.int lodmodelindex0;
.int lodmodelindex1;
.int lodmodelindex2;
-void CSQCPlayer_LOD_Apply(entity this, bool isplayer)
+.float loddistance1;
+.float loddistance2;
+void CSQCModel_LOD_Apply(entity this, bool isplayer)
{
int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
precache_model(s);
_setmodel(this, s);
if(this.modelindex)
- this.lodmodelindex1 = this.modelindex;
+ this.lodmodelindex2 = this.lodmodelindex1 = this.modelindex;
}
s = strcat(substring(modelname, 0, strlen(modelname)-4), "_lod2", substring(modelname, -4, 4));
else
{
float distance = vlen(((isplayer) ? this.origin : NearestPointOnBox(this, view_origin)) - view_origin); // TODO: perhaps it should just use NearestPointOnBox all the time, player hitbox can potentially be huge
+ float dist1 = (this.loddistance1 > 0) ? this.loddistance1 : autocvar_cl_loddistance1;
+ float dist2 = (this.loddistance2 > 0) ? this.loddistance2 : autocvar_cl_loddistance2;
float f = (distance * current_viewzoom + 100.0) * detailreduction;
f *= 1.0 / bound(0.01, view_quality, 1);
- if(f > autocvar_cl_loddistance2)
+ if(f > dist2)
this.modelindex = this.lodmodelindex2;
- else if(f > autocvar_cl_loddistance1)
+ else if(f > dist1)
this.modelindex = this.lodmodelindex1;
else
this.modelindex = this.lodmodelindex0;
if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
{
CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
- CSQCPlayer_LOD_Apply(this, true);
+ CSQCModel_LOD_Apply(this, true);
if(!isplayer)
{
}
}
else
- CSQCPlayer_LOD_Apply(this, false);
+ CSQCModel_LOD_Apply(this, false);
CSQCModel_AutoTagIndex_Apply(this);
#include "models.qh"
+#ifdef CSQC
+ #include <client/csqcmodel_hooks.qh>
+#endif
+
#ifdef SVQC
#include <common/constants.qh>
#include <common/mapobjects/bgmscript.qh>
}
}
+void g_clientmodel_think(entity this)
+{
+ this.nextthink = time;
+ if(this.oldorigin != this.origin)
+ this.SendFlags |= BIT(1);
+ this.oldorigin = this.origin;
+}
+
void g_clientmodel_dropbyspawnflags(entity this)
{
vector o0;
o0 = this.origin;
g_model_dropbyspawnflags(this);
if(this.origin != o0)
- this.SendFlags |= 2;
+ this.SendFlags |= BIT(1);
}
bool g_clientmodel_genericsendentity(entity this, entity to, int sf)
return true;
}
-
-#define G_MODEL_INIT(ent,sol) \
- if(ent.geomtype && autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) set_movetype(ent, MOVETYPE_PHYSICS); \
- if(!ent.scale) ent.scale = ent.modelscale; \
- SetBrushEntityModel(ent,true); \
- ent.use = g_model_setcolormaptoactivator; \
- InitializeEntity(ent, g_model_dropbyspawnflags, INITPRIO_DROPTOFLOOR); \
- if(!ent.solid) ent.solid = (sol); \
+void g_model_init(entity ent, float sol)
+{
+ if(ent.geomtype && autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) set_movetype(ent, MOVETYPE_PHYSICS);
+ if(!ent.scale) ent.scale = ent.modelscale;
+ SetBrushEntityModel(ent,true);
+ ent.use = g_model_setcolormaptoactivator;
+ InitializeEntity(ent, g_model_dropbyspawnflags, INITPRIO_DROPTOFLOOR);
+ if(!ent.solid) ent.solid = (sol);
else if(ent.solid < 0) ent.solid = SOLID_NOT;
+}
-#define G_CLIENTMODEL_INIT(ent,sol) \
- if(ent.geomtype && autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) set_movetype(ent, MOVETYPE_PHYSICS); \
- if(!ent.scale) ent.scale = ent.modelscale; \
- SetBrushEntityModel(ent,true); \
- ent.use = g_clientmodel_use; \
- InitializeEntity(ent, g_clientmodel_dropbyspawnflags, INITPRIO_DROPTOFLOOR); \
- if(!ent.solid) ent.solid = (sol); \
- else if(ent.solid < 0) ent.solid = SOLID_NOT; \
- if(!ent.bgmscriptsustain) ent.bgmscriptsustain = 1; \
- else if(ent.bgmscriptsustain < 0) ent.bgmscriptsustain = 0; \
- Net_LinkEntity(ent, true, 0, g_clientmodel_genericsendentity); \
+void g_clientmodel_init(entity ent, float sol)
+{
+ if(ent.geomtype && autocvar_physics_ode && checkextension("DP_PHYSICS_ODE")) set_movetype(ent, MOVETYPE_PHYSICS);
+ if(!ent.scale) ent.scale = ent.modelscale;
+ SetBrushEntityModel(ent,true);
+ ent.use = g_clientmodel_use;
+ setthink(ent, g_clientmodel_think);
+ ent.nextthink = time;
+ ent.oldorigin = ent.origin; // don't run an initial double update
+ InitializeEntity(ent, g_clientmodel_dropbyspawnflags, INITPRIO_DROPTOFLOOR);
+ if(!ent.solid) ent.solid = (sol);
+ else if(ent.solid < 0) ent.solid = SOLID_NOT;
+ if(!ent.bgmscriptsustain) ent.bgmscriptsustain = 1;
+ else if(ent.bgmscriptsustain < 0) ent.bgmscriptsustain = 0;
+ Net_LinkEntity(ent, true, 0, g_clientmodel_genericsendentity);
ent.default_solid = sol;
+}
// non-solid model entities:
-spawnfunc(misc_gamemodel) { this.angles_x = -this.angles.x; G_MODEL_INIT (this, SOLID_NOT) } // model entity
-spawnfunc(misc_clientmodel) { this.angles_x = -this.angles.x; G_CLIENTMODEL_INIT(this, SOLID_NOT) } // model entity
-spawnfunc(misc_models) { this.angles_x = -this.angles.x; G_MODEL_INIT (this, SOLID_NOT) } // DEPRECATED old compat entity with confusing name, do not use
+spawnfunc(misc_gamemodel) { this.angles_x = -this.angles.x; g_model_init(this, SOLID_NOT); } // model entity
+spawnfunc(misc_clientmodel) { this.angles_x = -this.angles.x; g_clientmodel_init(this, SOLID_NOT); } // model entity
+spawnfunc(misc_models) { this.angles_x = -this.angles.x; g_model_init(this, SOLID_NOT); } // DEPRECATED old compat entity with confusing name, do not use
// non-solid brush entities:
-spawnfunc(func_illusionary) { G_MODEL_INIT (this, SOLID_NOT) } // Q1 name (WARNING: MISPREDICTED)
-spawnfunc(func_clientillusionary) { G_CLIENTMODEL_INIT(this, SOLID_NOT) } // brush entity
+spawnfunc(func_illusionary) { g_model_init(this, SOLID_NOT); } // Q1 name (WARNING: MISPREDICTED)
+spawnfunc(func_clientillusionary) { g_clientmodel_init(this, SOLID_NOT); } // brush entity
// solid brush entities
-spawnfunc(func_wall) { G_MODEL_INIT (this, SOLID_BSP) } // Q1 name
-spawnfunc(func_clientwall) { G_CLIENTMODEL_INIT(this, SOLID_BSP) } // brush entity (WARNING: MISPREDICTED)
-spawnfunc(func_static) { G_MODEL_INIT (this, SOLID_BSP) } // DEPRECATED old alias name from some other game
+spawnfunc(func_wall) { g_model_init(this, SOLID_BSP); } // Q1 name
+spawnfunc(func_clientwall) { g_clientmodel_init(this, SOLID_BSP); } // brush entity (WARNING: MISPREDICTED)
+spawnfunc(func_static) { g_model_init(this, SOLID_BSP); } // DEPRECATED old alias name from some other game
#elif defined(CSQC)
.float alpha;
.float scale;
fld = origin;
this.(fld) = this.saved;
- if(this.lodmodelindex1)
- {
- if(autocvar_cl_modeldetailreduction <= 0)
- {
- if(this.lodmodelindex2 && autocvar_cl_modeldetailreduction <= -2)
- this.modelindex = this.lodmodelindex2;
- else if(autocvar_cl_modeldetailreduction <= -1)
- this.modelindex = this.lodmodelindex1;
- else
- this.modelindex = this.lodmodelindex0;
- }
- else
- {
- float distance = vlen(NearestPointOnBox(this, view_origin) - view_origin);
- f = (distance * current_viewzoom + 100.0) * autocvar_cl_modeldetailreduction;
- f *= 1.0 / bound(0.01, view_quality, 1);
- if(this.lodmodelindex2 && f > this.loddistance2)
- this.modelindex = this.lodmodelindex2;
- else if(f > this.loddistance1)
- this.modelindex = this.lodmodelindex1;
- else
- this.modelindex = this.lodmodelindex0;
- }
- }
+ CSQCModel_LOD_Apply(this, false);
InterpolateOrigin_Do(this);
this.lodmodelindex1 = ReadShort();
this.loddistance2 = ReadShort();
this.lodmodelindex2 = ReadShort();
+ this.modelindex = this.lodmodelindex0;
+ vector pmin = this.mins, pmax = this.maxs;
+ setmodelindex(this, this.modelindex); // this retrieves the .model key and sets mins/maxs/absmin/absmax
+ setsize(this, pmin, pmax);
+ // if there's no second LOD model, fall back to the first
+ // avoids using the high quality model at a distance
+ if(!this.lodmodelindex2 && this.lodmodelindex1)
+ this.lodmodelindex2 = this.lodmodelindex1;
}
else
{
this.modelindex = ReadShort();
+ vector pmin = this.mins, pmax = this.maxs;
+ setmodelindex(this, this.modelindex); // this retrieves the .model key and sets mins/maxs/absmin/absmax
+ setsize(this, pmin, pmax);
this.loddistance1 = 0;
this.loddistance2 = 0;
}