]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/csqcmodel_hooks.qc
fix old bug that disabled kill spree messages
[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                 vector mi = self.mins;
18                 vector ma = self.maxs;
19
20                 // set modelindex
21                 self.lodmodelindex0 = self.modelindex;
22                 self.lodmodelindex1 = self.modelindex;
23                 self.lodmodelindex2 = self.modelindex;
24
25                 // FIXME: this only supports 3-letter extensions
26                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
27                 if(fexists(s))
28                 {
29                         precache_model(s);
30                         setmodel(self, s);
31                         if(self.modelindex)
32                                 self.lodmodelindex1 = self.modelindex;
33                 }
34
35                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
36                 if(fexists(s))
37                 {
38                         precache_model(s);
39                         setmodel(self, s);
40                         if(self.modelindex)
41                                 self.lodmodelindex2 = self.modelindex;
42                 }
43
44                 setmodel(self, modelname); // make everything normal again
45                 setsize(self, mi, ma);
46         }
47
48         // apply LOD
49         if(autocvar_cl_playerdetailreduction <= 0)
50         {
51                 if(autocvar_cl_playerdetailreduction <= -2)
52                         self.modelindex = self.lodmodelindex2;
53                 else if(autocvar_cl_playerdetailreduction <= -1)
54                         self.modelindex = self.lodmodelindex1;
55                 else
56                         self.modelindex = self.lodmodelindex0;
57         }
58         else
59         {
60                 float distance = vlen(self.origin - view_origin);
61                 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
62                 f *= 1.0 / bound(0.01, view_quality, 1);
63                 if(f > autocvar_cl_loddistance2)
64                         self.modelindex = self.lodmodelindex2;
65                 else if(f > autocvar_cl_loddistance1)
66                         self.modelindex = self.lodmodelindex1;
67                 else
68                         self.modelindex = self.lodmodelindex0;
69         }
70 }
71
72 // FEATURE: forcemodel (MUST be called BEFORE LOD!)
73 string forceplayermodels_model;
74 float forceplayermodels_modelisgoodmodel;
75 float forceplayermodels_modelindex;
76 float forceplayermodels_skin;
77
78 string forceplayermodels_mymodel;
79 float forceplayermodels_myisgoodmodel;
80 float forceplayermodels_mymodelindex;
81
82 float forceplayermodels_attempted;
83
84 .string forceplayermodels_savemodel;
85 .float forceplayermodels_savemodelindex;
86 .float forceplayermodels_saveskin;
87 .float forceplayermodels_savecolormap;
88
89 .string forceplayermodels_isgoodmodel_mdl;
90 .float forceplayermodels_isgoodmodel;
91
92 string forceplayermodels_goodmodel;
93 float forceplayermodels_goodmodelindex;
94
95 void CSQCPlayer_ForceModel_PreUpdate(void)
96 {
97         self.model = self.forceplayermodels_savemodel;
98         self.modelindex = self.forceplayermodels_savemodelindex;
99         self.skin = self.forceplayermodels_saveskin;
100         self.colormap = self.forceplayermodels_savecolormap;
101 }
102 void CSQCPlayer_ForceModel_PostUpdate(void)
103 {
104         self.forceplayermodels_savemodel = self.model;
105         self.forceplayermodels_savemodelindex = self.modelindex;
106         self.forceplayermodels_saveskin = self.skin;
107         self.forceplayermodels_savecolormap = self.colormap;
108
109         if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
110         {
111                 self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
112                 self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
113                 if(!self.forceplayermodels_isgoodmodel)
114                         print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
115         }
116 }
117 void CSQCPlayer_ForceModel_Apply(float islocalplayer)
118 {
119         // which one is ALWAYS good?
120         if not(forceplayermodels_goodmodel)
121         {
122                 entity e;
123                 e = spawn();
124                 precache_model(cvar_defstring("_cl_playermodel"));
125                 setmodel(e, cvar_defstring("_cl_playermodel"));
126                 forceplayermodels_goodmodel = e.model;
127                 forceplayermodels_goodmodelindex = e.modelindex;
128                 remove(e);
129         }
130
131         // first, try finding it from the server
132         if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
133         {
134                 if(islocalplayer)
135                 {
136                         // trust server's idea of "own player model"
137                         forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
138                         forceplayermodels_model = self.forceplayermodels_savemodel;
139                         forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
140                         forceplayermodels_skin = self.forceplayermodels_saveskin;
141                         forceplayermodels_attempted = 1;
142                 }
143         }
144
145         // forcemodel finding
146         if(!forceplayermodels_attempted)
147         {
148                 forceplayermodels_attempted = 1;
149
150                 // only if this failed, find it out on our own
151                 entity e;
152                 e = spawn();
153                 setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
154                 forceplayermodels_modelisgoodmodel = fexists(e.model);
155                 forceplayermodels_model = e.model;
156                 forceplayermodels_modelindex = e.modelindex;
157                 forceplayermodels_skin = autocvar__cl_playerskin;
158                 remove(e);
159         }
160
161         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
162         {
163                 entity e;
164                 e = spawn();
165                 setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
166                 forceplayermodels_myisgoodmodel = fexists(e.model);
167                 forceplayermodels_mymodel = e.model;
168                 forceplayermodels_mymodelindex = e.modelindex;
169                 remove(e);
170         }
171
172         // apply it
173         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
174         {
175                 self.model = forceplayermodels_mymodel;
176                 self.modelindex = forceplayermodels_mymodelindex;
177                 self.skin = autocvar_cl_forcemyplayerskin;
178         }
179         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
180         {
181                 self.model = forceplayermodels_model;
182                 self.modelindex = forceplayermodels_modelindex;
183                 self.skin = forceplayermodels_skin;
184         }
185         else if(self.forceplayermodels_isgoodmodel)
186         {
187                 self.model = self.forceplayermodels_savemodel;
188                 self.modelindex = self.forceplayermodels_savemodelindex;
189                 self.skin = self.forceplayermodels_saveskin;
190         }
191         else
192         {
193                 self.model = forceplayermodels_goodmodel;
194                 self.modelindex = forceplayermodels_goodmodelindex;
195                 self.skin = self.forceplayermodels_saveskin;
196         }
197
198         // forceplayercolors too
199         if(!teamplay)
200         {
201                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
202                         self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
203                 else if(autocvar_cl_forceplayercolors)
204                         self.colormap = player_localnum + 1;
205         }
206 }
207
208 // FEATURE: fallback frames
209 .float csqcmodel_saveframe;
210 .float csqcmodel_saveframe2;
211 .float csqcmodel_saveframe3;
212 .float csqcmodel_saveframe4;
213 .float csqcmodel_framecount;
214
215 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
216 void CSQCPlayer_FallbackFrame_PreUpdate(void)
217 {
218         self.frame = self.csqcmodel_saveframe;
219         self.frame2 = self.csqcmodel_saveframe2;
220         self.frame3 = self.csqcmodel_saveframe3;
221         self.frame4 = self.csqcmodel_saveframe4;
222 }
223 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
224 {
225         self.csqcmodel_saveframe = self.frame;
226         self.csqcmodel_saveframe2 = self.frame2;
227         self.csqcmodel_saveframe3 = self.frame3;
228         self.csqcmodel_saveframe4 = self.frame4;
229
230         // hack for death animations: set their frametime to zero in case a
231         // player "pops in"
232         if(isnew)
233         {
234 #define FIX_FRAMETIME(f,ft) \
235                 if(IS_DEAD_FRAME(self.f) && self.ft != 0 && self.death_time != 0) \
236                 { \
237                         self.ft = self.death_time; \
238                 }
239                 FIX_FRAMETIME(frame, frame1time)
240                 FIX_FRAMETIME(frame2, frame2time)
241                 FIX_FRAMETIME(frame3, frame3time)
242                 FIX_FRAMETIME(frame4, frame4time)
243         }
244         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
245 }
246 float CSQCPlayer_FallbackFrame(float f)
247 {
248         if(frameduration(self.modelindex, f) > 0)
249                 return f; // goooooood
250         if(frameduration(self.modelindex, 1) <= 0)
251                 return f; // this is a static model. We can't fix it if we wanted to
252         switch(f)
253         {
254                 case 23: return 11; // anim_melee -> anim_shoot
255                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
256                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
257                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
258                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
259                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
260                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
261                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
262         }
263         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
264         return f;
265 }
266 void CSQCPlayer_FallbackFrame_Apply(void)
267 {
268         self.frame = CSQCPlayer_FallbackFrame(self.frame);
269         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
270         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
271         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
272 }
273
274 // FEATURE: auto tag_index
275 .entity tag_entity;
276 .float tag_entity_lastmodelindex;
277 .float tag_index;
278 void CSQCModel_AutoTagIndex_Apply(void)
279 {
280         if(self.tag_entity && wasfreed(self.tag_entity))
281                 self.tag_entity = world;
282
283         if(self.tag_networkentity)
284         {
285                 // we are ATTACHED!
286                 float changed = 0;
287                 if(self.tag_entity.entnum != self.tag_networkentity)
288                 {
289                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
290                         changed = 1;
291                 }
292
293                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
294                 if(self.tag_entity.classname == "csqcmodel")
295                 {
296                         entity oldself = self;
297                         self = self.tag_entity;
298                         CSQCModel_Hook_PreDraw();
299                         self = oldself;
300                 }
301
302                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
303                 {
304                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
305                         changed = 1;
306                 }
307                 if(changed)
308                 {
309                         if(self.tag_entity)
310                         {
311                                 // the best part is: IT EXISTS
312                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
313                                 {
314                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
315                                         {
316                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
317                                                 if(!self.tag_index)
318                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
319                                                 if(!self.tag_index)
320                                                 {
321                                                         // we need to prevent this from 'appening
322                                                         self.tag_entity = world;
323                                                         self.drawmask = 0;
324                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
325                                                 }
326                                         }
327                                         else if(self.tag_entity.isplayermodel)
328                                         {
329                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
330                                                 if(!self.tag_index)
331                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
332                                                 if(!self.tag_index)
333                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
334                                         }
335                                 }
336
337                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
338                                 {
339                                         self.tag_index = gettagindex(self.tag_entity, "shot");
340                                         if(!self.tag_index)
341                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
342                                 }
343                         }
344                         else
345                         {
346                                 // damn, see you next frame
347                                 self.drawmask = 0;
348                         }
349                 }
350         }
351 }
352
353 // FEATURE: EF_NODRAW workalike
354 float EF_BRIGHTFIELD    = 1;
355 float EF_BRIGHTLIGHT    = 4;
356 float EF_DIMLIGHT       = 8;
357 float EF_DOUBLESIDED = 32768;
358 float EF_NOSELFSHADOW = 65536;
359 float EF_DYNAMICMODELLIGHT = 131072;
360 float MF_ROCKET  =   1; // leave a trail
361 float MF_GRENADE =   2; // leave a trail
362 float MF_GIB     =   4; // leave a trail
363 float MF_ROTATE  =   8; // rotate (bonus items)
364 float MF_TRACER  =  16; // green split trail
365 float MF_ZOMGIB  =  32; // small blood trail
366 float MF_TRACER2 =  64; // orange split trail
367 float MF_TRACER3 = 128; // purple trail
368 .float csqcmodel_effects;
369 .float csqcmodel_modelflags;
370 void CSQCModel_Effects_PreUpdate(void)
371 {
372         self.effects = self.csqcmodel_effects;
373         self.modelflags = self.csqcmodel_modelflags;
374 }
375 void CSQCModel_Effects_PostUpdate(void)
376 {
377         self.csqcmodel_effects = self.effects;
378         self.csqcmodel_modelflags = self.modelflags;
379         self.effects = 0;
380         self.modelflags = 0;
381         if(self.csqcmodel_teleported)
382                 Projectile_ResetTrail(self.origin);
383 }
384 void CSQCModel_Effects_Apply(void)
385 {
386         float eff = self.csqcmodel_effects;
387         eff &~= CSQCMODEL_EF_RESPAWNGHOST;
388
389         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
390         self.effects = 0;
391         self.traileffect = 0;
392                         
393         if(eff & EF_BRIGHTFIELD)
394                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
395         // ignoring EF_MUZZLEFLASH
396         if(eff & EF_BRIGHTLIGHT)
397                 adddynamiclight(self.origin, 400, '3 3 3');
398         if(eff & EF_DIMLIGHT)
399                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
400         if((eff & EF_NODRAW) || (self.alpha < 0))
401                 self.drawmask = 0;
402         if(eff & EF_ADDITIVE)
403                 self.renderflags |= RF_ADDITIVE;
404         if(eff & EF_BLUE)
405                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
406         if(eff & EF_RED)
407                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
408         // ignoring EF_NOGUNBOB
409         if(eff & EF_FULLBRIGHT)
410                 self.renderflags |= RF_FULLBRIGHT;
411         if(eff & EF_FLAME)
412                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
413         if(eff & EF_STARDUST)
414                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
415         if(eff & EF_NOSHADOW)
416                 self.renderflags |= RF_NOSHADOW;
417         if(eff & EF_NODEPTHTEST)
418                 self.renderflags |= RF_DEPTHHACK;
419         // ignoring EF_SELECTABLE
420         if(eff & EF_DOUBLESIDED)
421                 self.effects |= EF_DOUBLESIDED;
422         if(eff & EF_NOSELFSHADOW)
423                 self.effects |= EF_NOSELFSHADOW;
424         if(eff & EF_DYNAMICMODELLIGHT)
425                 self.renderflags |= RF_DYNAMICMODELLIGHT;
426         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
427         if(self.csqcmodel_modelflags & MF_ROCKET)
428                 self.traileffect = particleeffectnum("TR_ROCKET");
429         if(self.csqcmodel_modelflags & MF_GRENADE)
430                 self.traileffect = particleeffectnum("TR_GRENADE");
431         if(self.csqcmodel_modelflags & MF_GIB)
432                 self.traileffect = particleeffectnum("TR_BLOOD");
433         if(self.csqcmodel_modelflags & MF_ROTATE)
434         {
435                 self.renderflags |= RF_USEAXIS;
436                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
437         }
438         if(self.csqcmodel_modelflags & MF_TRACER)
439                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
440         if(self.csqcmodel_modelflags & MF_ZOMGIB)
441                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
442         if(self.csqcmodel_modelflags & MF_TRACER2)
443                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
444         if(self.csqcmodel_modelflags & MF_TRACER3)
445                 self.traileffect = particleeffectnum("TR_VORESPIKE");
446
447         if(self.drawmask)
448                 Projectile_DrawTrail(self.origin);
449         else
450                 Projectile_ResetTrail(self.origin);
451
452         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
453                 self.renderflags |= RF_ADDITIVE;
454                 // also special in CSQCPlayer_GlowMod_Apply
455 }
456
457 // FEATURE: auto glowmod
458 .vector glowmod;
459 void CSQCPlayer_GlowMod_Apply(void)
460 {
461         float cm = self.colormap;
462
463         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
464                 cm = 1024;
465
466         if(self.colormap > 0)
467                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
468         else
469                 self.glowmod = '1 1 1';
470
471         if(autocvar_cl_deathglow > 0)
472                 if(self.csqcmodel_isdead)
473                 {
474                         self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
475                         // prevent the zero vector
476                         self.glowmod_x = max(self.glowmod_x, 0.0001);
477                         self.glowmod_y = max(self.glowmod_y, 0.0001);
478                         self.glowmod_z = max(self.glowmod_z, 0.0001);
479                 }
480 }
481
482 // general functions
483 .float csqcmodel_predraw_run;
484 void CSQCModel_Hook_PreDraw()
485 {
486         if(self.csqcmodel_predraw_run == framecount)
487                 return;
488         self.csqcmodel_predraw_run = framecount;
489
490         if(!self.modelindex || self.model == "null")
491         {
492                 self.drawmask = 0;
493                 return;
494         }
495         else
496                 self.drawmask = MASK_NORMAL;
497
498         if(self.isplayermodel) // this checks if it's a player MODEL!
499         {
500                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
501                 CSQCPlayer_GlowMod_Apply();
502                 CSQCPlayer_LOD_Apply();
503                 CSQCPlayer_FallbackFrame_Apply();
504         }
505
506         CSQCModel_AutoTagIndex_Apply();
507
508         CSQCModel_Effects_Apply();
509 }
510
511 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
512 {
513         // revert to values from server
514         CSQCModel_Effects_PreUpdate();
515         if(self.isplayermodel)
516         {
517                 CSQCPlayer_FallbackFrame_PreUpdate();
518                 CSQCPlayer_ForceModel_PreUpdate();
519         }
520 }
521
522 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
523 {
524         // is it a player model? (shared state)
525         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/" || substring(self.model, 0, 17) == "models/ok_player/");
526
527         // save values set by server
528         if(self.isplayermodel)
529         {
530                 CSQCPlayer_ForceModel_PostUpdate();
531                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
532         }
533         CSQCModel_Effects_PostUpdate();
534 }