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Merge branch 'bones_was_here/misc2' into 'master'
[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)
27 {
28         // LOD model loading
29         if(this.lodmodelindex0 != this.modelindex)
30         {
31                 string modelname = this.model;
32                 string s;
33
34                 vector mi = this.mins;
35                 vector ma = this.maxs;
36
37                 // set modelindex
38                 this.lodmodelindex0 = this.modelindex;
39                 this.lodmodelindex1 = this.modelindex;
40                 this.lodmodelindex2 = this.modelindex;
41
42                 // FIXME: this only supports 3-letter extensions
43                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
44                 if(fexists(s))
45                 {
46                         precache_model(s);
47                         _setmodel(this, s);
48                         if(this.modelindex)
49                                 this.lodmodelindex1 = this.modelindex;
50                 }
51
52                 s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
53                 if(fexists(s))
54                 {
55                         precache_model(s);
56                         _setmodel(this, s);
57                         if(this.modelindex)
58                                 this.lodmodelindex2 = this.modelindex;
59                 }
60
61                 _setmodel(this, modelname); // make everything normal again
62                 setsize(this, mi, ma);
63         }
64
65         // apply LOD
66         if(autocvar_cl_playerdetailreduction <= 0)
67         {
68                 if(autocvar_cl_playerdetailreduction <= -2)
69                         this.modelindex = this.lodmodelindex2;
70                 else if(autocvar_cl_playerdetailreduction <= -1)
71                         this.modelindex = this.lodmodelindex1;
72                 else
73                         this.modelindex = this.lodmodelindex0;
74         }
75         else
76         {
77                 float distance = vlen(this.origin - view_origin);
78                 float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
79                 f *= 1.0 / bound(0.01, view_quality, 1);
80                 if(f > autocvar_cl_loddistance2)
81                         this.modelindex = this.lodmodelindex2;
82                 else if(f > autocvar_cl_loddistance1)
83                         this.modelindex = this.lodmodelindex1;
84                 else
85                         this.modelindex = this.lodmodelindex0;
86         }
87 }
88
89 // FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
90 string forceplayermodels_model;
91 bool forceplayermodels_modelisgoodmodel;
92 int forceplayermodels_modelindex;
93 int forceplayermodels_skin;
94
95 string forceplayermodels_mymodel;
96 bool forceplayermodels_myisgoodmodel;
97 int forceplayermodels_mymodelindex;
98
99 bool forceplayermodels_attempted;
100
101 .string forceplayermodels_savemodel;
102 .int forceplayermodels_savemodelindex;
103 .int forceplayermodels_saveskin;
104 .int forceplayermodels_savecolormap;
105
106 .string forceplayermodels_isgoodmodel_mdl;
107 .bool forceplayermodels_isgoodmodel;
108
109 string forceplayermodels_goodmodel;
110 int forceplayermodels_goodmodelindex;
111
112 .vector glowmod;
113
114 void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
115 {
116         this.model = this.forceplayermodels_savemodel;
117         this.modelindex = this.forceplayermodels_savemodelindex;
118         this.skin = this.forceplayermodels_saveskin;
119         this.colormap = this.forceplayermodels_savecolormap;
120 }
121 void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
122 {
123         this.forceplayermodels_savemodel = this.model;
124         this.forceplayermodels_savemodelindex = this.modelindex;
125         this.forceplayermodels_saveskin = this.skin;
126         this.forceplayermodels_savecolormap = this.colormap;
127
128         if(this.forceplayermodels_savemodel != this.forceplayermodels_isgoodmodel_mdl)
129         {
130                 this.forceplayermodels_isgoodmodel = fexists(this.forceplayermodels_savemodel);
131                 this.forceplayermodels_isgoodmodel_mdl = this.forceplayermodels_savemodel;
132                 if(!this.forceplayermodels_isgoodmodel)
133                         LOG_INFOF("Warning: missing model %s has been used", this.forceplayermodels_savemodel);
134         }
135 }
136 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
137 {
138         int cm = this.forceplayermodels_savecolormap;
139         cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
140
141         if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
142                 goto skipforcemodels;
143
144         // FORCEMODEL
145         // which one is ALWAYS good?
146         if (!forceplayermodels_goodmodel)
147         {
148                 entity e = spawn();
149                 precache_model(cvar_defstring("_cl_playermodel"));
150                 _setmodel(e, cvar_defstring("_cl_playermodel"));
151                 forceplayermodels_goodmodel = e.model;
152                 forceplayermodels_goodmodelindex = e.modelindex;
153                 delete(e);
154         }
155
156         // first, try finding it from the server
157         if(this.forceplayermodels_savemodelindex && this.forceplayermodels_savemodel != "null")
158         {
159                 if(islocalplayer)
160                 {
161                         if(!isdemo()) // this is mainly cheat protection; not needed for demos
162                         {
163                                 // trust server's idea of "own player model"
164                                 forceplayermodels_modelisgoodmodel = this.forceplayermodels_isgoodmodel;
165                                 forceplayermodels_model = this.forceplayermodels_savemodel;
166                                 forceplayermodels_modelindex = this.forceplayermodels_savemodelindex;
167                                 forceplayermodels_skin = this.forceplayermodels_saveskin;
168                                 forceplayermodels_attempted = 1;
169                         }
170                 }
171         }
172
173         // forcemodel finding
174         if(!forceplayermodels_attempted)
175         {
176                 forceplayermodels_attempted = 1;
177
178                 // only if this failed, find it out on our own
179                 entity e = spawn();
180                 precache_model(autocvar__cl_playermodel);
181                 _setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
182                 forceplayermodels_modelisgoodmodel = fexists(e.model);
183                 forceplayermodels_model = e.model;
184                 forceplayermodels_modelindex = e.modelindex;
185                 forceplayermodels_skin = autocvar__cl_playerskin;
186                 delete(e);
187         }
188
189         if(autocvar_cl_forcemyplayermodel != "" && autocvar_cl_forcemyplayermodel != forceplayermodels_mymodel)
190         {
191                 entity e = spawn();
192                 _setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
193                 forceplayermodels_myisgoodmodel = fexists(e.model);
194                 forceplayermodels_mymodel = e.model;
195                 forceplayermodels_mymodelindex = e.modelindex;
196                 delete(e);
197         }
198
199         // apply it
200         bool isfriend;
201
202         if(teamplay)
203                 isfriend = (cm == 1024 + 17 * myteam);
204         else
205                 isfriend = islocalplayer;
206
207         if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
208         {
209                 this.model = forceplayermodels_mymodel;
210                 this.modelindex = forceplayermodels_mymodelindex;
211                 this.skin = autocvar_cl_forcemyplayerskin;
212         }
213         else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
214         {
215                 this.model = forceplayermodels_model;
216                 this.modelindex = forceplayermodels_modelindex;
217                 this.skin = forceplayermodels_skin;
218         }
219         else if(this.forceplayermodels_isgoodmodel)
220         {
221                 this.model = this.forceplayermodels_savemodel;
222                 this.modelindex = this.forceplayermodels_savemodelindex;
223                 this.skin = this.forceplayermodels_saveskin;
224         }
225         else
226         {
227                 this.model = forceplayermodels_goodmodel;
228                 this.modelindex = forceplayermodels_goodmodelindex;
229                 this.skin = this.forceplayermodels_saveskin;
230         }
231
232         LABEL(skipforcemodels)
233
234         if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
235                 goto skipforcecolors;
236
237         // forceplayercolors too
238         if(teamplay)
239         {
240                 // own team's color is never forced
241                 int forcecolor_friend = 0;
242                 int forcecolor_enemy = 0;
243                 entity tm;
244
245                 if(autocvar_cl_forcemyplayercolors)
246                         forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
247                 if(autocvar_cl_forceplayercolors != 3 && autocvar_cl_forceplayercolors == 2 && team_count == 2)
248                         forcecolor_enemy = 1024 + autocvar__cl_color;
249
250                 if(forcecolor_enemy && !forcecolor_friend)
251                 {
252                         // only enemy color is forced?
253                         // verify it is not equal to the friend color
254                         if(forcecolor_enemy == 1024 + 17 * myteam)
255                                 forcecolor_enemy = 0;
256                 }
257
258                 if(forcecolor_friend && !forcecolor_enemy)
259                 {
260                         // only friend color is forced?
261                         // verify it is not equal to the enemy color
262                         for(tm = teams.sort_next; tm; tm = tm.sort_next)
263                                 // note: we even compare against our own team.
264                                 // if we rejected because we matched our OWN team color,
265                                 // this is not bad; we then simply keep our color as is
266                                 // anyway.
267                                 if(forcecolor_friend == 1024 + 17 * tm.team)
268                                         forcecolor_friend = 0;
269                 }
270
271                 if(cm == 1024 + 17 * myteam)
272                 {
273                         if(forcecolor_friend)
274                                 this.colormap = forcecolor_friend;
275                 }
276                 else
277                 {
278                         if(forcecolor_enemy)
279                                 this.colormap = forcecolor_enemy;
280                 }
281         }
282         else
283         {
284                 if(autocvar_cl_forcemyplayercolors && islocalplayer)
285                         this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
286                 else if(autocvar_cl_forceplayercolors && (autocvar_cl_forceplayercolors != 3 || ISGAMETYPE(DUEL)))
287                         this.colormap = player_localnum + 1;
288         }
289
290         LABEL(skipforcecolors)
291
292         if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
293         {
294                 this.glowmod = '0 0 0';
295                 this.colormap = 0;
296                 return;
297         }
298
299         // GLOWMOD AND DEATH FADING
300         if(this.colormap > 0)
301                 this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
302         else
303                 this.glowmod = '1 1 1';
304
305         if(autocvar_cl_deathglow > 0)
306         {
307                 if(this.csqcmodel_isdead)
308                 {
309                         float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
310                         if(this.colormap > 0)
311                                 min_factor /= 2;
312                         float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
313                         this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
314                         if (this.glowmod == '0 0 0')
315                                 this.glowmod.x = 0.000001;
316                 }
317         }
318
319         //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
320 }
321
322 // FEATURE: fallback frames
323 .int csqcmodel_saveframe;
324 .int csqcmodel_saveframe2;
325 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
326 .int csqcmodel_saveframe3;
327 .int csqcmodel_saveframe4;
328 #endif
329 .int csqcmodel_framecount;
330
331 #define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
332 void CSQCPlayer_FallbackFrame_PreUpdate(entity this)
333 {
334         this.frame = this.csqcmodel_saveframe;
335         this.frame2 = this.csqcmodel_saveframe2;
336 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
337         this.frame3 = this.csqcmodel_saveframe3;
338         this.frame4 = this.csqcmodel_saveframe4;
339 #endif
340 }
341 void CSQCPlayer_FallbackFrame_PostUpdate(entity this, bool isnew)
342 {
343         this.csqcmodel_saveframe = this.frame;
344         this.csqcmodel_saveframe2 = this.frame2;
345 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
346         this.csqcmodel_saveframe3 = this.frame3;
347         this.csqcmodel_saveframe4 = this.frame4;
348 #endif
349
350         // hack for death animations: set their frametime to zero in case a
351         // player "pops in"
352         if(isnew)
353         {
354 #define FIX_FRAMETIME(f,ft) MACRO_BEGIN \
355                 if(IS_DEAD_FRAME(this.f) && this.ft != 0 && this.death_time != 0) \
356                         this.ft = this.death_time; \
357 MACRO_END
358                 FIX_FRAMETIME(frame, frame1time);
359                 FIX_FRAMETIME(frame2, frame2time);
360 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
361                 FIX_FRAMETIME(frame3, frame3time);
362                 FIX_FRAMETIME(frame4, frame4time);
363 #endif
364         }
365         this.csqcmodel_isdead = IS_DEAD_FRAME(this.frame);
366 }
367 void CSQCPlayer_AnimDecide_PostUpdate(entity this, bool isnew)
368 {
369         this.csqcmodel_isdead = boolean(this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
370 }
371 int CSQCPlayer_FallbackFrame(entity this, int f)
372 {
373         TC(int, f);
374         if(frameduration(this.modelindex, f) > 0)
375                 return f; // goooooood
376         if(frameduration(this.modelindex, 1) <= 0)
377                 return f; // this is a static model. We can't fix it if we wanted to
378         switch(f)
379         {
380                 case 23: return 11; // anim_melee -> anim_shoot
381                 case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
382                 case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
383                 case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
384                 case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
385                 case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
386                 case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
387                 case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
388         }
389         LOG_DEBUGF("Frame %d missing in model %s, and we have no fallback - FAIL!", f, this.model);
390         return f;
391 }
392 void CSQCPlayer_FallbackFrame_Apply(entity this)
393 {
394         this.frame = CSQCPlayer_FallbackFrame(this, this.frame);
395         this.frame2 = CSQCPlayer_FallbackFrame(this, this.frame2);
396 #ifdef CSQCMODEL_HAVE_TWO_FRAMES
397         this.frame3 = CSQCPlayer_FallbackFrame(this, this.frame3);
398         this.frame4 = CSQCPlayer_FallbackFrame(this, this.frame4);
399 #endif
400 }
401
402 // FEATURE: auto tag_index
403 .entity tag_entity;
404 .int tag_entity_lastmodelindex;
405 .int tag_index;
406 void CSQCModel_AutoTagIndex_Apply(entity this)
407 {
408         if(this.tag_entity && wasfreed(this.tag_entity))
409                 this.tag_entity = NULL;
410
411         MUTATOR_CALLHOOK(TagIndex_Update, this);
412
413         if(this.tag_networkentity)
414         {
415                 // we are ATTACHED!
416                 bool changed = 0;
417                 if(this.tag_entity.entnum != this.tag_networkentity)
418                 {
419                         this.tag_entity = findfloat(NULL, entnum, this.tag_networkentity);
420                         changed = 1;
421                 }
422
423                 // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
424                 if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
425                 {
426                         CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
427                 }
428
429                 if(this.tag_entity.modelindex != this.tag_entity_lastmodelindex)
430                 {
431                         this.tag_entity_lastmodelindex = this.tag_entity.modelindex;
432                         changed = 1;
433                 }
434                 if(changed)
435                 {
436                         if(this.tag_entity)
437                         {
438                                 // the best part is: IT EXISTS
439                                 if(substring(this.model, 0, 14) == "models/weapons")
440                                 {
441                                         if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
442                                         {
443                                                 this.tag_index = gettagindex(this.tag_entity, "weapon");
444                                                 if(!this.tag_index)
445                                                         this.tag_index = gettagindex(this.tag_entity, "tag_weapon");
446                                                 if(!this.tag_index)
447                                                 {
448                                                         // we need to prevent this from 'appening
449                                                         this.tag_entity = NULL;
450                                                         this.drawmask = 0;
451                                                         LOG_TRACE("h_ model lacks weapon attachment, but v_ model is attached to it");
452                                                 }
453                                         }
454                                         else if((this.tag_entity.isplayermodel & ISPLAYER_MODEL))
455                                         {
456                                                 skeleton_loadinfo(this.tag_entity);
457                                                 this.tag_index = this.tag_entity.bone_weapon;
458                                         }
459                                 }
460
461                                 if(substring(this.tag_entity.model, 0, 14) == "models/weapons")
462                                 {
463                                         this.tag_index = gettagindex(this.tag_entity, "shot");
464                                         if(!this.tag_index)
465                                                 this.tag_index = gettagindex(this.tag_entity, "tag_shot");
466                                 }
467
468                                 MUTATOR_CALLHOOK(TagIndex_Apply, this);
469                         }
470                         else
471                         {
472                                 // damn, see you next frame
473                                 this.drawmask = 0;
474                         }
475                 }
476         }
477 }
478
479 void CSQCModel_Effects_PreUpdate(entity this)
480 {
481         this.effects = this.csqcmodel_effects;
482         this.modelflags = this.csqcmodel_modelflags;
483         this.traileffect = this.csqcmodel_traileffect;
484 }
485 void Reset_ArcBeam();
486 void CSQCModel_Effects_PostUpdate(entity this)
487 {
488         if (this == csqcplayer) {
489                 if (this.csqcmodel_teleported) {
490                         Reset_ArcBeam();
491                 }
492         }
493         this.csqcmodel_effects = this.effects;
494         this.csqcmodel_modelflags = this.modelflags;
495         this.csqcmodel_traileffect = this.traileffect;
496         this.effects = 0;
497         this.modelflags = 0;
498         if(this.csqcmodel_teleported)
499                 Projectile_ResetTrail(this, this.origin);
500 }
501 .int snd_looping;
502 void CSQCModel_Effects_Apply(entity this)
503 {
504         int eff = this.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
505         int tref = this.csqcmodel_traileffect;
506
507         this.renderflags &= ~(RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
508         this.effects = 0;
509         this.traileffect = 0;
510
511         if(eff & EF_BRIGHTFIELD)
512                 tref = EFFECT_TR_NEXUIZPLASMA.m_id;
513         // ignoring EF_MUZZLEFLASH
514         if(eff & EF_BRIGHTLIGHT)
515                 adddynamiclight(this.origin, 400, '3 3 3');
516         if(eff & EF_DIMLIGHT)
517                 adddynamiclight(this.origin, 200, '1.5 1.5 1.5');
518         if((eff & EF_NODRAW) || (this.alpha < 0))
519                 this.drawmask = 0;
520         if(eff & EF_ADDITIVE)
521                 this.renderflags |= RF_ADDITIVE;
522         if(eff & EF_BLUE)
523                 adddynamiclight(this.origin, 200, '0.15 0.15 1.5');
524         if(eff & EF_RED)
525                 adddynamiclight(this.origin, 200, '1.5 0.15 0.15');
526         // ignoring EF_NOGUNBOB
527         if(eff & EF_FULLBRIGHT)
528                 this.renderflags |= RF_FULLBRIGHT;
529         if(eff & EF_FLAME)
530         {
531                 boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
532                 //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
533         }
534         if(eff & EF_STARDUST)
535         {
536                 boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
537                 //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
538         }
539         if(eff & EF_NOSHADOW)
540                 this.renderflags |= RF_NOSHADOW;
541         if(eff & EF_NODEPTHTEST)
542                 this.renderflags |= RF_DEPTHHACK;
543         // ignoring EF_SELECTABLE
544         if(eff & EF_DOUBLESIDED)
545                 this.effects |= EF_DOUBLESIDED;
546         if(eff & EF_NOSELFSHADOW)
547                 this.effects |= EF_NOSELFSHADOW;
548         if(eff & EF_DYNAMICMODELLIGHT)
549                 this.renderflags |= RF_DYNAMICMODELLIGHT;
550         // ignoring EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
551         if(this.csqcmodel_modelflags & MF_ROCKET)
552                 tref = EFFECT_TR_ROCKET.m_id;
553         if(this.csqcmodel_modelflags & MF_GRENADE)
554                 tref = EFFECT_TR_GRENADE.m_id;
555         if(this.csqcmodel_modelflags & MF_GIB)
556                 tref = EFFECT_TR_BLOOD.m_id;
557         if(this.csqcmodel_modelflags & MF_ROTATE)
558         {
559                 // This will be hard to replace with MAKE_VECTORS because it's called as part of the predraw function
560                 // as documented in csprogs.h in the engine. The globals can then be read in many places in the engine.
561                 // However MF_ROTATE is currently only used in one place - might be possible to get rid of it entirely.
562                 this.renderflags |= RF_USEAXIS;
563                 makevectors(this.angles + '0 100 0' * fmod(time, 3.6));
564         }
565         if(this.csqcmodel_modelflags & MF_TRACER)
566                 tref = EFFECT_TR_WIZSPIKE.m_id;
567         if(this.csqcmodel_modelflags & MF_ZOMGIB)
568                 tref = EFFECT_TR_SLIGHTBLOOD.m_id;
569         if(this.csqcmodel_modelflags & MF_TRACER2)
570                 tref = EFFECT_TR_KNIGHTSPIKE.m_id;
571         if(this.csqcmodel_modelflags & MF_TRACER3)
572                 tref = EFFECT_TR_VORESPIKE.m_id;
573
574         this.traileffect = tref;
575
576         if(this.drawmask)
577                 Projectile_DrawTrail(this, this.origin);
578         else
579                 Projectile_ResetTrail(this, this.origin);
580
581         if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
582                 this.renderflags |= RF_ADDITIVE;
583                 // also special in CSQCPlayer_GlowMod_Apply
584
585         if(this.csqcmodel_modelflags & MF_ROCKET)
586         {
587                 if(!this.snd_looping)
588                 {
589                         sound(this, CH_TRIGGER_SINGLE, SND_JETPACK_FLY, VOL_BASE, autocvar_cl_jetpack_attenuation);
590                         this.snd_looping = CH_TRIGGER_SINGLE;
591                 }
592         }
593         else
594         {
595                 if(this.snd_looping)
596                 {
597                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
598                         this.snd_looping = 0;
599                 }
600         }
601 }
602
603 // general functions
604 .int csqcmodel_predraw_run;
605 .int anim_frame;
606 .int anim_frame1time;
607 .int anim_frame2;
608 .int anim_frame2time;
609 .int anim_saveframe;
610 .int anim_saveframe1time;
611 .int anim_saveframe2;
612 .int anim_saveframe2time;
613 .int anim_prev_pmove_flags;
614 void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
615 {
616         if(this.csqcmodel_predraw_run == framecount)
617                 return;
618         this.csqcmodel_predraw_run = framecount;
619
620         if(!this.modelindex || this.model == "null")
621         {
622                 this.drawmask = 0;
623                 if(this.snd_looping > 0)
624                 {
625                         sound(this, this.snd_looping, SND_Null, VOL_BASE, autocvar_cl_jetpack_attenuation);
626                         this.snd_looping = 0;
627                 }
628                 return;
629         }
630         else
631                 this.drawmask = MASK_NORMAL;
632
633         if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
634         {
635                 CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
636                 CSQCPlayer_LOD_Apply(this);
637
638                 if(!isplayer)
639                 {
640                         skeleton_loadinfo(this);
641                         bool doblend = (this.bone_upperbody >= 0);
642                         CSQCPlayer_FallbackFrame_Apply(this);
643                         if(doblend)
644                         {
645                                 skeleton_from_frames(this, this.csqcmodel_isdead);
646                         }
647                         else
648                         {
649                                 free_skeleton_from_frames(this);
650                                 // just in case, clear these (we're animating in frame and frame3)
651                                 this.lerpfrac = 0;
652                                 this.lerpfrac4 = 0;
653                         }
654                 }
655                 else
656                 {
657                         // we know that frame3 and frame4 fields, used by InterpolateAnimation, are left alone - but that is all we know!
658                         skeleton_loadinfo(this);
659                         bool doblend = (this.bone_upperbody >= 0);
660                         bool onground = 0;
661                         if(this == csqcplayer)
662                         {
663                                 if(IS_ONGROUND(this))
664                                         onground = 1;
665                                 this.anim_prev_pmove_flags = this.flags;
666                                 if(this.flags & FL_DUCKED)
667                                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DUCK, false);
668                                 else if(this.anim_state & ANIMSTATE_DUCK)
669                                         animdecide_setstate(this, this.anim_state - ANIMSTATE_DUCK, false);
670                         }
671                         else
672                         {
673                                 tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
674                                 if(trace_startsolid || trace_fraction < 1)
675                                         onground = 1;
676                                 // predicted clients handle smoothing in the prediction code
677                                 this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin);
678                         }
679                         animdecide_load_if_needed(this);
680                         animdecide_setimplicitstate(this, onground);
681                         animdecide_setframes(this, doblend, anim_frame, anim_frame1time, anim_frame2, anim_frame2time);
682                         int sf = 0;
683                         if(this.anim_saveframe != this.anim_frame || this.anim_saveframe1time != this.anim_frame1time)
684                                 sf |= CSQCMODEL_PROPERTY_FRAME;
685                         if(this.anim_saveframe2 != this.anim_frame2 || this.anim_saveframe2time != this.anim_frame2time)
686                                 sf |= CSQCMODEL_PROPERTY_FRAME2;
687                         this.anim_saveframe = this.anim_frame;
688                         this.anim_saveframe1time = this.anim_frame1time;
689                         this.anim_saveframe2 = this.anim_frame2;
690                         this.anim_saveframe2time = this.anim_frame2time;
691                         // Note: we always consider lerpfrac "changed", as it uses fixed values every time anyway.
692                         // This ensures that .frame etc. are always written.
693                         CSQCModel_InterpolateAnimation_2To4_PreNote(this, sf | CSQCMODEL_PROPERTY_LERPFRAC);
694                         this.lerpfrac = (doblend ? 0.5 : 0);
695                         this.frame = this.anim_frame;
696                         this.frame1time = this.anim_frame1time;
697                         this.frame2 = this.anim_frame2;
698                         this.frame2time = this.anim_frame2time;
699                         CSQCModel_InterpolateAnimation_2To4_Note(this, sf | CSQCMODEL_PROPERTY_LERPFRAC, false);
700                         CSQCModel_InterpolateAnimation_2To4_Do(this);
701                         if(doblend)
702                         {
703                                 skeleton_from_frames(this, this.csqcmodel_isdead);
704                         }
705                         else
706                         {
707                                 free_skeleton_from_frames(this);
708                                 // just in case, clear these (we're animating in frame and frame3)
709                                 this.lerpfrac = 0;
710                                 this.lerpfrac4 = 0;
711                         }
712                 }
713         }
714
715         CSQCModel_AutoTagIndex_Apply(this);
716
717         CSQCModel_Effects_Apply(this);
718 }
719
720 void CSQCModel_Hook_PreUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
721 {
722         // interpolate v_angle
723         this.iflags |= IFLAG_V_ANGLE_X;
724         // revert to values from server
725         CSQCModel_Effects_PreUpdate(this);
726         if((this.isplayermodel & ISPLAYER_MODEL))
727         {
728                 if(!isplayer)
729                         CSQCPlayer_FallbackFrame_PreUpdate(this);
730                 CSQCPlayer_ModelAppearance_PreUpdate(this);
731         }
732 }
733
734 void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islocalplayer)
735 {
736         // is it a player model? (shared state)
737         bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || 
738                                                         (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
739         this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
740         this.csqcmodel_isdead = false; // workaround for dead players who become a spectator
741
742         // save values set by server
743         if((this.isplayermodel & ISPLAYER_MODEL))
744         {
745                 CSQCPlayer_ModelAppearance_PostUpdate(this);
746                 if(isplayer)
747                         CSQCPlayer_AnimDecide_PostUpdate(this, isnew);
748                 else
749                         CSQCPlayer_FallbackFrame_PostUpdate(this, isnew);
750         }
751         CSQCModel_Effects_PostUpdate(this);
752 }