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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
1 #include "csqcmodel_hooks.qh"
2
3 #include <client/mutators/_mod.qh>
4 #include <client/player_skeleton.qh>
5 #include <client/weapons/projectile.qh>
6 #include <common/animdecide.qh>
7 #include <common/effects/all.inc>
8 #include <common/effects/all.qh>
9 #include <common/ent_cs.qh>
10 #include <common/gamemodes/_mod.qh>
11 #include <common/mapinfo.qh>
12 #include <common/physics/movetypes/movetypes.qh>
13 #include <common/physics/player.qh>
14 #include <common/viewloc.qh>
15 #include <lib/csqcmodel/cl_model.qh>
16 #include <lib/csqcmodel/cl_player.qh>
17 #include <lib/csqcmodel/interpolate.qh>
18
19 .float death_time;
20 .int modelflags;
21
22 // FEATURE: LOD
23 .int lodmodelindex0;
24 .int lodmodelindex1;
25 .int lodmodelindex2;
26 void CSQCPlayer_LOD_Apply(entity this, bool isplayer)
27 {
28         int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
29
30         // LOD model loading
31         if(this.lodmodelindex0 != this.modelindex)
32         {
33                 string modelname = this.model;
34                 string s;
35
36                 vector mi = this.mins;
37                 vector ma = this.maxs;
38
39                 // set modelindex
40                 this.lodmodelindex0 = this.modelindex;
41                 this.lodmodelindex1 = this.modelindex;
42                 this.lodmodelindex2 = this.modelindex;
43
44                 // FIXME: this only supports 3-letter extensions
45                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
46                 if(fexists(s))
47                 {
48                         precache_model(s);
49                         _setmodel(this, s);
50                         if(this.modelindex)
51                                 this.lodmodelindex1 = this.modelindex;
52                 }
53
54                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
55                 if(fexists(s))
56                 {
57                         precache_model(s);
58                         _setmodel(this, s);
59                         if(this.modelindex)
60                                 this.lodmodelindex2 = this.modelindex;
61                 }
62
63                 _setmodel(this, modelname); // make everything normal again
64                 setsize(this, mi, ma);
65         }
66
67         // apply LOD
68         if(detailreduction <= 0)
69         {
70                 if(detailreduction <= -2)
71                         this.modelindex = this.lodmodelindex2;
72                 else if(detailreduction <= -1)
73                         this.modelindex = this.lodmodelindex1;
74                 else
75                         this.modelindex = this.lodmodelindex0;
76         }
77         else
78         {
79                 float distance = vlen(((isplayer) ? this.origin : NearestPointOnBox(this, view_origin)) - view_origin); // TODO: perhaps it should just use NearestPointOnBox all the time, player hitbox can potentially be huge
80                 float f = (distance * current_viewzoom + 100.0) * detailreduction;
81                 f *= 1.0 / bound(0.01, view_quality, 1);
82                 if(f > autocvar_cl_loddistance2)
83                         this.modelindex = this.lodmodelindex2;
84                 else if(f > autocvar_cl_loddistance1)
85                         this.modelindex = this.lodmodelindex1;
86                 else
87                         this.modelindex = this.lodmodelindex0;
88         }
89 }
90
91 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
92 string forceplayermodels_model;
93 bool forceplayermodels_modelisgoodmodel;
94 int forceplayermodels_modelindex;
95 int forceplayermodels_skin;
96
97 string forceplayermodels_mymodel;
98 bool forceplayermodels_myisgoodmodel;
99 int forceplayermodels_mymodelindex;
100
101 bool forceplayermodels_attempted;
102
103 .string forceplayermodels_savemodel;
104 .int forceplayermodels_savemodelindex;
105 .int forceplayermodels_saveskin;
106 .int forceplayermodels_savecolormap;
107
108 .string forceplayermodels_isgoodmodel_mdl;
109 .bool forceplayermodels_isgoodmodel;
110
111 string forceplayermodels_goodmodel;
112 int forceplayermodels_goodmodelindex;
113
114 .vector glowmod;
115
116 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
117 {
118         this.model = this.forceplayermodels_savemodel;
119         this.modelindex = this.forceplayermodels_savemodelindex;
120         this.skin = this.forceplayermodels_saveskin;
121         this.colormap = this.forceplayermodels_savecolormap;
122 }
123 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
124 {
125         this.forceplayermodels_savemodel = this.model;
126         this.forceplayermodels_savemodelindex = this.modelindex;
127         this.forceplayermodels_saveskin = this.skin;
128         this.forceplayermodels_savecolormap = this.colormap;
129
130         if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
131         {
132                 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
133                 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
134                 if(!this.forceplayermodels_isgoodmodel)
135                         LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
136         }
137 }
138 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
139 {
140         int cm = this.forceplayermodels_savecolormap;
141         cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
142
143         if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
144                 goto skipforcemodels;
145
146         // FORCEMODEL
147         // which one is ALWAYS good?
148         if (!forceplayermodels_goodmodel)
149         {
150                 entity e = spawn();
151                 precache_model(cvar_defstring("_cl_playermodel"));
152                 _setmodel(e, cvar_defstring("_cl_playermodel"));
153                 forceplayermodels_goodmodel = e.model;
154                 forceplayermodels_goodmodelindex = e.modelindex;
155                 delete(e);
156         }
157
158         // first, try finding it from the server
159         if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
160         {
161                 if(islocalplayer)
162                 {
163                         if(!isdemo()) // this is mainly cheat protection; not needed for demos
164                         {
165                                 // trust server's idea of "own player model"
166                                 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
167                                 forceplayermodels_model = this.forceplayermodels_savemodel;
168                                 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
169                                 forceplayermodels_skin = this.forceplayermodels_saveskin;
170                                 forceplayermodels_attempted = 1;
171                         }
172                 }
173         }
174
175         // forcemodel finding
176         if(!forceplayermodels_attempted)
177         {
178                 forceplayermodels_attempted = 1;
179
180                 // only if this failed, find it out on our own
181                 entity e = spawn();
182                 precache_model(autocvar__cl_playermodel);
183                 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
184                 forceplayermodels_modelisgoodmodel = fexists(e.model);
185                 forceplayermodels_model = e.model;
186                 forceplayermodels_modelindex = e.modelindex;
187                 forceplayermodels_skin = autocvar__cl_playerskin;
188                 delete(e);
189         }
190
191         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
192         {
193                 entity e = spawn();
194                 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
195                 forceplayermodels_myisgoodmodel = fexists(e.model);
196                 forceplayermodels_mymodel = e.model;
197                 forceplayermodels_mymodelindex = e.modelindex;
198                 delete(e);
199         }
200
201         // apply it
202         bool isfriend;
203
204         if(teamplay)
205                 isfriend = (cm == 1024 + 17 * myteam);
206         else
207                 isfriend = islocalplayer;
208
209         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
210         {
211                 this.model = forceplayermodels_mymodel;
212                 this.modelindex = forceplayermodels_mymodelindex;
213                 this.skin = autocvar_cl_forcemyplayerskin;
214         }
215         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
216         {
217                 this.model = forceplayermodels_model;
218                 this.modelindex = forceplayermodels_modelindex;
219                 this.skin = forceplayermodels_skin;
220         }
221         else if(this.forceplayermodels_isgoodmodel)
222         {
223                 this.model = this.forceplayermodels_savemodel;
224                 this.modelindex = this.forceplayermodels_savemodelindex;
225                 this.skin = this.forceplayermodels_saveskin;
226         }
227         else
228         {
229                 this.model = forceplayermodels_goodmodel;
230                 this.modelindex = forceplayermodels_goodmodelindex;
231                 this.skin = this.forceplayermodels_saveskin;
232         }
233
234         LABEL(skipforcemodels)
235
236         if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
237                 goto skipforcecolors;
238
239         // forceplayercolors too
240         if(teamplay)
241         {
242                 // own team's color is never forced
243                 int forcecolor_friend = 0;
244                 int forcecolor_enemy = 0;
245                 entity tm;
246
247                 if(autocvar_cl_forcemyplayercolors)
248                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
249                 if((autocvar_cl_forceplayercolors == 2 && team_count == 2)
250                         || (autocvar_cl_forceplayercolors == 3 && IS_GAMETYPE(DUEL)))
251                         forcecolor_enemy = 1024 + autocvar__cl_color;
252
253                 if(forcecolor_enemy && !forcecolor_friend)
254                 {
255                         // only enemy color is forced?
256                         // verify it is not equal to the friend color
257                         if(forcecolor_enemy == 1024 + 17 * myteam)
258                                 forcecolor_enemy = 0;
259                 }
260
261                 if(forcecolor_friend && !forcecolor_enemy)
262                 {
263                         // only friend color is forced?
264                         // verify it is not equal to the enemy color
265                         for(tm = teams.sort_next; tm; tm = tm.sort_next)
266                                 // note: we even compare against our own team.
267                                 // if we rejected because we matched our OWN team color,
268                                 // this is not bad; we then simply keep our color as is
269                                 // anyway.
270                                 if(forcecolor_friend == 1024 + 17 * tm.team)
271                                         forcecolor_friend = 0;
272                 }
273
274                 if(cm == 1024 + 17 * myteam)
275                 {
276                         if(forcecolor_friend)
277                                 this.colormap = forcecolor_friend;
278                 }
279                 else
280                 {
281                         if(forcecolor_enemy)
282                                 this.colormap = forcecolor_enemy;
283                 }
284         }
285         else
286         {
287                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
288                         this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
289                 else if(autocvar_cl_forceplayercolors)
290                         this.colormap = player_localnum + 1;
291         }
292
293         LABEL(skipforcecolors)
294
295         if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
296         {
297                 this.glowmod = '0 0 0';
298                 this.colormap = 0;
299                 return;
300         }
301
302         // GLOWMOD AND DEATH FADING
303         if(this.colormap > 0)
304                 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
305         else
306                 this.glowmod = '1 1 1';
307
308         if(autocvar_cl_deathglow > 0)
309         {
310                 if(this.csqcmodel_isdead)
311                 {
312                         float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
313                         if(this.colormap > 0)
314                                 min_factor /= 2;
315                         float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
316                         this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
317                         if (this.glowmod == '0 0 0')
318                                 this.glowmod.x = 0.000001;
319                 }
320         }
321
322         //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
323 }
324
325 // FEATURE: fallback frames
326 .int csqcmodel_saveframe;
327 .int csqcmodel_saveframe2;
328 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
329 .int csqcmodel_saveframe3;
330 .int csqcmodel_saveframe4;
331 #endif
332 .int csqcmodel_framecount;
333
334 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
335 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
336 {
337         this.frame = this.csqcmodel_saveframe;
338         this.frame2 = this.csqcmodel_saveframe2;
339 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
340         this.frame3 = this.csqcmodel_saveframe3;
341         this.frame4 = this.csqcmodel_saveframe4;
342 #endif
343 }
344 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
345 {
346         this.csqcmodel_saveframe = this.frame;
347         this.csqcmodel_saveframe2 = this.frame2;
348 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
349         this.csqcmodel_saveframe3 = this.frame3;
350         this.csqcmodel_saveframe4 = this.frame4;
351 #endif
352
353         // hack for death animations: set their frametime to zero in case a
354         // player "pops in"
355         if(isnew)
356         {
357 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
358                 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
359                         this.ft = this.death_time; \
360 MACRO_END
361                 FIX_FRAMETIME(frame, frame1time);
362                 FIX_FRAMETIME(frame2, frame2time);
363 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
364                 FIX_FRAMETIME(frame3, frame3time);
365                 FIX_FRAMETIME(frame4, frame4time);
366 #endif
367         }
368         this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
369 }
370 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
371 {
372         this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
373 }
374 int CSQCPlayer_FallbackFrame(entity this, int f)
375 {
376         TC(int, f);
377         if(frameduration(this.modelindex, f) > 0)
378                 return f; // goooooood
379         if(frameduration(this.modelindex, 1) <= 0)
380                 return f; // this is a static model. We can't fix it if we wanted to
381         switch(f)
382         {
383                 case 23: return 11; // anim_melee -> anim_shoot
384                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
385                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
386                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
387                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
388                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
389                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
390                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
391         }
392         LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
393         return f;
394 }
395 void CSQCPlayer_FallbackFrame_Apply(entity this)
396 {
397         this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
398         this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
399 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
400         this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
401         this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
402 #endif
403 }
404
405 // FEATURE: auto tag_index
406 .entity tag_entity;
407 .int tag_entity_lastmodelindex;
408 .int tag_index;
409 void CSQCModel_AutoTagIndex_Apply(entity this)
410 {
411         if(this.tag_entity && wasfreed(this.tag_entity))
412                 this.tag_entity = NULL;
413
414         MUTATOR_CALLHOOK(TagIndex_Update, this);
415
416         if(this.tag_networkentity)
417         {
418                 // we are ATTACHED!
419                 bool changed = 0;
420                 if(this.tag_entity.entnum != this.tag_networkentity)
421                 {
422                         this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
423                         changed = 1;
424                 }
425
426                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
427                 if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
428                 {
429                         CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
430                 }
431
432                 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
433                 {
434                         this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
435                         changed = 1;
436                 }
437                 if(changed)
438                 {
439                         if(this.tag_entity)
440                         {
441                                 // the best part is: IT EXISTS
442                                 if(substring(this.model, 0, 14) == "models/weapons")
443                                 {
444                                         if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
445                                         {
446                                                 this.tag_index = gettagindex(this.tag_entity, "weapon");
447                                                 if(!this.tag_index)
448                                                         this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
449                                                 if(!this.tag_index)
450                                                 {
451                                                         // we need to prevent this from 'appening
452                                                         this.tag_entity = NULL;
453                                                         this.drawmask = 0;
454                                                         LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
455                                                 }
456                                         }
457                                         else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
458                                         {
459                                                 skeleton_loadinfo(this.tag_entity);
460                                                 this.tag_index = this.tag_entity.bone_weapon;
461                                         }
462                                 }
463
464                                 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
465                                 {
466                                         this.tag_index = gettagindex(this.tag_entity, "shot");
467                                         if(!this.tag_index)
468                                                 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
469                                 }
470
471                                 MUTATOR_CALLHOOK(TagIndex_Apply, this);
472                         }
473                         else
474                         {
475                                 // damn, see you next frame
476                                 this.drawmask = 0;
477                         }
478                 }
479         }
480 }
481
482 void CSQCModel_Effects_PreUpdate(entity this)
483 {
484         this.effects = this.csqcmodel_effects;
485         this.modelflags = this.csqcmodel_modelflags;
486         this.traileffect = this.csqcmodel_traileffect;
487 }
488 void Reset_ArcBeam();
489 void CSQCModel_Effects_PostUpdate(entity this)
490 {
491         if (this == csqcplayer) {
492                 if (this.csqcmodel_teleported) {
493                         Reset_ArcBeam();
494                 }
495         }
496         this.csqcmodel_effects = this.effects;
497         this.csqcmodel_modelflags = this.modelflags;
498         this.csqcmodel_traileffect = this.traileffect;
499         this.effects = 0;
500         this.modelflags = 0;
501         if(this.csqcmodel_teleported)
502                 Projectile_ResetTrail(this, this.origin);
503 }
504 .int snd_looping;
505 void CSQCModel_Effects_Apply(entity this)
506 {
507         int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
508         int tref = this.csqcmodel_traileffect;
509
510         this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
511         this.effects = 0;
512         this.traileffect = 0;
513
514         if(eff & EF_BRIGHTFIELD)
515                 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
516         // ignoring EF_MUZZLEFLASH
517         if(eff & EF_BRIGHTLIGHT)
518                 adddynamiclight(this.origin, 400, '3 3 3');
519         if(eff & EF_DIMLIGHT)
520                 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
521         if((eff & EF_NODRAW) || (this.alpha < 0))
522                 this.drawmask = 0;
523         if(eff & EF_ADDITIVE)
524                 this.renderflags |= RF_ADDITIVE;
525         if(eff & EF_BLUE)
526                 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
527         if(eff & EF_RED)
528                 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
529         // ignoring EF_NOGUNBOB
530         if(eff & EF_FULLBRIGHT)
531                 this.renderflags |= RF_FULLBRIGHT;
532         if(eff & EF_FLAME)
533         {
534                 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
535                 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
536         }
537         if(eff & EF_STARDUST)
538         {
539                 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
540                 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
541         }
542         if(eff & EF_NOSHADOW)
543                 this.renderflags |= RF_NOSHADOW;
544         if(eff & EF_NODEPTHTEST)
545                 this.renderflags |= RF_DEPTHHACK;
546         // ignoring EF_SELECTABLE
547         if(eff & EF_DOUBLESIDED)
548                 this.effects |= EF_DOUBLESIDED;
549         if(eff & EF_NOSELFSHADOW)
550                 this.effects |= EF_NOSELFSHADOW;
551         if(eff & EF_DYNAMICMODELLIGHT)
552                 this.renderflags |= RF_DYNAMICMODELLIGHT;
553         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
554         if(this.csqcmodel_modelflags & MF_ROCKET)
555                 tref = EFFECT_TR_ROCKET.m_id;
556         if(this.csqcmodel_modelflags & MF_GRENADE)
557                 tref = EFFECT_TR_GRENADE.m_id;
558         if(this.csqcmodel_modelflags & MF_GIB)
559                 tref = EFFECT_TR_BLOOD.m_id;
560         if(this.csqcmodel_modelflags & MF_ROTATE)
561         {
562                 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
563                 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
564                 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
565                 this.renderflags |= RF_USEAXIS;
566                 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
567         }
568         if(this.csqcmodel_modelflags & MF_TRACER)
569                 tref = EFFECT_TR_WIZSPIKE.m_id;
570         if(this.csqcmodel_modelflags & MF_ZOMGIB)
571                 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
572         if(this.csqcmodel_modelflags & MF_TRACER2)
573                 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
574         if(this.csqcmodel_modelflags & MF_TRACER3)
575                 tref = EFFECT_TR_VORESPIKE.m_id;
576
577         this.traileffect = tref;
578
579         if(this.drawmask)
580                 Projectile_DrawTrail(this, this.origin);
581         else
582                 Projectile_ResetTrail(this, this.origin);
583
584         if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
585                 this.renderflags |= RF_ADDITIVE;
586                 // also special in CSQCPlayer_GlowMod_Apply
587
588         if(this.csqcmodel_modelflags & MF_ROCKET)
589         {
590                 if(!this.snd_looping)
591                 {
592                         sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
593                         this.snd_looping = CH_TRIGGER_SINGLE;
594                 }
595         }
596         else
597         {
598                 if(this.snd_looping)
599                 {
600                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
601                         this.snd_looping = 0;
602                 }
603         }
604 }
605
606 // general functions
607 .int csqcmodel_predraw_run;
608 .int anim_frame;
609 .int anim_frame1time;
610 .int anim_frame2;
611 .int anim_frame2time;
612 .int anim_saveframe;
613 .int anim_saveframe1time;
614 .int anim_saveframe2;
615 .int anim_saveframe2time;
616 .int anim_prev_pmove_flags;
617 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
618 {
619         if(this.csqcmodel_predraw_run == framecount)
620                 return;
621         this.csqcmodel_predraw_run = framecount;
622
623         if(!this.modelindex || this.model == "null")
624         {
625                 this.drawmask = 0;
626                 if(this.snd_looping > 0)
627                 {
628                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
629                         this.snd_looping = 0;
630                 }
631                 return;
632         }
633         else
634                 this.drawmask = MASK_NORMAL;
635
636         if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
637         {
638                 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
639                 CSQCPlayer_LOD_Apply(this, true);
640
641                 if(!isplayer)
642                 {
643                         skeleton_loadinfo(this);
644                         bool doblend = (this.bone_upperbody >= 0);
645                         CSQCPlayer_FallbackFrame_Apply(this);
646                         if(doblend)
647                         {
648                                 skeleton_from_frames(this, this.csqcmodel_isdead);
649                         }
650                         else
651                         {
652                                 free_skeleton_from_frames(this);
653                                 // just in case, clear these (we're animating in frame and frame3)
654                                 this.lerpfrac = 0;
655                                 this.lerpfrac4 = 0;
656                         }
657                 }
658                 else
659                 {
660                         // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
661                         skeleton_loadinfo(this);
662                         bool doblend = (this.bone_upperbody >= 0);
663                         bool onground = 0;
664                         if(this == csqcplayer)
665                         {
666                                 if(IS_ONGROUND(this))
667                                         onground = 1;
668                                 this.anim_prev_pmove_flags = this.flags;
669                                 if(this.flags & FL_DUCKED)
670                                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
671                                 else if(this.anim_state & ANIMSTATE_DUCK)
672                                         animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
673                         }
674                         else
675                         {
676                                 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
677                                 if(trace_startsolid || trace_fraction < 1)
678                                         onground = 1;
679                                 // predicted clients handle smoothing in the prediction code
680                                 this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin);
681                         }
682                         animdecide_load_if_needed(this);
683                         animdecide_setimplicitstate(this, onground);
684                         animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
685                         int sf = 0;
686                         if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
687                                 sf |= CSQCMODEL_PROPERTY_FRAME;
688                         if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
689                                 sf |= CSQCMODEL_PROPERTY_FRAME2;
690                         this.anim_saveframe = this.anim_frame;
691                         this.anim_saveframe1time = this.anim_frame1time;
692                         this.anim_saveframe2 = this.anim_frame2;
693                         this.anim_saveframe2time = this.anim_frame2time;
694                         // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
695                         // This ensures that .frame etc. are always written.
696                         CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
697                         this.lerpfrac = (doblend ? 0.5 : 0);
698                         this.frame = this.anim_frame;
699                         this.frame1time = this.anim_frame1time;
700                         this.frame2 = this.anim_frame2;
701                         this.frame2time = this.anim_frame2time;
702                         CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
703                         CSQCModel_InterpolateAnimation_2To4_Do(this);
704                         if(doblend)
705                         {
706                                 skeleton_from_frames(this, this.csqcmodel_isdead);
707                         }
708                         else
709                         {
710                                 free_skeleton_from_frames(this);
711                                 // just in case, clear these (we're animating in frame and frame3)
712                                 this.lerpfrac = 0;
713                                 this.lerpfrac4 = 0;
714                         }
715                 }
716         }
717         else
718                 CSQCPlayer_LOD_Apply(this, false);
719
720         CSQCModel_AutoTagIndex_Apply(this);
721
722         CSQCModel_Effects_Apply(this);
723 }
724
725 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
726 {
727         // interpolate v_angle
728         this.iflags |= IFLAG_V_ANGLE_X;
729         // revert to values from server
730         CSQCModel_Effects_PreUpdate(this);
731         if((this.isplayermodel & ISPLAYER_MODEL))
732         {
733                 if(!isplayer)
734                         CSQCPlayer_FallbackFrame_PreUpdate(this);
735                 CSQCPlayer_ModelAppearance_PreUpdate(this);
736         }
737 }
738
739 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
740 {
741         // is it a player model? (shared state)
742         bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || 
743                                                         (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
744         this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
745
746         // save values set by server
747         if((this.isplayermodel & ISPLAYER_MODEL))
748         {
749                 CSQCPlayer_ModelAppearance_PostUpdate(this);
750                 if(isplayer)
751                         CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
752                 else
753                         CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
754         }
755         CSQCModel_Effects_PostUpdate(this);
756 }