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csqcplayers: network death_time
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
1 void CSQCModel_Hook_PreDraw();
2
3 .float isplayermodel;
4
5 // FEATURE: LOD
6 .float lodmodelindex0;
7 .float lodmodelindex1;
8 .float lodmodelindex2;
9 void CSQCPlayer_LOD_Apply(void)
10 {
11         // LOD model loading
12         if(self.lodmodelindex0 != self.modelindex)
13         {
14                 string modelname = self.model;
15                 string s;
16
17                 // set modelindex
18                 self.lodmodelindex0 = self.modelindex;
19                 self.lodmodelindex1 = self.modelindex;
20                 self.lodmodelindex2 = self.modelindex;
21
22                 // FIXME: this only supports 3-letter extensions
23                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
24                 if(fexists(s))
25                 {
26                         precache_model(s);
27                         setmodel(self, s);
28                         if(self.modelindex)
29                                 self.lodmodelindex1 = self.modelindex;
30                 }
31
32                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
33                 if(fexists(s))
34                 {
35                         precache_model(s);
36                         setmodel(self, s);
37                         if(self.modelindex)
38                                 self.lodmodelindex2 = self.modelindex;
39                 }
40
41                 setmodel(self, modelname); // make everything normal again
42         }
43
44         // apply LOD
45         if(autocvar_cl_playerdetailreduction <= 0)
46         {
47                 if(autocvar_cl_playerdetailreduction <= -2)
48                         self.modelindex = self.lodmodelindex2;
49                 else if(autocvar_cl_playerdetailreduction <= -1)
50                         self.modelindex = self.lodmodelindex1;
51                 else
52                         self.modelindex = self.lodmodelindex0;
53         }
54         else
55         {
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;
63                 else
64                         self.modelindex = self.lodmodelindex0;
65         }
66 }
67
68 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
69 string forceplayermodels_model;
70 float forceplayermodels_modelisgoodmodel;
71 float forceplayermodels_modelindex;
72 float forceplayermodels_skin;
73
74 string forceplayermodels_mymodel;
75 float forceplayermodels_myisgoodmodel;
76 float forceplayermodels_mymodelindex;
77
78 float forceplayermodels_attempted;
79
80 .string forceplayermodels_savemodel;
81 .float forceplayermodels_savemodelindex;
82 .float forceplayermodels_saveskin;
83 .float forceplayermodels_savecolormap;
84
85 .string forceplayermodels_isgoodmodel_mdl;
86 .float forceplayermodels_isgoodmodel;
87
88 string forceplayermodels_goodmodel;
89 float forceplayermodels_goodmodelindex;
90
91 void CSQCPlayer_ForceModel_PreUpdate(void)
92 {
93         self.model = self.forceplayermodels_savemodel;
94         self.modelindex = self.forceplayermodels_savemodelindex;
95         self.skin = self.forceplayermodels_saveskin;
96         self.colormap = self.forceplayermodels_savecolormap;
97 }
98 void CSQCPlayer_ForceModel_PostUpdate(void)
99 {
100         self.forceplayermodels_savemodel = self.model;
101         self.forceplayermodels_savemodelindex = self.modelindex;
102         self.forceplayermodels_saveskin = self.skin;
103         self.forceplayermodels_savecolormap = self.colormap;
104
105         if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
106         {
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));
111         }
112 }
113 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
114 {
115         // which one is ALWAYS good?
116         if not(forceplayermodels_goodmodel)
117         {
118                 entity e;
119                 e = spawn();
120                 setmodel(e, cvar_defstring("_cl_playermodel"));
121                 forceplayermodels_goodmodel = e.model;
122                 forceplayermodels_goodmodelindex = e.modelindex;
123                 remove(e);
124         }
125
126         // first, try finding it from the server
127         if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
128         {
129                 if(islocalplayer)
130                 {
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;
137                 }
138         }
139
140         // forcemodel finding
141         if(!forceplayermodels_attempted)
142         {
143                 forceplayermodels_attempted = 1;
144
145                 // only if this failed, find it out on our own
146                 entity e;
147                 e = spawn();
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;
153                 remove(e);
154         }
155
156         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
157         {
158                 entity e;
159                 e = spawn();
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;
164                 remove(e);
165         }
166
167         // apply it
168         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
169         {
170                 self.model = forceplayermodels_mymodel;
171                 self.modelindex = forceplayermodels_mymodelindex;
172                 self.skin = autocvar_cl_forcemyplayerskin;
173         }
174         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
175         {
176                 self.model = forceplayermodels_model;
177                 self.modelindex = forceplayermodels_modelindex;
178                 self.skin = forceplayermodels_skin;
179         }
180         else if(self.forceplayermodels_isgoodmodel)
181         {
182                 self.model = self.forceplayermodels_savemodel;
183                 self.modelindex = self.forceplayermodels_savemodelindex;
184                 self.skin = self.forceplayermodels_saveskin;
185         }
186         else
187         {
188                 self.model = forceplayermodels_goodmodel;
189                 self.modelindex = forceplayermodels_goodmodelindex;
190                 self.skin = self.forceplayermodels_saveskin;
191         }
192
193         // forceplayercolors too
194         if(!teamplay)
195         {
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;
200         }
201 }
202
203 // FEATURE: fallback frames
204 .float csqcmodel_saveframe;
205 .float csqcmodel_saveframe2;
206 .float csqcmodel_saveframe3;
207 .float csqcmodel_saveframe4;
208 .float csqcmodel_framecount;
209
210 .float csqcmodel_isdead; // for utility code
211
212 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
213 void CSQCPlayer_FallbackFrame_PreUpdate(void)
214 {
215         self.frame = self.csqcmodel_saveframe;
216         self.frame2 = self.csqcmodel_saveframe2;
217         self.frame3 = self.csqcmodel_saveframe3;
218         self.frame4 = self.csqcmodel_saveframe4;
219 }
220 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
221 {
222         self.csqcmodel_saveframe = self.frame;
223         self.csqcmodel_saveframe2 = self.frame2;
224         self.csqcmodel_saveframe3 = self.frame3;
225         self.csqcmodel_saveframe4 = self.frame4;
226
227         // hack for death animations: set their frametime to zero in case a
228         // player "pops in"
229         if(isnew)
230         {
231 #define FIX_FRAMETIME(f,ft) \
232                 if(IS_DEAD_FRAME(self.f)) \
233                 { \
234                         self.ft = self.death_time; \
235                 }
236                 FIX_FRAMETIME(frame, frame1time)
237                 FIX_FRAMETIME(frame2, frame2time)
238                 FIX_FRAMETIME(frame3, frame3time)
239                 FIX_FRAMETIME(frame4, frame4time)
240         }
241         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
242 }
243 float CSQCPlayer_FallbackFrame(float f)
244 {
245         if(frameduration(self.modelindex, f) > 0)
246                 return f; // goooooood
247         switch(f)
248         {
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
257         }
258         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
259         return f;
260 }
261 void CSQCPlayer_FallbackFrame_Apply(void)
262 {
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);
267 }
268
269 // FEATURE: auto glowmod
270 .vector glowmod;
271 void CSQCPlayer_GlowMod_Apply(void)
272 {
273         if(self.colormap > 0)
274                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
275         else
276                 self.glowmod = '1 1 1';
277 }
278
279 // FEATURE: auto tag_index
280 .entity tag_entity;
281 .float tag_entity_lastmodelindex;
282 .float tag_index;
283 void CSQCModel_AutoTagIndex_Apply(void)
284 {
285         if(self.tag_entity && wasfreed(self.tag_entity))
286                 self.tag_entity = world;
287
288         if(self.tag_networkentity)
289         {
290                 // we are ATTACHED!
291                 float changed = 0;
292                 if(self.tag_entity.entnum != self.tag_networkentity)
293                 {
294                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
295                         changed = 1;
296                 }
297
298                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
299                 {
300                         entity oldself = self;
301                         self = self.tag_entity;
302                         CSQCModel_Hook_PreDraw();
303                         self = oldself;
304                 }
305
306                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
307                 {
308                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
309                         changed = 1;
310                 }
311                 if(changed)
312                 {
313                         if(self.tag_entity)
314                         {
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_")
318                                         {
319                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
320                                                 if(!self.tag_index)
321                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
322                                                 if(!self.tag_index)
323                                                 {
324                                                         // we need to prevent this from 'appening
325                                                         self.tag_entity = world;
326                                                         self.drawmask = 0;
327                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
328                                                 }
329                                         }
330
331                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
332                                         if(substring(self.tag_entity.model, 0, 14) == "models/player/")
333                                         {
334                                                 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
335                                                 if(!self.tag_index)
336                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
337                                         }
338
339                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
340                                 {
341                                         self.tag_index = gettagindex(self.tag_entity, "shot");
342                                         if(!self.tag_index)
343                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
344                                 }
345                         }
346                         else
347                         {
348                                 // damn, see you next frame
349                                 self.drawmask = 0;
350                         }
351                 }
352         }
353 }
354
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)
373 {
374         self.effects = self.csqcmodel_effects;
375         self.modelflags = self.csqcmodel_modelflags;
376 }
377 void CSQCModel_Effects_PostUpdate(void)
378 {
379         self.csqcmodel_effects = self.effects;
380         self.csqcmodel_modelflags = self.modelflags;
381         self.effects = 0;
382         self.modelflags = 0;
383         if(self.csqcmodel_teleported)
384                 Projectile_ResetTrail(self.origin);
385 }
386 void CSQCModel_Effects_Apply(void)
387 {
388         float eff = self.csqcmodel_effects;
389         eff &~= CSQCMODEL_EF_INVISIBLE;
390
391         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
392         self.effects = 0;
393         self.traileffect = 0;
394                         
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))
403                 self.drawmask = 0;
404         if(eff & EF_ADDITIVE)
405                 self.renderflags |= RF_ADDITIVE;
406         if(eff & EF_BLUE)
407                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
408         if(eff & EF_RED)
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;
413         if(eff & EF_FLAME)
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)
436         {
437                 self.renderflags |= RF_USEAXIS;
438                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
439         }
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");
448
449         if(self.drawmask)
450                 Projectile_DrawTrail(self.origin);
451         else
452                 Projectile_ResetTrail(self.origin);
453 }
454
455 // general functions
456 .float csqcmodel_predraw_run;
457 void CSQCModel_Hook_PreDraw()
458 {
459         if(self.csqcmodel_predraw_run == framecount)
460                 return;
461         self.csqcmodel_predraw_run = framecount;
462
463         if(!self.modelindex || self.model == "null")
464         {
465                 self.drawmask = 0;
466                 return;
467         }
468         else
469                 self.drawmask = MASK_NORMAL;
470
471         if(self.isplayermodel) // this checks if it's a player MODEL!
472         {
473                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
474                 CSQCPlayer_GlowMod_Apply();
475                 CSQCPlayer_LOD_Apply();
476                 CSQCPlayer_FallbackFrame_Apply();
477         }
478
479         CSQCModel_AutoTagIndex_Apply();
480
481         CSQCModel_Effects_Apply();
482 }
483
484 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
485 {
486         // revert to values from server
487         CSQCModel_Effects_PreUpdate();
488         if(self.isplayermodel)
489         {
490                 CSQCPlayer_FallbackFrame_PreUpdate();
491                 CSQCPlayer_ForceModel_PreUpdate();
492         }
493 }
494
495 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
496 {
497         // is it a player model? (shared state)
498         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
499
500         // save values set by server
501         if(self.isplayermodel)
502         {
503                 CSQCPlayer_ForceModel_PostUpdate();
504                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
505         }
506         CSQCModel_Effects_PostUpdate();
507 }