(2); // leave a trail +const int MF_ROTATE = BIT(3); // rotate (bonus items) +const int MF_TRACER = BIT(4); // green split trail +const int MF_ZOMGIB = BIT(5); // small blood trail +const int MF_TRACER2 = BIT(6); // orange split trail +const int MF_TRACER3 = BIT(7); // purple trail .int csqcmodel_effects; .int csqcmodel_modelflags; -void CSQCModel_Effects_PreUpdate(void) -{ +.int csqcmodel_traileffect; +void CSQCModel_Effects_PreUpdate() +{SELFPARAM(); self.effects = self.csqcmodel_effects; self.modelflags = self.csqcmodel_modelflags; + self.traileffect = self.csqcmodel_traileffect; } -void Reset_ArcBeam(void); -void CSQCModel_Effects_PostUpdate(void) -{ +void Reset_ArcBeam(); +void CSQCModel_Effects_PostUpdate() +{SELFPARAM(); if (self == csqcplayer) { if (self.csqcmodel_teleported) { Reset_ArcBeam(); @@ -512,22 +495,24 @@ void CSQCModel_Effects_PostUpdate(void) } self.csqcmodel_effects = self.effects; self.csqcmodel_modelflags = self.modelflags; + self.csqcmodel_traileffect = self.traileffect; self.effects = 0; self.modelflags = 0; if(self.csqcmodel_teleported) - Projectile_ResetTrail(self.origin); + Projectile_ResetTrail(self, self.origin); } .int snd_looping; -void CSQCModel_Effects_Apply(void) -{ +void CSQCModel_Effects_Apply() +{SELFPARAM(); int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST; + int tref = self.csqcmodel_traileffect; 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"); + tref = EFFECT_TR_NEXUIZPLASMA.m_id; // ignoring EF_MUZZLEFLASH if(eff & EF_BRIGHTLIGHT) adddynamiclight(self.origin, 400, '3 3 3'); @@ -545,9 +530,9 @@ void CSQCModel_Effects_Apply(void) 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)); + pointparticles(EFFECT_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)); + pointparticles(EFFECT_EF_STARDUST, self.origin, '0 0 0', bound(0, frametime, 0.1)); if(eff & EF_NOSHADOW) self.renderflags |= RF_NOSHADOW; if(eff & EF_NODEPTHTEST) @@ -561,29 +546,31 @@ void CSQCModel_Effects_Apply(void) 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"); + tref = EFFECT_TR_ROCKET.m_id; if(self.csqcmodel_modelflags & MF_GRENADE) - self.traileffect = particleeffectnum("TR_GRENADE"); + tref = EFFECT_TR_GRENADE.m_id; if(self.csqcmodel_modelflags & MF_GIB) - self.traileffect = particleeffectnum("TR_BLOOD"); + tref = EFFECT_TR_BLOOD.m_id; 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"); + tref = EFFECT_TR_WIZSPIKE.m_id; if(self.csqcmodel_modelflags & MF_ZOMGIB) - self.traileffect = particleeffectnum("TR_SLIGHTBLOOD"); + tref = EFFECT_TR_SLIGHTBLOOD.m_id; if(self.csqcmodel_modelflags & MF_TRACER2) - self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); + tref = EFFECT_TR_KNIGHTSPIKE.m_id; if(self.csqcmodel_modelflags & MF_TRACER3) - self.traileffect = particleeffectnum("TR_VORESPIKE"); + tref = EFFECT_TR_VORESPIKE.m_id; + + self.traileffect = tref; if(self.drawmask) - Projectile_DrawTrail(self.origin); + Projectile_DrawTrail(self, self.origin); else - Projectile_ResetTrail(self.origin); + Projectile_ResetTrail(self, self.origin); if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) self.renderflags |= RF_ADDITIVE; @@ -593,7 +580,7 @@ void CSQCModel_Effects_Apply(void) { if(!self.snd_looping) { - sound(self, CH_TRIGGER_SINGLE, "misc/jetpack_fly.wav", VOL_BASE, autocvar_g_jetpack_attenuation); + sound(self, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_g_jetpack_attenuation); self.snd_looping = CH_TRIGGER_SINGLE; } } @@ -601,17 +588,12 @@ void CSQCModel_Effects_Apply(void) { if(self.snd_looping) { - sound(self, self.snd_looping, "misc/null.wav", VOL_BASE, autocvar_g_jetpack_attenuation); + sound(self, self.snd_looping, SND_Null, VOL_BASE, autocvar_g_jetpack_attenuation); self.snd_looping = 0; } } } -void CSQCPlayer_Precache() -{ - precache_sound("misc/jetpack_fly.wav"); -} - // general functions .int csqcmodel_predraw_run; .int anim_frame; @@ -624,7 +606,7 @@ void CSQCPlayer_Precache() .int anim_saveframe2time; .int anim_prev_pmove_flags; void CSQCModel_Hook_PreDraw(bool isplayer) -{ +{SELFPARAM(); if(self.csqcmodel_predraw_run == framecount) return; self.csqcmodel_predraw_run = framecount; @@ -641,6 +623,7 @@ void CSQCModel_Hook_PreDraw(bool isplayer) { CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1); CSQCPlayer_LOD_Apply(); + if(!isplayer) { skeleton_loadinfo(self); @@ -722,7 +705,7 @@ void CSQCModel_Hook_PreDraw(bool isplayer) } void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer) -{ +{SELFPARAM(); // interpolate v_angle self.iflags |= IFLAG_V_ANGLE_X; // revert to values from server @@ -736,9 +719,9 @@ void CSQCModel_Hook_PreUpdate(bool isnew, bool isplayer, bool islocalplayer) } void CSQCModel_Hook_PostUpdate(bool isnew, bool isplayer, bool islocalplayer) -{ +{SELFPARAM(); // is it a player model? (shared state) - self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/"); + self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/" || (substring(self.model, 0, 16) == "models/monsters/" && (self.entnum >= 1 && self.entnum <= maxclients))); // save values set by server if(self.isplayermodel)