+void CSQCModel_Hook_PreDraw();
+
.float isplayermodel;
// FEATURE: LOD
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;
// FEATURE: forcemodel (MUST be called BEFORE LOD!)
string forceplayermodels_model;
+float forceplayermodels_modelisgoodmodel;
float forceplayermodels_modelindex;
float forceplayermodels_skin;
string forceplayermodels_mymodel;
+float forceplayermodels_myisgoodmodel;
float forceplayermodels_mymodelindex;
float forceplayermodels_attempted;
+
.string forceplayermodels_savemodel;
.float forceplayermodels_savemodelindex;
.float forceplayermodels_saveskin;
.float forceplayermodels_savecolormap;
+
+.string forceplayermodels_isgoodmodel_mdl;
+.float forceplayermodels_isgoodmodel;
+
+string forceplayermodels_goodmodel;
+float forceplayermodels_goodmodelindex;
+
void CSQCPlayer_ForceModel_PreUpdate(void)
{
self.model = self.forceplayermodels_savemodel;
self.forceplayermodels_savemodelindex = self.modelindex;
self.forceplayermodels_saveskin = self.skin;
self.forceplayermodels_savecolormap = self.colormap;
+
+ if(self.forceplayermodels_savemodel != self.forceplayermodels_isgoodmodel_mdl)
+ {
+ self.forceplayermodels_isgoodmodel = fexists(self.forceplayermodels_savemodel);
+ self.forceplayermodels_isgoodmodel_mdl = self.forceplayermodels_savemodel;
+ if(!self.forceplayermodels_isgoodmodel)
+ print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
+ }
}
void CSQCPlayer_ForceModel_Apply(float islocalplayer)
{
- // first, try finding it from the server
+ // which one is ALWAYS good?
+ if not(forceplayermodels_goodmodel)
+ {
+ entity e;
+ e = spawn();
+ setmodel(e, cvar_defstring("_cl_playermodel"));
+ forceplayermodels_goodmodel = e.model;
+ forceplayermodels_goodmodelindex = e.modelindex;
+ remove(e);
+ }
+ // first, try finding it from the server
if(self.forceplayermodels_savemodelindex && self.forceplayermodels_savemodel != "null")
{
if(islocalplayer)
{
// trust server's idea of "own player model"
- forceplayermodels_model = self.model;
- forceplayermodels_modelindex = self.modelindex;
- forceplayermodels_skin = self.skin;
+ forceplayermodels_modelisgoodmodel = self.forceplayermodels_isgoodmodel;
+ forceplayermodels_model = self.forceplayermodels_savemodel;
+ forceplayermodels_modelindex = self.forceplayermodels_savemodelindex;
+ forceplayermodels_skin = self.forceplayermodels_saveskin;
forceplayermodels_attempted = 1;
}
}
entity e;
e = spawn();
setmodel(e, autocvar__cl_playermodel); // this is harmless, see below
+ forceplayermodels_modelisgoodmodel = fexists(e.model);
forceplayermodels_model = e.model;
forceplayermodels_modelindex = e.modelindex;
forceplayermodels_skin = autocvar__cl_playerskin;
entity e;
e = spawn();
setmodel(e, autocvar_cl_forcemyplayermodel); // this is harmless, see below
+ forceplayermodels_myisgoodmodel = fexists(e.model);
forceplayermodels_mymodel = e.model;
forceplayermodels_mymodelindex = e.modelindex;
remove(e);
}
// apply it
- if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_mymodelindex && self.entnum == player_localnum + 1)
+ if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && self.entnum == player_localnum + 1)
{
self.model = forceplayermodels_mymodel;
self.modelindex = forceplayermodels_mymodelindex;
self.skin = autocvar_cl_forcemyplayerskin;
}
- else if(autocvar_cl_forceplayermodels && forceplayermodels_modelindex)
+ else if(autocvar_cl_forceplayermodels && forceplayermodels_modelisgoodmodel)
{
self.model = forceplayermodels_model;
self.modelindex = forceplayermodels_modelindex;
self.skin = forceplayermodels_skin;
}
- else
+ else if(self.forceplayermodels_isgoodmodel)
{
self.model = self.forceplayermodels_savemodel;
self.modelindex = self.forceplayermodels_savemodelindex;
self.skin = self.forceplayermodels_saveskin;
}
+ else
+ {
+ self.model = forceplayermodels_goodmodel;
+ self.modelindex = forceplayermodels_goodmodelindex;
+ self.skin = self.forceplayermodels_saveskin;
+ }
// forceplayercolors too
if(!teamplay)
self.tag_entity = findfloat(world, entnum, self.tag_networkentity);
changed = 1;
}
+
+ // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
+ {
+ entity oldself = self;
+ self = self.tag_entity;
+ CSQCModel_Hook_PreDraw();
+ self = oldself;
+ }
+
if(self.tag_entity.modelindex != self.tag_entity_lastmodelindex)
{
self.tag_entity_lastmodelindex = self.tag_entity.modelindex;
}
// general functions
-void CSQCModel_Hook_PreDraw(float isplayer, float islocalplayer)
+.float csqcmodel_predraw_run;
+void CSQCModel_Hook_PreDraw()
{
+ if(self.csqcmodel_predraw_run == framecount)
+ return;
+ self.csqcmodel_predraw_run = framecount;
+
if(!self.modelindex || self.model == "null")
{
self.drawmask = 0;
if(self.isplayermodel) // this checks if it's a player MODEL!
{
CSQCPlayer_GlowMod_Apply();
- CSQCPlayer_ForceModel_Apply(islocalplayer);
+ CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
CSQCPlayer_LOD_Apply();
CSQCPlayer_FallbackFrame_Apply();
}
- if(!isplayer) // this checks if it's a player SLOT!
- CSQCModel_AutoTagIndex_Apply();
+ CSQCModel_AutoTagIndex_Apply();
CSQCModel_Effects_Apply();
}