-.vector glowmod;
+
+
+// FEATURE: LOD
.float lodmodelindex0;
.float lodmodelindex1;
.float lodmodelindex2;
+void CSQCPlayer_LOD_Apply(void)
+{
+ // LOD model loading
+ if(self.lodmodelindex0 != self.modelindex)
+ {
+ string modelname = self.model;
+ string s;
+
+ if(!fexists(modelname))
+ {
+ print(sprintf(_("Trying to use non existing model %s. "), modelname));
+ modelname = cvar_defstring("_cl_playermodel");
+ print(sprintf(_("Reverted to %s.\n"), modelname));
+ }
+
+ // set modelindex
+ self.lodmodelindex0 = self.modelindex;
+ self.lodmodelindex1 = self.modelindex;
+ self.lodmodelindex2 = self.modelindex;
+
+ // FIXME: this only supports 3-letter extensions
+ s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
+ if(fexists(s))
+ {
+ precache_model(s);
+ setmodel(self, s);
+ if(self.modelindex)
+ self.lodmodelindex1 = self.modelindex;
+ }
+
+ s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
+ if(fexists(s))
+ {
+ precache_model(s);
+ setmodel(self, s);
+ if(self.modelindex)
+ self.lodmodelindex2 = self.modelindex;
+ }
+
+ setmodel(self, modelname); // make everything normal again
+ }
+
+ // apply LOD
+ if(autocvar_cl_playerdetailreduction <= 0)
+ {
+ if(autocvar_cl_playerdetailreduction <= -2)
+ self.modelindex = self.lodmodelindex2;
+ else if(autocvar_cl_playerdetailreduction <= -1)
+ self.modelindex = self.lodmodelindex1;
+ else
+ self.modelindex = self.lodmodelindex0;
+ }
+ else
+ {
+ float distance = vlen(self.origin - other.origin);
+ float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
+ f *= 1.0 / bound(0.01, view_quality, 1);
+ if(f > autocvar_cl_loddistance2)
+ self.modelindex = self.lodmodelindex2;
+ else if(f > autocvar_cl_loddistance1)
+ self.modelindex = self.lodmodelindex1;
+ else
+ self.modelindex = self.lodmodelindex0;
+ }
+}
-void CSQCModel_Hook_PreDraw()
+// FEATURE: forcemodel (MUST be called BEFORE LOD!)
+string forceplayermodels_model;
+float forceplayermodels_modelindex;
+float forceplayermodels_skin;
+float forceplayermodels_attempted;
+.string forceplayermodels_savemodel;
+.float forceplayermodels_savemodelindex;
+.float forceplayermodels_saveskin;
+void CSQCPlayer_ForceModel_PreUpdate(void)
{
- // auto glowmod from colormap
- self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? (self.colormap & 0xFF) : stof(getplayerkeyvalue(self.entnum - 1, "colors"))), TRUE) * 2;
+ self.model = self.forceplayermodels_savemodel;
+ self.modelindex = self.forceplayermodels_savemodelindex;
+ self.skin = self.forceplayermodels_saveskin;
+}
+void CSQCPlayer_ForceModel_PostUpdate(void)
+{
+ self.forceplayermodels_savemodel = self.model;
+ self.forceplayermodels_savemodelindex = self.modelindex;
+ self.forceplayermodels_saveskin = self.skin;
+}
+void CSQCPlayer_ForceModel_Apply(float islocalplayer)
+{
+ // first, try finding it from the server
- if(self.modelindex != 0)
+ if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
{
- // LOD
- if(self.lodmodelindex0 != self.modelindex)
+ if(islocalplayer)
{
- string modelname = self.model;
- string s;
+ // trust server's idea of "own player model"
+ forceplayermodels_model = self.model;
+ forceplayermodels_modelindex = self.modelindex;
+ forceplayermodels_skin = self.skin;
+ forceplayermodels_attempted = 1;
+ }
+ }
- // set modelindex
- self.lodmodelindex0 = self.modelindex;
- self.lodmodelindex1 = self.modelindex;
- self.lodmodelindex2 = self.modelindex;
+ // forcemodel finding
+ if(!forceplayermodels_attempted)
+ {
+ // only if this failed, find it out on our own
+ entity e;
+ e = spawn();
+ setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
+ forceplayermodels_model = e.model;
+ forceplayermodels_modelindex = e.modelindex;
+ forceplayermodels_skin = autocvar__cl_playerskin;
+ forceplayermodels_attempted = 1;
+ remove(e);
+ }
- // FIXME: this only supports 3-letter extensions
- s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod1", substring(modelname, -4, 4));
- if(fexists(s))
- {
- precache_model(s);
- setmodel(self, s);
- if(self.modelindex > 0)
- self.lodmodelindex1 = self.modelindex;
- }
+ // apply it
+ if(autocvar_cl_forceplayermodels && forceplayermodels_modelindex)
+ {
+ self.model = forceplayermodels_model;
+ self.modelindex = forceplayermodels_modelindex;
+ self.skin = forceplayermodels_skin;
+ }
+ else
+ {
+ self.model = self.forceplayermodels_savemodel;
+ self.modelindex = self.forceplayermodels_savemodelindex;
+ self.skin = self.forceplayermodels_saveskin;
+ }
+}
- s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
- if(fexists(s))
- {
- precache_model(s);
- setmodel(self, s);
- if(self.modelindex > 0)
- self.lodmodelindex2 = self.modelindex;
- }
+// FEATURE: fallback frames
+.float csqcmodel_saveframe;
+.float csqcmodel_saveframe2;
+.float csqcmodel_saveframe3;
+.float csqcmodel_saveframe4;
+.float csqcmodel_framecount;
+void CSQCPlayer_FallbackFrame_PreUpdate(void)
+{
+ self.frame = self.csqcmodel_saveframe;
+ self.frame2 = self.csqcmodel_saveframe2;
+ self.frame3 = self.csqcmodel_saveframe3;
+ self.frame4 = self.csqcmodel_saveframe4;
+}
+void CSQCPlayer_FallbackFrame_PostUpdate(void)
+{
+ self.csqcmodel_saveframe = self.frame;
+ self.csqcmodel_saveframe2 = self.frame2;
+ self.csqcmodel_saveframe3 = self.frame3;
+ self.csqcmodel_saveframe4 = self.frame4;
+}
+float CSQCPlayer_FallbackFrame(float f)
+{
+ if(frameduration(self.modelindex, f) > 0)
+ return f; // goooooood
+ switch(f)
+ {
+ case 23: return 11; // anim_melee -> anim_shoot
+ case 24: return 4; // anim_duckwalkbackwards -> anim_duckwalk
+ case 25: return 4; // anim_duckwalkstrafeleft -> anim_duckwalk
+ case 26: return 4; // anim_duckwalkstraferight -> anim_duckwalk
+ case 27: return 4; // anim_duckwalkforwardright -> anim_duckwalk
+ case 28: return 4; // anim_duckwalkforwardleft -> anim_duckwalk
+ case 29: return 4; // anim_duckwalkbackright -> anim_duckwalk
+ case 30: return 4; // anim_duckwalkbackleft -> anim_duckwalk
+ }
+ print(sprintf("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model));
+ return f;
+}
+void CSQCPlayer_FallbackFrame_Apply(void)
+{
+ self.frame = CSQCPlayer_FallbackFrame(self.frame);
+ self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
+ self.frame3 = CSQCPlayer_FallbackFrame(self.frame3);
+ self.frame4 = CSQCPlayer_FallbackFrame(self.frame4);
+}
- setmodel(self, modelname); // make everything normal again
- }
+// FEATURE: auto glowmod
+.vector glowmod;
+void CSQCPlayer_GlowMod_Apply(void)
+{
+ if(self.colormap > 0)
+ self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
+ else
+ self.glowmod = '1 1 1';
+}
- if(autocvar_cl_playerdetailreduction <= 0)
+// FEATURE: auto tag_index
+.entity tag_entity;
+.float tag_entity_lastmodelindex;
+.float tag_index;
+void CSQCModel_AutoTagIndex_Apply(void)
+{
+ if(self.tag_entity && wasfreed(self.tag_entity))
+ self.tag_entity = world;
+
+ if(self.tag_networkentity)
+ {
+ // we are ATTACHED!
+ float changed = 0;
+ if(self.tag_entity.entnum != self.tag_networkentity)
{
- if(autocvar_cl_playerdetailreduction <= -2)
- self.modelindex = self.lodmodelindex2;
- else if(autocvar_cl_playerdetailreduction <= -1)
- self.modelindex = self.lodmodelindex1;
- else
- self.modelindex = self.lodmodelindex0;
+ self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
+ changed = 1;
}
- else
+ if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
+ {
+ self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
+ changed = 1;
+ }
+ if(changed)
{
- float distance = vlen(self.origin - other.origin);
- float f = (distance + 100.0) * autocvar_cl_playerdetailreduction;
- f *= 1.0 / bound(0.01, view_quality, 1);
- if(f > autocvar_cl_loddistance2)
- self.modelindex = self.lodmodelindex2;
- else if(f > autocvar_cl_loddistance1)
- self.modelindex = self.lodmodelindex1;
+ if(self.tag_entity)
+ {
+ // the best part is: IT EXISTS
+ if(substring(self.model, 0, 17) == "models/weapons/v_")
+ if(substring(self.tag_entity.model, 0, 17) == "models/weapons/h_")
+ {
+ self.tag_index = gettagindex(self.tag_entity, "weapon");
+ if(!self.tag_index)
+ self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
+ if(!self.tag_index)
+ {
+ // we need to prevent this from 'appening
+ self.tag_entity = world;
+ self.drawmask = 0;
+ dprint("h_ model lacks weapon attachment, but v_ model is attached to it\n");
+ }
+ }
+
+ if(substring(self.model, 0, 17) == "models/weapons/v_")
+ if(substring(self.tag_entity.model, 0, 14) == "models/player/")
+ {
+ self.tag_index = gettagindex(self.tag_entity, "tag_weapon");
+ if(!self.tag_index)
+ self.tag_index = gettagindex(self.tag_entity, "bip01 r hand");
+ }
+
+ if(substring(self.tag_entity.model, 0, 17) == "models/weapons/v_")
+ {
+ self.tag_index = gettagindex(self.tag_entity, "shot");
+ if(!self.tag_index)
+ self.tag_index = gettagindex(self.tag_entity, "tag_shot");
+ }
+ }
else
- self.modelindex = self.lodmodelindex0;
+ {
+ // damn, see you next frame
+ self.drawmask = 0;
+ }
}
}
}
+// FEATURE: EF_NODRAW workalike
+float EF_BRIGHTFIELD = 1;
+float EF_BRIGHTLIGHT = 4;
+float EF_DIMLIGHT = 8;
+float EF_DOUBLESIDED = 32768;
+float EF_NOSELFSHADOW = 65536;
+float MF_ROCKET = 1; // leave a trail
+float MF_GRENADE = 2; // leave a trail
+float MF_GIB = 4; // leave a trail
+float MF_ROTATE = 8; // rotate (bonus items)
+float MF_TRACER = 16; // green split trail
+float MF_ZOMGIB = 32; // small blood trail
+float MF_TRACER2 = 64; // orange split trail
+float MF_TRACER3 = 128; // purple trail
+.float csqcmodel_effects;
+.float csqcmodel_modelflags;
+void CSQCModel_Effects_PreUpdate(void)
+{
+ self.effects = self.csqcmodel_effects;
+ self.modelflags = self.csqcmodel_modelflags;
+}
+void CSQCModel_Effects_PostUpdate(void)
+{
+ self.csqcmodel_effects = self.effects;
+ self.csqcmodel_modelflags = self.modelflags;
+ self.effects = 0;
+ self.modelflags = 0;
+ if(self.csqcmodel_teleported)
+ Projectile_ResetTrail(self.origin);
+}
+void CSQCModel_Effects_Apply(void)
+{
+ float eff = self.csqcmodel_effects;
+ eff &~= CSQCMODEL_EF_INVISIBLE;
+
+ self.renderflags &~= (RF_DEPTHHACK | RF_ADDITIVE | RF_FULLBRIGHT | EF_NOSHADOW | RF_USEAXIS);
+ self.effects = 0;
+ self.traileffect = 0;
+
+ if(eff & EF_BRIGHTFIELD)
+ self.traileffect = particleeffectnum("TR_NEXUIZPLASMA");
+ // ignoring EF_MUZZLEFLASH
+ if(eff & EF_BRIGHTLIGHT)
+ adddynamiclight(self.origin, 400, '3 3 3');
+ if(eff & EF_DIMLIGHT)
+ adddynamiclight(self.origin, 200, '1.5 1.5 1.5');
+ if((eff & EF_NODRAW) || (self.csqcmodel_effects & CSQCMODEL_EF_INVISIBLE))
+ self.drawmask = 0;
+ if(eff & EF_ADDITIVE)
+ self.renderflags |= RF_ADDITIVE;
+ if(eff & EF_BLUE)
+ adddynamiclight(self.origin, 200, '0.15 0.15 1.5');
+ if(eff & EF_RED)
+ adddynamiclight(self.origin, 200, '1.5 0.15 0.15');
+ // ignoring EF_NOGUNBOB
+ if(eff & EF_FULLBRIGHT)
+ self.renderflags |= RF_FULLBRIGHT;
+ if(eff & EF_FLAME)
+ pointparticles(particleeffectnum("EF_FLAME"), self.origin, '0 0 0', bound(0, frametime, 0.1));
+ if(eff & EF_STARDUST)
+ pointparticles(particleeffectnum("EF_STARDUST"), self.origin, '0 0 0', bound(0, frametime, 0.1));
+ if(eff & EF_NOSHADOW)
+ self.renderflags |= RF_NOSHADOW;
+ if(eff & EF_NODEPTHTEST)
+ self.renderflags |= RF_DEPTHHACK;
+ // ignoring EF_SELECTABLE
+ if(eff & EF_DOUBLESIDED)
+ self.effects |= EF_DOUBLESIDED;
+ if(eff & EF_NOSELFSHADOW)
+ self.effects |= EF_NOSELFSHADOW;
+ // ignoring EF_UNUSED17, EF_UNUSED18, EF_UNUSED19, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, EF_LOWPRECISION
+ if(self.csqcmodel_modelflags & MF_ROCKET)
+ self.traileffect = particleeffectnum("TR_ROCKET");
+ if(self.csqcmodel_modelflags & MF_GRENADE)
+ self.traileffect = particleeffectnum("TR_GRENADE");
+ if(self.csqcmodel_modelflags & MF_GIB)
+ self.traileffect = particleeffectnum("TR_BLOOD");
+ if(self.csqcmodel_modelflags & MF_ROTATE)
+ {
+ self.renderflags |= RF_USEAXIS;
+ makevectors(self.angles + '0 100 0' * fmod(time, 3.6));
+ }
+ if(self.csqcmodel_modelflags & MF_TRACER)
+ self.traileffect = particleeffectnum("TR_WIZSPIKE");
+ if(self.csqcmodel_modelflags & MF_ZOMGIB)
+ self.traileffect = particleeffectnum("TR_SLIGHTBLOOD");
+ if(self.csqcmodel_modelflags & MF_TRACER2)
+ self.traileffect = particleeffectnum("TR_KNIGHTSPIKE");
+ if(self.csqcmodel_modelflags & MF_TRACER3)
+ self.traileffect = particleeffectnum("TR_VORESPIKE");
+
+ if(self.drawmask)
+ Projectile_DrawTrail(self.origin);
+ else
+ Projectile_ResetTrail(self.origin);
+}
+
+// general functions
+void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
+{
+ if(!self.modelindex || self.model == "null")
+ {
+ self.drawmask = 0;
+ return;
+ }
+ else
+ self.drawmask = MASK_NORMAL;
+
+ if(isplayer)
+ {
+ CSQCPlayer_GlowMod_Apply();
+ CSQCPlayer_ForceModel_Apply(islocalplayer);
+ CSQCPlayer_LOD_Apply();
+ CSQCPlayer_FallbackFrame_Apply();
+ }
+
+ if(!isplayer)
+ CSQCModel_AutoTagIndex_Apply();
+
+ CSQCModel_Effects_Apply();
+}
+
+void CSQCModel_Hook_PreUpdate(float isplayer, float islocalplayer)
+{
+ CSQCModel_Effects_PreUpdate();
+ if(isplayer)
+ {
+ // revert to values from server
+ CSQCPlayer_FallbackFrame_PreUpdate();
+ CSQCPlayer_ForceModel_PreUpdate();
+ }
+}
+
+void CSQCModel_Hook_PostUpdate(float isplayer, float islocalplayer)
+{
+ if(isplayer)
+ {
+ // save values set by server
+ CSQCPlayer_ForceModel_PostUpdate();
+ CSQCPlayer_FallbackFrame_PostUpdate();
+ }
+ CSQCModel_Effects_PostUpdate();
+}