X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=92cef15efff3316b3f936aa2dca50a95f359e575;hb=21307f327df5609b82d90496c1c6156d636d1c8d;hp=077b7d9720a1501e6d9eb72e3a36dabd3c0ec54c;hpb=a5b077eb799e456094034cdc0dd0d5b5a7e1119e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 077b7d9720..6e7e5a8de7 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,13 +1,26 @@ -void CSQCModel_Hook_PreDraw(float isplayer); +#include "mutators/events.qh" +#include "player_skeleton.qh" +#include "weapons/projectile.qh" +#include "../common/animdecide.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 isplayermodel; +.float death_time; +.int modelflags; + +void CSQCModel_Hook_PreDraw(bool isplayer); + +.bool isplayermodel; // FEATURE: LOD -.float lodmodelindex0; -.float lodmodelindex1; -.float lodmodelindex2; +.int lodmodelindex0; +.int lodmodelindex1; +.int lodmodelindex2; void CSQCPlayer_LOD_Apply(void) -{ +{SELFPARAM(); // LOD model loading if(self.lodmodelindex0 != self.modelindex) { @@ -27,7 +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; } @@ -36,12 +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); } @@ -71,39 +84,39 @@ void CSQCPlayer_LOD_Apply(void) // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!) string forceplayermodels_model; -float forceplayermodels_modelisgoodmodel; -float forceplayermodels_modelindex; -float forceplayermodels_skin; +bool forceplayermodels_modelisgoodmodel; +int forceplayermodels_modelindex; +int forceplayermodels_skin; string forceplayermodels_mymodel; -float forceplayermodels_myisgoodmodel; -float forceplayermodels_mymodelindex; +bool forceplayermodels_myisgoodmodel; +int forceplayermodels_mymodelindex; -float forceplayermodels_attempted; +bool forceplayermodels_attempted; .string forceplayermodels_savemodel; -.float forceplayermodels_savemodelindex; -.float forceplayermodels_saveskin; -.float forceplayermodels_savecolormap; +.int forceplayermodels_savemodelindex; +.int forceplayermodels_saveskin; +.int forceplayermodels_savecolormap; .string forceplayermodels_isgoodmodel_mdl; -.float forceplayermodels_isgoodmodel; +.bool forceplayermodels_isgoodmodel; string forceplayermodels_goodmodel; -float forceplayermodels_goodmodelindex; +int forceplayermodels_goodmodelindex; .vector glowmod; .vector old_glowmod; void CSQCPlayer_ModelAppearance_PreUpdate(void) -{ +{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) -{ +{SELFPARAM(); self.forceplayermodels_savemodel = self.model; self.forceplayermodels_savemodelindex = self.modelindex; self.forceplayermodels_saveskin = self.skin; @@ -114,11 +127,11 @@ 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(float islocalplayer) -{ +void CSQCPlayer_ModelAppearance_Apply(bool islocalplayer) +{SELFPARAM(); // FORCEMODEL // which one is ALWAYS good? if (!forceplayermodels_goodmodel) @@ -126,7 +139,7 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) entity e; 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); @@ -157,7 +170,7 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) // only if this failed, find it out on our own entity e; e = spawn(); - setmodel(e, autocvar__cl_playermodel); // this is harmless, see below + _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below forceplayermodels_modelisgoodmodel = fexists(e.model); forceplayermodels_model = e.model; forceplayermodels_modelindex = e.modelindex; @@ -169,7 +182,7 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) { entity e; e = spawn(); - setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below + _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below forceplayermodels_myisgoodmodel = fexists(e.model); forceplayermodels_mymodel = e.model; forceplayermodels_mymodelindex = e.modelindex; @@ -177,8 +190,8 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) } // apply it - float isfriend; - float cm; + bool isfriend; + int cm; cm = self.forceplayermodels_savecolormap; cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(cm - 1, "colors")) + 1024); @@ -216,8 +229,8 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) if(teamplay) { // own team's color is never forced - float forcecolor_friend = 0; - float forcecolor_enemy = 0; + int forcecolor_friend = 0; + int forcecolor_enemy = 0; entity tm; if(autocvar_cl_forcemyplayercolors) @@ -267,7 +280,7 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) // 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; + self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, true) * 2; else self.glowmod = '1 1 1'; @@ -280,9 +293,9 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) 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); + 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'; } } @@ -291,17 +304,17 @@ void CSQCPlayer_ModelAppearance_Apply(float islocalplayer) } // FEATURE: fallback frames -.float csqcmodel_saveframe; -.float csqcmodel_saveframe2; +.int csqcmodel_saveframe; +.int csqcmodel_saveframe2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES -.float csqcmodel_saveframe3; -.float csqcmodel_saveframe4; +.int csqcmodel_saveframe3; +.int csqcmodel_saveframe4; #endif -.float csqcmodel_framecount; +.int csqcmodel_framecount; #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1) void CSQCPlayer_FallbackFrame_PreUpdate(void) -{ +{SELFPARAM(); self.frame = self.csqcmodel_saveframe; self.frame2 = self.csqcmodel_saveframe2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -309,8 +322,8 @@ void CSQCPlayer_FallbackFrame_PreUpdate(void) self.frame4 = self.csqcmodel_saveframe4; #endif } -void CSQCPlayer_FallbackFrame_PostUpdate(float isnew) -{ +void CSQCPlayer_FallbackFrame_PostUpdate(bool isnew) +{SELFPARAM(); self.csqcmodel_saveframe = self.frame; self.csqcmodel_saveframe2 = self.frame2; #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -322,26 +335,25 @@ void CSQCPlayer_FallbackFrame_PostUpdate(float isnew) // player "pops in" if(isnew) { -#define FIX_FRAMETIME(f,ft) \ - if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \ - { \ - self.ft = self.death_time; \ - } - FIX_FRAMETIME(frame, frame1time) - FIX_FRAMETIME(frame2, frame2time) +#define FIX_FRAMETIME(f,ft) do { \ + if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \ + self.ft = self.death_time; \ +} while(0) + FIX_FRAMETIME(frame, frame1time); + FIX_FRAMETIME(frame2, frame2time); #ifdef CSQCMODEL_HAVE_TWO_FRAMES - FIX_FRAMETIME(frame3, frame3time) - FIX_FRAMETIME(frame4, frame4time) + FIX_FRAMETIME(frame3, frame3time); + FIX_FRAMETIME(frame4, frame4time); #endif } self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame); } -void CSQCPlayer_AnimDecide_PostUpdate(float isnew) -{ +void CSQCPlayer_AnimDecide_PostUpdate(bool isnew) +{SELFPARAM(); self.csqcmodel_isdead = !!(self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); } -float CSQCPlayer_FallbackFrame(float f) -{ +int CSQCPlayer_FallbackFrame(int f) +{SELFPARAM(); if(frameduration(self.modelindex, f) > 0) return f; // goooooood if(frameduration(self.modelindex, 1) <= 0) @@ -357,11 +369,11 @@ float CSQCPlayer_FallbackFrame(float 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) -{ +{SELFPARAM(); self.frame = CSQCPlayer_FallbackFrame(self.frame); self.frame2 = CSQCPlayer_FallbackFrame(self.frame2); #ifdef CSQCMODEL_HAVE_TWO_FRAMES @@ -372,17 +384,21 @@ void CSQCPlayer_FallbackFrame_Apply(void) // FEATURE: auto tag_index .entity tag_entity; -.float tag_entity_lastmodelindex; -.float tag_index; +.int tag_entity_lastmodelindex; +.int tag_index; void CSQCModel_AutoTagIndex_Apply(void) -{ +{SELFPARAM(); if(self.tag_entity && wasfreed(self.tag_entity)) self.tag_entity = world; + viewloc_SetTags(); + + MUTATOR_CALLHOOK(TagIndex_Update, self); + if(self.tag_networkentity) { // we are ATTACHED! - float changed = 0; + bool changed = 0; if(self.tag_entity.entnum != self.tag_networkentity) { self.tag_entity = findfloat(world, entnum, self.tag_networkentity); @@ -392,10 +408,7 @@ 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) @@ -408,9 +421,9 @@ void CSQCModel_AutoTagIndex_Apply(void) if(self.tag_entity) { // the best part is: IT EXISTS - if(substring(self.model, 0, 17) == "models/weapons/v_") + if(substring(self.model, 0, 14) == "models/weapons") { - if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_") + if(substring(self.tag_entity.model, 0, 14) == "models/weapons") { self.tag_index = gettagindex(self.tag_entity, "weapon"); if(!self.tag_index) @@ -420,7 +433,7 @@ 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) @@ -430,12 +443,14 @@ void CSQCModel_AutoTagIndex_Apply(void) } } - if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_") + if(substring(self.tag_entity.model, 0, 14) == "models/weapons") { self.tag_index = gettagindex(self.tag_entity, "shot"); if(!self.tag_index) self.tag_index = gettagindex(self.tag_entity, "tag_shot"); } + + MUTATOR_CALLHOOK(TagIndex_Apply, self); } else { @@ -447,32 +462,34 @@ void CSQCModel_AutoTagIndex_Apply(void) } // FEATURE: EF_NODRAW workalike -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; +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 +.int csqcmodel_effects; +.int csqcmodel_modelflags; +.int csqcmodel_traileffect; void CSQCModel_Effects_PreUpdate(void) -{ +{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) -{ +{SELFPARAM(); if (self == csqcplayer) { if (self.csqcmodel_teleported) { Reset_ArcBeam(); @@ -480,23 +497,24 @@ 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); } -.float snd_looping; +.int snd_looping; void CSQCModel_Effects_Apply(void) -{ - float eff = self.csqcmodel_effects; - eff &= ~CSQCMODEL_EF_RESPAWNGHOST; +{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'); @@ -514,9 +532,9 @@ 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(particleeffectnum(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(particleeffectnum(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) @@ -530,29 +548,31 @@ 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; @@ -562,7 +582,7 @@ 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; } } @@ -570,30 +590,25 @@ 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 -.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) -{ +.int csqcmodel_predraw_run; +.int anim_frame; +.int anim_frame1time; +.int anim_frame2; +.int anim_frame2time; +.int anim_saveframe; +.int anim_saveframe1time; +.int anim_saveframe2; +.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; @@ -610,10 +625,11 @@ void CSQCModel_Hook_PreDraw(float isplayer) { CSQCPlayer_ModelAppearance_Apply(self.entnum == player_localnum + 1); CSQCPlayer_LOD_Apply(); + if(!isplayer) { skeleton_loadinfo(self); - float doblend = (self.bone_upperbody >= 0); + bool doblend = (self.bone_upperbody >= 0); CSQCPlayer_FallbackFrame_Apply(); if(doblend) { @@ -631,17 +647,17 @@ void CSQCModel_Hook_PreDraw(float isplayer) { // 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; + bool doblend = (self.bone_upperbody >= 0); + bool onground = 0; if(self == csqcplayer) { - if(self.pmove_flags & PMF_ONGROUND) + if(self.flags & FL_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); + self.anim_prev_pmove_flags = self.flags; + if(self.flags & FL_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); + animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, false); } else { @@ -649,10 +665,10 @@ void CSQCModel_Hook_PreDraw(float isplayer) if(trace_startsolid || trace_fraction < 1) onground = 1; } - animdecide_init(self); + animdecide_load_if_needed(self); animdecide_setimplicitstate(self, onground); animdecide_setframes(self, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time); - float sf = 0; + int 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) @@ -661,16 +677,15 @@ void CSQCModel_Hook_PreDraw(float isplayer) 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); - } + // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway. + // This ensures that .frame etc. are always written. + 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) { @@ -691,8 +706,8 @@ void CSQCModel_Hook_PreDraw(float isplayer) CSQCModel_Effects_Apply(); } -void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer) -{ +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 @@ -705,10 +720,10 @@ void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer) } } -void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float 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)