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[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 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
211 void CSQCPlayer_FallbackFrame_PreUpdate(void)
212 {
213         self.frame = self.csqcmodel_saveframe;
214         self.frame2 = self.csqcmodel_saveframe2;
215         self.frame3 = self.csqcmodel_saveframe3;
216         self.frame4 = self.csqcmodel_saveframe4;
217 }
218 void CSQCPlayer_FallbackFrame_PostUpdate(float isnew)
219 {
220         self.csqcmodel_saveframe = self.frame;
221         self.csqcmodel_saveframe2 = self.frame2;
222         self.csqcmodel_saveframe3 = self.frame3;
223         self.csqcmodel_saveframe4 = self.frame4;
224
225         // hack for death animations: set their frametime to zero in case a
226         // player "pops in"
227         if(isnew)
228         {
229 #define FIX_FRAMETIME(f,ft) \
230                 if(IS_DEAD_FRAME(self.f)) \
231                 { \
232                         self.ft = self.death_time; \
233                 }
234                 FIX_FRAMETIME(frame, frame1time)
235                 FIX_FRAMETIME(frame2, frame2time)
236                 FIX_FRAMETIME(frame3, frame3time)
237                 FIX_FRAMETIME(frame4, frame4time)
238         }
239         self.csqcmodel_isdead = IS_DEAD_FRAME(self.frame);
240 }
241 float CSQCPlayer_FallbackFrame(float f)
242 {
243         if(frameduration(self.modelindex, f) > 0)
244                 return f; // goooooood
245         switch(f)
246         {
247                 case 23: return 11; // anim_melee -> anim_shoot
248                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
249                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
250                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
251                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
252                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
253                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
254                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
255         }
256         print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
257         return f;
258 }
259 void CSQCPlayer_FallbackFrame_Apply(void)
260 {
261         self.frame = CSQCPlayer_FallbackFrame(self.frame);
262         self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
263         self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
264         self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
265 }
266
267 // FEATURE: auto tag_index
268 .entity tag_entity;
269 .float tag_entity_lastmodelindex;
270 .float tag_index;
271 void CSQCModel_AutoTagIndex_Apply(void)
272 {
273         if(self.tag_entity && wasfreed(self.tag_entity))
274                 self.tag_entity = world;
275
276         if(self.tag_networkentity)
277         {
278                 // we are ATTACHED!
279                 float changed = 0;
280                 if(self.tag_entity.entnum != self.tag_networkentity)
281                 {
282                         self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
283                         changed = 1;
284                 }
285
286                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
287                 {
288                         entity oldself = self;
289                         self = self.tag_entity;
290                         CSQCModel_Hook_PreDraw();
291                         self = oldself;
292                 }
293
294                 if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
295                 {
296                         self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
297                         changed = 1;
298                 }
299                 if(changed)
300                 {
301                         if(self.tag_entity)
302                         {
303                                 // the best part is: IT EXISTS
304                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
305                                         if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
306                                         {
307                                                 self.tag_index = gettagindex(self.tag_entity, "weapon");
308                                                 if(!self.tag_index)
309                                                         self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
310                                                 if(!self.tag_index)
311                                                 {
312                                                         // we need to prevent this from 'appening
313                                                         self.tag_entity = world;
314                                                         self.drawmask = 0;
315                                                         dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
316                                                 }
317                                         }
318
319                                 if(substring(self.model, 0, 17) == "models/weapons/v_")
320                                         if(substring(self.tag_entity.model, 0, 14) == "models/player/")
321                                         {
322                                                 self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
323                                                 if(!self.tag_index)
324                                                         self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
325                                         }
326
327                                 if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
328                                 {
329                                         self.tag_index = gettagindex(self.tag_entity, "shot");
330                                         if(!self.tag_index)
331                                                 self.tag_index = gettagindex(self.tag_entity, "tag_shot");
332                                 }
333                         }
334                         else
335                         {
336                                 // damn, see you next frame
337                                 self.drawmask = 0;
338                         }
339                 }
340         }
341 }
342
343 // FEATURE: EF_NODRAW workalike
344 float EF_BRIGHTFIELD    = 1;
345 float EF_BRIGHTLIGHT    = 4;
346 float EF_DIMLIGHT       = 8;
347 float EF_DOUBLESIDED = 32768;
348 float EF_NOSELFSHADOW = 65536;
349 float EF_DYNAMICMODELLIGHT = 131072;
350 float MF_ROCKET  =   1; // leave a trail
351 float MF_GRENADE =   2; // leave a trail
352 float MF_GIB     =   4; // leave a trail
353 float MF_ROTATE  =   8; // rotate (bonus items)
354 float MF_TRACER  =  16; // green split trail
355 float MF_ZOMGIB  =  32; // small blood trail
356 float MF_TRACER2 =  64; // orange split trail
357 float MF_TRACER3 = 128; // purple trail
358 .float csqcmodel_effects;
359 .float csqcmodel_modelflags;
360 void CSQCModel_Effects_PreUpdate(void)
361 {
362         self.effects = self.csqcmodel_effects;
363         self.modelflags = self.csqcmodel_modelflags;
364 }
365 void CSQCModel_Effects_PostUpdate(void)
366 {
367         self.csqcmodel_effects = self.effects;
368         self.csqcmodel_modelflags = self.modelflags;
369         self.effects = 0;
370         self.modelflags = 0;
371         if(self.csqcmodel_teleported)
372                 Projectile_ResetTrail(self.origin);
373 }
374 void CSQCModel_Effects_Apply(void)
375 {
376         float eff = self.csqcmodel_effects;
377         eff &~= CSQCMODEL_EF_RESPAWNGHOST;
378
379         self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
380         self.effects = 0;
381         self.traileffect = 0;
382                         
383         if(eff & EF_BRIGHTFIELD)
384                 self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
385         // ignoring EF_MUZZLEFLASH
386         if(eff & EF_BRIGHTLIGHT)
387                 adddynamiclight(self.origin, 400, '3 3 3');
388         if(eff & EF_DIMLIGHT)
389                 adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
390         if((eff & EF_NODRAW) || (self.alpha < 0))
391                 self.drawmask = 0;
392         if(eff & EF_ADDITIVE)
393                 self.renderflags |= RF_ADDITIVE;
394         if(eff & EF_BLUE)
395                 adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
396         if(eff & EF_RED)
397                 adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
398         // ignoring EF_NOGUNBOB
399         if(eff & EF_FULLBRIGHT)
400                 self.renderflags |= RF_FULLBRIGHT;
401         if(eff & EF_FLAME)
402                 pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
403         if(eff & EF_STARDUST)
404                 pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
405         if(eff & EF_NOSHADOW)
406                 self.renderflags |= RF_NOSHADOW;
407         if(eff & EF_NODEPTHTEST)
408                 self.renderflags |= RF_DEPTHHACK;
409         // ignoring EF_SELECTABLE
410         if(eff & EF_DOUBLESIDED)
411                 self.effects |= EF_DOUBLESIDED;
412         if(eff & EF_NOSELFSHADOW)
413                 self.effects |= EF_NOSELFSHADOW;
414         if(eff & EF_DYNAMICMODELLIGHT)
415                 self.renderflags |= RF_DYNAMICMODELLIGHT;
416         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
417         if(self.csqcmodel_modelflags & MF_ROCKET)
418                 self.traileffect = particleeffectnum("TR_ROCKET");
419         if(self.csqcmodel_modelflags & MF_GRENADE)
420                 self.traileffect = particleeffectnum("TR_GRENADE");
421         if(self.csqcmodel_modelflags & MF_GIB)
422                 self.traileffect = particleeffectnum("TR_BLOOD");
423         if(self.csqcmodel_modelflags & MF_ROTATE)
424         {
425                 self.renderflags |= RF_USEAXIS;
426                 makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
427         }
428         if(self.csqcmodel_modelflags & MF_TRACER)
429                 self.traileffect = particleeffectnum("TR_WIZSPIKE");
430         if(self.csqcmodel_modelflags & MF_ZOMGIB)
431                 self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
432         if(self.csqcmodel_modelflags & MF_TRACER2)
433                 self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
434         if(self.csqcmodel_modelflags & MF_TRACER3)
435                 self.traileffect = particleeffectnum("TR_VORESPIKE");
436
437         if(self.drawmask)
438                 Projectile_DrawTrail(self.origin);
439         else
440                 Projectile_ResetTrail(self.origin);
441
442         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
443                 self.renderflags |= RF_ADDITIVE;
444                 // also special in CSQCPlayer_GlowMod_Apply
445 }
446
447 // FEATURE: auto glowmod
448 .vector glowmod;
449 void CSQCPlayer_GlowMod_Apply(void)
450 {
451         float cm = self.colormap;
452
453         if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
454                 cm = 1024;
455
456         if(self.colormap > 0)
457                 self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
458         else
459                 self.glowmod = '1 1 1';
460
461         if(autocvar_cl_deathglow > 0)
462                 if(self.csqcmodel_isdead)
463                 {
464                         self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
465                         // prevent the zero vector
466                         self.glowmod_x = max(self.glowmod_x, 0.0001);
467                         self.glowmod_y = max(self.glowmod_y, 0.0001);
468                         self.glowmod_z = max(self.glowmod_z, 0.0001);
469                 }
470 }
471
472 // general functions
473 .float csqcmodel_predraw_run;
474 void CSQCModel_Hook_PreDraw()
475 {
476         if(self.csqcmodel_predraw_run == framecount)
477                 return;
478         self.csqcmodel_predraw_run = framecount;
479
480         if(!self.modelindex || self.model == "null")
481         {
482                 self.drawmask = 0;
483                 return;
484         }
485         else
486                 self.drawmask = MASK_NORMAL;
487
488         if(self.isplayermodel) // this checks if it's a player MODEL!
489         {
490                 CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
491                 CSQCPlayer_GlowMod_Apply();
492                 CSQCPlayer_LOD_Apply();
493                 CSQCPlayer_FallbackFrame_Apply();
494         }
495
496         CSQCModel_AutoTagIndex_Apply();
497
498         CSQCModel_Effects_Apply();
499 }
500
501 void CSQCModel_Hook_PreUpdate(float isnew, float isplayer, float islocalplayer)
502 {
503         // revert to values from server
504         CSQCModel_Effects_PreUpdate();
505         if(self.isplayermodel)
506         {
507                 CSQCPlayer_FallbackFrame_PreUpdate();
508                 CSQCPlayer_ForceModel_PreUpdate();
509         }
510 }
511
512 void CSQCModel_Hook_PostUpdate(float isnew, float isplayer, float islocalplayer)
513 {
514         // is it a player model? (shared state)
515         self.isplayermodel = (substring(self.model, 0, 14) == "models/player/");
516
517         // save values set by server
518         if(self.isplayermodel)
519         {
520                 CSQCPlayer_ForceModel_PostUpdate();
521                 CSQCPlayer_FallbackFrame_PostUpdate(isnew);
522         }
523         CSQCModel_Effects_PostUpdate();
524 }