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