]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
Merge branch 'master' into develop
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index 624d997fecd7cc5bb5b51cc83fb106c72755a079..f1f581a83003077e3aa86a83cdb229c80799440f 100644 (file)
@@ -1,15 +1,17 @@
 #include "csqcmodel_hooks.qh"
-#include "autocvars.qh"
-#include "miscfunctions.qh"
+
 #include <client/mutators/_mod.qh>
-#include "player_skeleton.qh"
-#include "weapons/projectile.qh"
+#include <client/player_skeleton.qh>
+#include <client/weapons/projectile.qh>
 #include <common/animdecide.qh>
+#include <common/effects/all.inc>
+#include <common/effects/all.qh>
 #include <common/ent_cs.qh>
+#include <common/gamemodes/_mod.qh>
+#include <common/mapinfo.qh>
 #include <common/physics/movetypes/movetypes.qh>
+#include <common/physics/player.qh>
 #include <common/viewloc.qh>
-#include <common/effects/all.qh>
-#include <common/effects/all.inc>
 #include <lib/csqcmodel/cl_model.qh>
 #include <lib/csqcmodel/cl_player.qh>
 #include <lib/csqcmodel/interpolate.qh>
@@ -133,6 +135,9 @@ void CSQCPlayer_ModelAppearance_PostUpdate(entity this)
 }
 void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
 {
+       int cm = this.forceplayermodels_savecolormap;
+       cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
+
        if(MUTATOR_CALLHOOK(ForcePlayermodels_Skip, this, islocalplayer))
                goto skipforcemodels;
 
@@ -193,9 +198,6 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
 
        // apply it
        bool isfriend;
-       int cm;
-       cm = this.forceplayermodels_savecolormap;
-       cm = (cm >= 1024) ? cm : (entcs_GetClientColors(cm - 1) + 1024);
 
        if(teamplay)
                isfriend = (cm == 1024 + 17 * myteam);
@@ -227,17 +229,40 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
                this.skin = this.forceplayermodels_saveskin;
        }
 
+       LABEL(skipforcemodels)
+
+       if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
+               goto skipforcecolors;
+
+       bool forceplayercolors_enabled = false;
+       #define fpc autocvar_cl_forceplayercolors
+       if (gametype.m_1v1)
+       {
+               if ((myteam != NUM_SPECTATOR) && (fpc == 1 || fpc == 2 || fpc == 3 || fpc == 5))
+                       forceplayercolors_enabled = true;
+       }
+       else if (teamplay)
+       {
+               if ((team_count == 2) && (myteam != NUM_SPECTATOR) && (fpc == 2 || fpc == 4 || fpc == 5))
+                       forceplayercolors_enabled = true;
+       }
+       else
+       {
+               if (fpc == 1 || fpc == 2)
+                       forceplayercolors_enabled = true;
+       }
+
        // forceplayercolors too
        if(teamplay)
        {
                // own team's color is never forced
-               int forcecolor_friend = 0;
-               int forcecolor_enemy = 0;
+               int forcecolor_friend = 0, forcecolor_enemy = 0;
                entity tm;
 
                if(autocvar_cl_forcemyplayercolors)
                        forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
-               if(autocvar_cl_forceplayercolors == 2 && team_count == 2)
+
+               if(forceplayercolors_enabled)
                        forcecolor_enemy = 1024 + autocvar__cl_color;
 
                if(forcecolor_enemy && !forcecolor_friend)
@@ -272,19 +297,38 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
                                this.colormap = forcecolor_enemy;
                }
        }
-       else
+       else // if(!teamplay)
        {
                if(autocvar_cl_forcemyplayercolors && islocalplayer)
                        this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
-               else if(autocvar_cl_forceplayercolors)
+               else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
+               {
+                       // Assign each enemy unique colors
+                       // pick colors from 0 to 14 since 15 is the rainbow color
+                       // pl01 0 1, pl02 1 2, ..., pl14 13 14, pl15 14 0
+                       // pl16 0 2, pl17 1 3, ..., pl29 13  0, pl30 14 1
+                       int num = this.entnum - 1;
+                       int c1 = num % 15;
+                       int q = floor(num / 15);
+                       int c2 = (c1 + 1 + q) % 15;
+                       this.colormap = 1024 + (c1 << 4) + c2;
+               }
+               else if(forceplayercolors_enabled)
                        this.colormap = player_localnum + 1;
        }
 
-       LABEL(skipforcemodels)
+       LABEL(skipforcecolors)
+
+       if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
+       {
+               this.glowmod = '0 0 0';
+               this.colormap = 0;
+               return;
+       }
 
        // GLOWMOD AND DEATH FADING
        if(this.colormap > 0)
-               this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
+               this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true);
        else
                this.glowmod = '1 1 1';
 
@@ -302,6 +346,10 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
                }
        }
 
+       // don't let the engine increase player's glowmod
+       if (autocvar_r_hdr_glowintensity > 1)
+               this.glowmod /= autocvar_r_hdr_glowintensity;
+
        //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
 }
 
@@ -407,7 +455,7 @@ void CSQCModel_AutoTagIndex_Apply(entity this)
                }
 
                // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
-               if(this.tag_entity.classname == "csqcmodel")
+               if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
                {
                        CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
                }
@@ -513,9 +561,15 @@ void CSQCModel_Effects_Apply(entity this)
        if(eff & EF_FULLBRIGHT)
                this.renderflags |= RF_FULLBRIGHT;
        if(eff & EF_FLAME)
-               pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
+       {
+               boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
+               //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
+       }
        if(eff & EF_STARDUST)
-               pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
+       {
+               boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
+               //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
+       }
        if(eff & EF_NOSHADOW)
                this.renderflags |= RF_NOSHADOW;
        if(eff & EF_NODEPTHTEST)
@@ -597,7 +651,7 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
                return;
        this.csqcmodel_predraw_run = framecount;
 
-       if(!this.modelindex || this.model == "null" || this.alpha < 0)
+       if(!this.modelindex || this.model == "null")
        {
                this.drawmask = 0;
                if(this.snd_looping > 0)
@@ -653,6 +707,8 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
                                tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
                                if(trace_startsolid || trace_fraction < 1)
                                        onground = 1;
+                               // predicted clients handle smoothing in the prediction code
+                               this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin);
                        }
                        animdecide_load_if_needed(this);
                        animdecide_setimplicitstate(this, onground);
@@ -715,6 +771,7 @@ void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islo
        bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || 
                                                        (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
        this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
+       this.csqcmodel_isdead = false; // workaround for dead players who become a spectator
 
        // save values set by server
        if((this.isplayermodel & ISPLAYER_MODEL))