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