1 void CSQCModel_Hook_PreDraw();
9 void CSQCPlayer_LOD_Apply(void)
12 if(self.lodmodelindex0 != self.modelindex)
14 string modelname = self.model;
18 self.lodmodelindex0 = self.modelindex;
19 self.lodmodelindex1 = self.modelindex;
20 self.lodmodelindex2 = self.modelindex;
22 // FIXME: this only supports 3-letter extensions
23 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
29 self.lodmodelindex1 = self.modelindex;
32 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
38 self.lodmodelindex2 = self.modelindex;
41 setmodel(self, modelname); // make everything normal again
45 if(autocvar_cl_playerdetailreduction <= 0)
47 if(autocvar_cl_playerdetailreduction <= -2)
48 self.modelindex = self.lodmodelindex2;
49 else if(autocvar_cl_playerdetailreduction <= -1)
50 self.modelindex = self.lodmodelindex1;
52 self.modelindex = self.lodmodelindex0;
56 float distance = vlen(self.origin - other.origin);
57 float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
58 f *= 1.0 / bound(0.01, view_quality, 1);
59 if(f > autocvar_cl_loddistance2)
60 self.modelindex = self.lodmodelindex2;
61 else if(f > autocvar_cl_loddistance1)
62 self.modelindex = self.lodmodelindex1;
64 self.modelindex = self.lodmodelindex0;
68 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
69 string forceplayermodels_model;
70 float forceplayermodels_modelisgoodmodel;
71 float forceplayermodels_modelindex;
72 float forceplayermodels_skin;
74 string forceplayermodels_mymodel;
75 float forceplayermodels_myisgoodmodel;
76 float forceplayermodels_mymodelindex;
78 float forceplayermodels_attempted;
80 .string forceplayermodels_savemodel;
81 .float forceplayermodels_savemodelindex;
82 .float forceplayermodels_saveskin;
83 .float forceplayermodels_savecolormap;
85 .string forceplayermodels_isgoodmodel_mdl;
86 .float forceplayermodels_isgoodmodel;
88 string forceplayermodels_goodmodel;
89 float forceplayermodels_goodmodelindex;
91 void CSQCPlayer_ForceModel_PreUpdate(void)
93 self.model = self.forceplayermodels_savemodel;
94 self.modelindex = self.forceplayermodels_savemodelindex;
95 self.skin = self.forceplayermodels_saveskin;
96 self.colormap = self.forceplayermodels_savecolormap;
98 void CSQCPlayer_ForceModel_PostUpdate(void)
100 self.forceplayermodels_savemodel = self.model;
101 self.forceplayermodels_savemodelindex = self.modelindex;
102 self.forceplayermodels_saveskin = self.skin;
103 self.forceplayermodels_savecolormap = self.colormap;
105 if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
107 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
108 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
109 if(!self.forceplayermodels_isgoodmodel)
110 print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
113 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
115 // which one is ALWAYS good?
116 if not(forceplayermodels_goodmodel)
120 setmodel(e, cvar_defstring("_cl_playermodel"));
121 forceplayermodels_goodmodel = e.model;
122 forceplayermodels_goodmodelindex = e.modelindex;
126 // first, try finding it from the server
127 if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
131 // trust server's idea of "own player model"
132 forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
133 forceplayermodels_model = self.forceplayermodels_savemodel;
134 forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
135 forceplayermodels_skin = self.forceplayermodels_saveskin;
136 forceplayermodels_attempted = 1;
140 // forcemodel finding
141 if(!forceplayermodels_attempted)
143 forceplayermodels_attempted = 1;
145 // only if this failed, find it out on our own
148 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
149 forceplayermodels_modelisgoodmodel = fexists(e.model);
150 forceplayermodels_model = e.model;
151 forceplayermodels_modelindex = e.modelindex;
152 forceplayermodels_skin = autocvar__cl_playerskin;
156 if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
160 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
161 forceplayermodels_myisgoodmodel = fexists(e.model);
162 forceplayermodels_mymodel = e.model;
163 forceplayermodels_mymodelindex = e.modelindex;
168 if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
170 self.model = forceplayermodels_mymodel;
171 self.modelindex = forceplayermodels_mymodelindex;
172 self.skin = autocvar_cl_forcemyplayerskin;
174 else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
176 self.model = forceplayermodels_model;
177 self.modelindex = forceplayermodels_modelindex;
178 self.skin = forceplayermodels_skin;
180 else if(self.forceplayermodels_isgoodmodel)
182 self.model = self.forceplayermodels_savemodel;
183 self.modelindex = self.forceplayermodels_savemodelindex;
184 self.skin = self.forceplayermodels_saveskin;
188 self.model = forceplayermodels_goodmodel;
189 self.modelindex = forceplayermodels_goodmodelindex;
190 self.skin = self.forceplayermodels_saveskin;
193 // forceplayercolors too
196 if(autocvar_cl_forcemyplayercolors && islocalplayer)
197 self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
198 else if(autocvar_cl_forceplayercolors)
199 self.colormap = player_localnum + 1;
203 // FEATURE: fallback frames
204 .float csqcmodel_saveframe;
205 .float csqcmodel_saveframe2;
206 .float csqcmodel_saveframe3;
207 .float csqcmodel_saveframe4;
208 .float csqcmodel_framecount;
210 .float csqcmodel_isdead; // for utility code
212 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
213 void CSQCPlayer_FallbackFrame_PreUpdate(void)
215 self.frame = self.csqcmodel_saveframe;
216 self.frame2 = self.csqcmodel_saveframe2;
217 self.frame3 = self.csqcmodel_saveframe3;
218 self.frame4 = self.csqcmodel_saveframe4;
220 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
222 self.csqcmodel_saveframe = self.frame;
223 self.csqcmodel_saveframe2 = self.frame2;
224 self.csqcmodel_saveframe3 = self.frame3;
225 self.csqcmodel_saveframe4 = self.frame4;
227 // hack for death animations: set their frametime to zero in case a
231 #define FIX_FRAMETIME(f,ft) \
232 if(IS_DEAD_FRAME(self.f)) \
234 self.ft = self.death_time; \
236 FIX_FRAMETIME(frame, frame1time)
237 FIX_FRAMETIME(frame2, frame2time)
238 FIX_FRAMETIME(frame3, frame3time)
239 FIX_FRAMETIME(frame4, frame4time)
241 self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
243 float CSQCPlayer_FallbackFrame(float f)
245 if(frameduration(self.modelindex, f) > 0)
246 return f; // goooooood
249 case 23: return 11; // anim_melee -> anim_shoot
250 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
251 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
252 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
253 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
254 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
255 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
256 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
258 print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
261 void CSQCPlayer_FallbackFrame_Apply(void)
263 self.frame = CSQCPlayer_FallbackFrame(self.frame);
264 self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
265 self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
266 self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
269 // FEATURE: auto glowmod
271 void CSQCPlayer_GlowMod_Apply(void)
273 if(self.colormap > 0)
274 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
276 self.glowmod = '1 1 1';
279 // FEATURE: auto tag_index
281 .float tag_entity_lastmodelindex;
283 void CSQCModel_AutoTagIndex_Apply(void)
285 if(self.tag_entity && wasfreed(self.tag_entity))
286 self.tag_entity = world;
288 if(self.tag_networkentity)
292 if(self.tag_entity.entnum != self.tag_networkentity)
294 self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
298 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
300 entity oldself = self;
301 self = self.tag_entity;
302 CSQCModel_Hook_PreDraw();
306 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
308 self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
315 // the best part is: IT EXISTS
316 if(substring(self.model, 0, 17) == "models/weapons/v_")
317 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
319 self.tag_index = gettagindex(self.tag_entity, "weapon");
321 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
324 // we need to prevent this from 'appening
325 self.tag_entity = world;
327 dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
331 if(substring(self.model, 0, 17) == "models/weapons/v_")
332 if(substring(self.tag_entity.model, 0, 14) == "models/player/")
334 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
336 self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
339 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
341 self.tag_index = gettagindex(self.tag_entity, "shot");
343 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
348 // damn, see you next frame
355 // FEATURE: EF_NODRAW workalike
356 float EF_BRIGHTFIELD = 1;
357 float EF_BRIGHTLIGHT = 4;
358 float EF_DIMLIGHT = 8;
359 float EF_DOUBLESIDED = 32768;
360 float EF_NOSELFSHADOW = 65536;
361 float EF_DYNAMICMODELLIGHT = 131072;
362 float MF_ROCKET = 1; // leave a trail
363 float MF_GRENADE = 2; // leave a trail
364 float MF_GIB = 4; // leave a trail
365 float MF_ROTATE = 8; // rotate (bonus items)
366 float MF_TRACER = 16; // green split trail
367 float MF_ZOMGIB = 32; // small blood trail
368 float MF_TRACER2 = 64; // orange split trail
369 float MF_TRACER3 = 128; // purple trail
370 .float csqcmodel_effects;
371 .float csqcmodel_modelflags;
372 void CSQCModel_Effects_PreUpdate(void)
374 self.effects = self.csqcmodel_effects;
375 self.modelflags = self.csqcmodel_modelflags;
377 void CSQCModel_Effects_PostUpdate(void)
379 self.csqcmodel_effects = self.effects;
380 self.csqcmodel_modelflags = self.modelflags;
383 if(self.csqcmodel_teleported)
384 Projectile_ResetTrail(self.origin);
386 void CSQCModel_Effects_Apply(void)
388 float eff = self.csqcmodel_effects;
389 eff &~= CSQCMODEL_EF_INVISIBLE;
391 self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
393 self.traileffect = 0;
395 if(eff & EF_BRIGHTFIELD)
396 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
397 // ignoring EF_MUZZLEFLASH
398 if(eff & EF_BRIGHTLIGHT)
399 adddynamiclight(self.origin, 400, '3 3 3');
400 if(eff & EF_DIMLIGHT)
401 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
402 if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE) || (self.alpha < 0))
404 if(eff & EF_ADDITIVE)
405 self.renderflags |= RF_ADDITIVE;
407 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
409 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
410 // ignoring EF_NOGUNBOB
411 if(eff & EF_FULLBRIGHT)
412 self.renderflags |= RF_FULLBRIGHT;
414 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
415 if(eff & EF_STARDUST)
416 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
417 if(eff & EF_NOSHADOW)
418 self.renderflags |= RF_NOSHADOW;
419 if(eff & EF_NODEPTHTEST)
420 self.renderflags |= RF_DEPTHHACK;
421 // ignoring EF_SELECTABLE
422 if(eff & EF_DOUBLESIDED)
423 self.effects |= EF_DOUBLESIDED;
424 if(eff & EF_NOSELFSHADOW)
425 self.effects |= EF_NOSELFSHADOW;
426 if(eff & EF_DYNAMICMODELLIGHT)
427 self.renderflags |= RF_DYNAMICMODELLIGHT;
428 // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
429 if(self.csqcmodel_modelflags & MF_ROCKET)
430 self.traileffect = particleeffectnum("TR_ROCKET");
431 if(self.csqcmodel_modelflags & MF_GRENADE)
432 self.traileffect = particleeffectnum("TR_GRENADE");
433 if(self.csqcmodel_modelflags & MF_GIB)
434 self.traileffect = particleeffectnum("TR_BLOOD");
435 if(self.csqcmodel_modelflags & MF_ROTATE)
437 self.renderflags |= RF_USEAXIS;
438 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
440 if(self.csqcmodel_modelflags & MF_TRACER)
441 self.traileffect = particleeffectnum("TR_WIZSPIKE");
442 if(self.csqcmodel_modelflags & MF_ZOMGIB)
443 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
444 if(self.csqcmodel_modelflags & MF_TRACER2)
445 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
446 if(self.csqcmodel_modelflags & MF_TRACER3)
447 self.traileffect = particleeffectnum("TR_VORESPIKE");
450 Projectile_DrawTrail(self.origin);
452 Projectile_ResetTrail(self.origin);
456 .float csqcmodel_predraw_run;
457 void CSQCModel_Hook_PreDraw()
459 if(self.csqcmodel_predraw_run == framecount)
461 self.csqcmodel_predraw_run = framecount;
463 if(!self.modelindex || self.model == "null")
469 self.drawmask = MASK_NORMAL;
471 if(self.isplayermodel) // this checks if it's a player MODEL!
473 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
474 CSQCPlayer_GlowMod_Apply();
475 CSQCPlayer_LOD_Apply();
476 CSQCPlayer_FallbackFrame_Apply();
479 CSQCModel_AutoTagIndex_Apply();
481 CSQCModel_Effects_Apply();
484 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
486 // revert to values from server
487 CSQCModel_Effects_PreUpdate();
488 if(self.isplayermodel)
490 CSQCPlayer_FallbackFrame_PreUpdate();
491 CSQCPlayer_ForceModel_PreUpdate();
495 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
497 // is it a player model? (shared state)
498 self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
500 // save values set by server
501 if(self.isplayermodel)
503 CSQCPlayer_ForceModel_PostUpdate();
504 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
506 CSQCModel_Effects_PostUpdate();