X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=83c3f448a2ec802378a09d238b62d0afdcf26de1;hb=87b1a8def06bcf477cb8dbd1b5e069c29ce0ab91;hp=8d1f7e76fb3c77b90c74d7f4d5420cc8d2b4ffb5;hpb=b67505ebdf6ddb105e3ec745a71dae5490ad2508;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 8d1f7e76f..83c3f448a 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,23 +1,12 @@ -#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/effects/effects.qh" -#include "../common/teams.qh" -#include "../common/triggers/trigger/viewloc.qh" +#include "../common/movetypes/movetypes.qh" #include "../common/viewloc.qh" - -#include "mutators/events.qh" - -#include "../csqcmodellib/cl_model.qh" -#include "../csqcmodellib/cl_player.qh" -#include "../csqcmodellib/interpolate.qh" - +#include "../lib/csqcmodel/cl_model.qh" +#include "../lib/csqcmodel/cl_player.qh" +#include "../lib/csqcmodel/interpolate.qh" .float death_time; .int modelflags; @@ -30,7 +19,7 @@ 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) @@ -119,14 +108,14 @@ 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; @@ -147,8 +136,7 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) // 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")); forceplayermodels_goodmodel = e.model; @@ -179,8 +167,8 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) forceplayermodels_attempted = 1; // only if this failed, find it out on our own - entity e; - e = spawn(); + 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; @@ -191,8 +179,7 @@ void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel) { - entity e; - e = spawn(); + entity e = spawn(); _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below forceplayermodels_myisgoodmodel = fexists(e.model); forceplayermodels_mymodel = e.model; @@ -324,7 +311,7 @@ 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; @@ -346,10 +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 @@ -361,7 +348,7 @@ void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew) } void CSQCPlayer_AnimDecide_PostUpdate(bool isnew) {SELFPARAM(); - self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); + self.csqcmodel_isdead = boolean(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); } int CSQCPlayer_FallbackFrame(int f) {SELFPARAM(); @@ -383,7 +370,7 @@ int CSQCPlayer_FallbackFrame(int f) 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); @@ -397,7 +384,7 @@ 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; @@ -473,33 +460,33 @@ 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; .int csqcmodel_traileffect; -void CSQCModel_Effects_PreUpdate(void) +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) { @@ -515,7 +502,7 @@ void CSQCModel_Effects_PostUpdate(void) 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; @@ -543,9 +530,9 @@ void CSQCModel_Effects_Apply(void) if(eff & EF_FULLBRIGHT) self.renderflags |= RF_FULLBRIGHT; if(eff & EF_FLAME) - pointparticles(particleeffectnum(EFFECT_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(EFFECT_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)