X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=848c632773404b03f3e2b2f5cdea611483e78a17;hb=e0ac5f9f14e169a1e19d0e36b85cab061a74ed93;hp=c4a5b39a6b27c77d0b8829d0658f513195f760b7;hpb=52ae1315c1851e595d12ffc13e2407dee0b24e5e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index c4a5b39a6..848c63277 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,4 +1,4 @@ -void CSQCModel_Hook_PreDraw(); +void CSQCModel_Hook_PreDraw(float isplayer); .float isplayermodel; @@ -69,7 +69,7 @@ void CSQCPlayer_LOD_Apply(void) } } -// FEATURE: forcemodel (MUST be called BEFORE LOD!) +// FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!) string forceplayermodels_model; float forceplayermodels_modelisgoodmodel; float forceplayermodels_modelindex; @@ -92,14 +92,17 @@ float forceplayermodels_attempted; string forceplayermodels_goodmodel; float forceplayermodels_goodmodelindex; -void CSQCPlayer_ForceModel_PreUpdate(void) +.vector glowmod; +.vector old_glowmod; + +void CSQCPlayer_ModelAppearance_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) +void CSQCPlayer_ModelAppearance_PostUpdate(void) { self.forceplayermodels_savemodel = self.model; self.forceplayermodels_savemodelindex = self.modelindex; @@ -114,10 +117,11 @@ void CSQCPlayer_ForceModel_PostUpdate(void) print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel)); } } -void CSQCPlayer_ForceModel_Apply(float islocalplayer) +void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) { + // FORCEMODEL // which one is ALWAYS good? - if not(forceplayermodels_goodmodel) + if (!forceplayermodels_goodmodel) { entity e; e = spawn(); @@ -176,7 +180,7 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer) float isfriend; float cm; cm = self.forceplayermodels_savecolormap; - cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024); + cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024); if(teamplay) isfriend = (cm == 1024 + 17 * myteam); @@ -218,7 +222,7 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer) entity tm; for(tm = teams.sort_next; tm; tm = tm.sort_next) - if(tm.team != FL_SPECTATOR) + if(tm.team != NUM_SPECTATOR) ++teams_count; if(autocvar_cl_forcemyplayercolors) @@ -265,13 +269,39 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer) else if(autocvar_cl_forceplayercolors) self.colormap = player_localnum + 1; } + + // GLOWMOD AND DEATH FADING + 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) + { + // Fade out to black now... + if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; } + self.colormap = 0; + + self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1); + 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); + } + else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; } + } + + //print(sprintf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod))); } // 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) @@ -279,15 +309,19 @@ 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" @@ -300,11 +334,17 @@ void CSQCPlayer_FallbackFrame_PostUpdate(float isnew) } 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); } +void CSQCPlayer_AnimDecide_PostUpdate(float isnew) +{ + self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); +} float CSQCPlayer_FallbackFrame(float f) { if(frameduration(self.modelindex, f) > 0) @@ -329,8 +369,10 @@ 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); +#endif } // FEATURE: auto tag_index @@ -357,7 +399,7 @@ void CSQCModel_AutoTagIndex_Apply(void) { entity oldself = self; self = self.tag_entity; - CSQCModel_Hook_PreDraw(); + CSQCModel_Hook_PreDraw((self.entnum >= 1 && self.entnum <= maxclients)); self = oldself; } @@ -388,11 +430,8 @@ void CSQCModel_AutoTagIndex_Apply(void) } else if(self.tag_entity.isplayermodel) { - 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"); + skeleton_loadinfo(self.tag_entity); + self.tag_index = self.tag_entity.bone_weapon; } } @@ -413,20 +452,22 @@ void CSQCModel_AutoTagIndex_Apply(void) } // FEATURE: EF_NODRAW workalike -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 +const float EF_BRIGHTFIELD = 1; +const float EF_BRIGHTLIGHT = 4; +const float EF_DIMLIGHT = 8; +const float EF_DOUBLESIDED = 32768; +const float EF_NOSELFSHADOW = 65536; +const float EF_DYNAMICMODELLIGHT = 131072; +const float EF_RESTARTANIM_BIT = 1048576; +const float EF_TELEPORT_BIT = 2097152; +const float MF_ROCKET = 1; // leave a trail +const float MF_GRENADE = 2; // leave a trail +const float MF_GIB = 4; // leave a trail +const float MF_ROTATE = 8; // rotate (bonus items) +const float MF_TRACER = 16; // green split trail +const float MF_ZOMGIB = 32; // small blood trail +const float MF_TRACER2 = 64; // orange split trail +const float MF_TRACER3 = 128; // purple trail .float csqcmodel_effects; .float csqcmodel_modelflags; void CSQCModel_Effects_PreUpdate(void) @@ -447,12 +488,12 @@ void CSQCModel_Effects_PostUpdate(void) void CSQCModel_Effects_Apply(void) { float eff = self.csqcmodel_effects; - eff &~= CSQCMODEL_EF_RESPAWNGHOST; + eff &= ~CSQCMODEL_EF_RESPAWNGHOST; - self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS); + 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 @@ -539,34 +580,18 @@ void CSQCPlayer_Precache() precache_sound("misc/jetpack_fly.wav"); } -// 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 .float csqcmodel_predraw_run; -void CSQCModel_Hook_PreDraw() +.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; @@ -582,10 +607,67 @@ void CSQCModel_Hook_PreDraw() if(self.isplayermodel) // this checks if it's a player MODEL! { - CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1); - CSQCPlayer_GlowMod_Apply(); + CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1); CSQCPlayer_LOD_Apply(); - CSQCPlayer_FallbackFrame_Apply(); + if(!isplayer) + CSQCPlayer_FallbackFrame_Apply(); + else + { + // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know! + skeleton_loadinfo(self); + float doblend = (self.bone_upperbody >= 0); + float onground = 0; + if(self == csqcplayer) + { + if(self.pmove_flags & PMF_ONGROUND) + onground = 1; + self.anim_prev_pmove_flags = self.pmove_flags; + if(self.pmove_flags & PMF_DUCKED) + animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, FALSE); + else if(self.anim_state & ANIMSTATE_DUCK) + animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, FALSE); + } + else + { + tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self); + if(trace_startsolid || trace_fraction < 1) + onground = 1; + } + animdecide_init(self); + animdecide_setimplicitstate(self, onground); + animdecide_setframes(self, 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_saveframe2 = 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.frame2 = self.anim_frame2; + self.frame2time = self.anim_frame2time; + CSQCModel_InterpolateAnimation_2To4_Note(sf | CSQCMODEL_PROPERTY_LERPFRAC, FALSE); + } + CSQCModel_InterpolateAnimation_2To4_Do(); + if(doblend) + { + skeleton_from_frames(self, self.csqcmodel_isdead); + } + else + { + free_skeleton_from_frames(self); + // just in case, clear these (we're animating in frame and frame3) + self.lerpfrac = 0; + self.lerpfrac4 = 0; + } + } } CSQCModel_AutoTagIndex_Apply(); @@ -595,12 +677,15 @@ void CSQCModel_Hook_PreDraw() void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer) { + // interpolate v_angle + self.iflags |= IFLAG_V_ANGLE_X; // revert to values from server CSQCModel_Effects_PreUpdate(); if(self.isplayermodel) { - CSQCPlayer_FallbackFrame_PreUpdate(); - CSQCPlayer_ForceModel_PreUpdate(); + if(!isplayer) + CSQCPlayer_FallbackFrame_PreUpdate(); + CSQCPlayer_ModelAppearance_PreUpdate(); } } @@ -612,8 +697,11 @@ void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer) // save values set by server if(self.isplayermodel) { - CSQCPlayer_ForceModel_PostUpdate(); - CSQCPlayer_FallbackFrame_PostUpdate(isnew); + CSQCPlayer_ModelAppearance_PostUpdate(); + if(isplayer) + CSQCPlayer_AnimDecide_PostUpdate(isnew); + else + CSQCPlayer_FallbackFrame_PostUpdate(isnew); } CSQCModel_Effects_PostUpdate(); }