/* =========================================================================== Copyright (C) 2023 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. OpenMoHAA source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // DESCRIPTION: // Functions for doing model animation and attachments #include "cg_local.h" #include "tiki.h" void CG_PlayerTeamUpdate(refEntity_t* pModel, entityState_t* pPlayerState) { // FIXME: unimplemented } /* =============== CG_EntityShadow Returns the Z component of the surface being shadowed should it return a full plane instead of a Z? =============== */ #define SHADOW_DISTANCE 96 qboolean CG_EntityShadow( centity_t *cent, refEntity_t *model ) { vec3_t end; trace_t trace; float alpha, radius; if ( cg_shadows->integer == 0 ) { return qfalse; } if ( model->renderfx & RF_SKYENTITY ) { // no shadows on sky entities return qfalse; } // no shadows when invisible // if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) { // return qfalse; // } // send a trace down from the player to the ground VectorCopy( model->origin, end ); end[2] -= SHADOW_DISTANCE; cgi.CM_BoxTrace( &trace, model->origin, end, vec3_origin, vec3_origin, 0, MASK_PLAYERSOLID, qfalse ); // no shadow if too high if ( trace.fraction == 1.0 ) { return qfalse; } if ( ( cg_shadows->integer == 2 ) && ( model->renderfx & RF_SHADOW_PRECISE ) ) { return qtrue; } // // get the bounds of the current frame // radius = model->scale * cgi.R_ModelRadius( model->hModel ); if ( radius < 1 ) { return qfalse; } // fade the shadow out with height alpha = ( 1.0 - trace.fraction ) * 0.8f; if ( ( cg_shadows->integer == 3 ) && ( model->renderfx & RF_SHADOW_PRECISE ) ) { if ( model->shaderRGBA[ 3 ] == 255 ) { model->shaderRGBA[ 3 ] = alpha * 255; } return qtrue; } // add the mark as a temporary, so it goes directly to the renderer // without taking a spot in the cg_marks array CG_ImpactMark(cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal, cent->lerpAngles[YAW], alpha, alpha, alpha, 1, qfalse, radius, qtrue, -1, qfalse, 0.f, 0.f); return qtrue; } // // // NEW ANIMATION AND THREE PART MODEL SYSTEM // // //================= //CG_AnimationDebugMessage //================= void CG_AnimationDebugMessage ( int number, const char *fmt, ... ) { #ifndef NDEBUG if ( cg_debugAnim->integer ) { va_list argptr; char msg[1024]; va_start (argptr,fmt); vsprintf (msg,fmt,argptr); va_end (argptr); if ( ( !cg_debugAnimWatch->integer ) || ( ( cg_debugAnimWatch->integer - 1 ) == number ) ) { if ( cg_debugAnim->integer == 2 ) { cgi.DebugPrintf( msg ); } else { cgi.Printf( msg ); } } } #endif } /* ====================== CG_AttachEntity Modifies the entities position and axis by the given tag location ====================== */ void CG_AttachEntity( refEntity_t *entity, refEntity_t *parent, dtiki_t* tiki, int tagnum, qboolean use_angles, vec3_t attach_offset ) { int i; orientation_t or; vec3_t tempAxis[3]; vec3_t vOrigin; or = cgi.TIKI_Orientation(parent, tagnum); //cgi.Printf( "th = %d %.2f %.2f %.2f\n", tikihandle, or.origin[ 0 ], or.origin[ 1 ], or.origin[ 2 ] ); VectorCopy(parent->origin, entity->origin); for (i = 0; i < 3; i++) { VectorMA(entity->origin, or.origin[i], parent->axis[i], entity->origin); } if (attach_offset[0] || attach_offset[1] || attach_offset[2]) { MatrixMultiply(or.axis, parent->axis, tempAxis); for (i = 0; i < 3; i++) { VectorMA(entity->origin, attach_offset[i], tempAxis[i], entity->origin); } } VectorCopy(entity->origin, entity->oldorigin); if (use_angles) { MatrixMultiply(entity->axis, parent->axis, tempAxis); MatrixMultiply(or.axis, tempAxis, entity->axis); } entity->scale *= parent->scale; entity->renderfx |= (parent->renderfx & ~(RF_FLAGS_NOT_INHERITED | RF_LIGHTING_ORIGIN)); MatrixTransformVectorRight(entity->axis, entity->lightingOrigin, vOrigin); VectorAdd(entity->origin, vOrigin, entity->lightingOrigin); } void CG_AttachEyeEntity(refEntity_t* entity, refEntity_t* parent, dtiki_t* tiki, int tagnum, qboolean use_angles, vec_t* attach_offset) { // FIXME: unimplemented } void CG_UpdateForceModels() { // FIXME: unimplemented } void CG_ModelAnim(centity_t* cent, qboolean bDoShaderTime) { entityState_t* s1; entityState_t* sNext = NULL; refEntity_t model; int i; vec3_t vMins, vMaxs, vTmp; const char* szTagName; static cvar_t* vmEntity = NULL; int iAnimFlags; s1 = ¢->currentState; if ((cg.snap->ps.pm_flags & PMF_INTERMISSION) && s1->number == cg.snap->ps.clientNum && !cg_3rd_person->integer) { // don't render if in intermission and the client is self without 3rd person return; } memset(&model, 0, sizeof(model)); if (!vmEntity) { vmEntity = cgi.Cvar_Get("viewmodelanim", "1", 0); } if (cent->interpolate) { sNext = ¢->nextState; } // add loop sound only if it is not attached if (s1->loopSound && (s1->parent == ENTITYNUM_NONE)) { cgi.S_AddLoopingSound( cent->lerpOrigin, vec3_origin, cgs.sound_precache[s1->loopSound], s1->loopSoundVolume, s1->loopSoundMinDist, s1->loopSoundMaxDist, s1->loopSoundPitch, s1->loopSoundFlags ); } if (cent->tikiLoopSound && (s1->parent == ENTITYNUM_NONE)) cgi.S_AddLoopingSound( cent->lerpOrigin, vec3_origin, cent->tikiLoopSound, cent->tikiLoopSoundVolume, cent->tikiLoopSoundMinDist, cent->tikiLoopSoundMaxDist, cent->tikiLoopSoundPitch, cent->tikiLoopSoundFlags ); // if set to invisible, skip if (!s1->modelindex) { return; } // set the entity number model.entityNumber = s1->number; // take the results of CL_InterpolateEntities VectorCopy(cent->lerpOrigin, model.origin); VectorCopy(cent->lerpOrigin, model.oldorigin); IntegerToBoundingBox(s1->solid, vMins, vMaxs); // calculate the light origin VectorAdd(vMins, vMaxs, vTmp); VectorMA(model.origin, 0.5, vTmp, model.lightingOrigin); // calculate the radius VectorSubtract(vMins, vMaxs, vTmp); model.radius = VectorLength(vTmp) * 0.5; if (s1->number == cg.snap->ps.clientNum) { if (!cg_3rd_person->integer) { PmoveAdjustAngleSettings_Client( cg.refdefViewAngles, cent->lerpAngles, &cg.predicted_player_state, ¢->currentState ); } model.bone_quat = s1->bone_quat; model.bone_tag = s1->bone_tag; } else { for (i = 0; i < NUM_BONE_CONTROLLERS; i++) { if (s1->bone_tag[i] >= 0) { if ((cent->interpolate) && (cent->nextState.bone_tag[i] == s1->bone_tag[i])) { SlerpQuaternion( s1->bone_quat[i], cent->nextState.bone_quat[i], cg.frameInterpolation, cent->bone_quat[i] ); } else { cent->bone_quat[i][0] = s1->bone_quat[i][0]; cent->bone_quat[i][1] = s1->bone_quat[i][1]; cent->bone_quat[i][2] = s1->bone_quat[i][2]; cent->bone_quat[i][3] = s1->bone_quat[i][3]; } } } model.bone_quat = cent->bone_quat; model.bone_tag = s1->bone_tag; } // convert angles to axis AnglesToAxis(cent->lerpAngles, model.axis); // copy shader specific data if (s1->shader_data[0]) { model.shader_data[0] = s1->shader_data[0]; } else { model.shader_data[0] = s1->tag_num; } if (s1->shader_data[1]) { model.shader_data[1] = s1->shader_data[1]; } else { model.shader_data[1] = s1->skinNum; } if (bDoShaderTime) { if (cent->interpolate) { model.shaderTime = s1->shader_time + (sNext->shader_time - s1->shader_time) * cg.frameInterpolation + cg.time / 1000.0; } else { model.shaderTime = cg.time / 1000.0 + s1->shader_time; } } // Interpolated state variables if (cent->interpolate) { model.scale = s1->scale + cg.frameInterpolation * (cent->nextState.scale - s1->scale); } else { model.scale = s1->scale; } model.hOldModel = 0; model.tiki = cgi.R_Model_GetHandle(cgs.model_draw[s1->modelindex]); if (s1->number != cg.snap->ps.clientNum && (s1->eType == ET_PLAYER || (s1->eFlags & EF_DEAD))) { if (cg_forceModel->integer) { CG_UpdateForceModels(); if (s1->eFlags & EF_AXIS) { model.hModel = cg.hAxisPlayerModelHandle; model.tiki = cg.pAxisPlayerModel; } else { model.hModel = cg.hAlliedPlayerModelHandle; model.tiki = cg.pAlliedPlayerModel; } if (model.hModel && model.tiki) { model.hOldModel = cgs.model_draw[s1->modelindex]; } else { // fallback to non-forced model model.tiki = cgi.R_Model_GetHandle(cgs.model_draw[s1->modelindex]); model.hModel = cgs.model_draw[s1->modelindex]; } } else { model.hModel = cgs.model_draw[s1->modelindex]; } if (!model.hModel || !model.tiki) { // Use a model in case it still doesn't exist if (s1->eFlags & EF_AXIS) { model.hModel = cgi.R_RegisterModel("models/player/german_wehrmacht_soldier.tik"); } else { model.hModel = cgi.R_RegisterModel("models/player/american_army.tik"); } model.tiki = cgi.R_Model_GetHandle(model.hModel); model.hOldModel = cgs.model_draw[s1->modelindex]; } } else { model.hModel = cgs.model_draw[s1->modelindex]; } if (!model.tiki) { // still no model return; } // set skin model.skinNum = s1->skinNum; model.renderfx |= s1->renderfx; cgi.TIKI_SetEyeTargetPos(model.tiki, model.entityNumber, s1->eyeVector); if (sNext && sNext->usageIndex == s1->usageIndex) { float t; float animLength; float t1, t2; t1 = cg.time - cg.snap->serverTime; t2 = cg.nextSnap->serverTime - cg.snap->serverTime; t = t1 / t2; model.actionWeight = (sNext->actionWeight - s1->actionWeight) * t + s1->actionWeight; for (i = 0; i < MAX_FRAMEINFOS; i++) { if (sNext->frameInfo[i].weight) { model.frameInfo[i].index = sNext->frameInfo[i].index; if (sNext->frameInfo[i].index == s1->frameInfo[i].index && s1->frameInfo[i].weight) { model.frameInfo[i].weight = (sNext->frameInfo[i].weight - s1->frameInfo[i].weight) * t + s1->frameInfo[i].weight; if (sNext->frameInfo[i].time >= s1->frameInfo[i].time) { model.frameInfo[i].time = (sNext->frameInfo[i].time - s1->frameInfo[i].time) * t + s1->frameInfo[i].time; } else { animLength = cgi.Anim_Time(model.tiki, sNext->frameInfo[i].index); if (!animLength) { t1 = 0.0; } else { t1 = (animLength + sNext->frameInfo[i].time - s1->frameInfo[i].time) * t + s1->frameInfo[i].time; } t2 = t1; while (t2 > animLength) { t2 -= animLength; } model.frameInfo[i].time = t2; } } else { animLength = cgi.Anim_Time(model.tiki, sNext->frameInfo[i].index); if (!animLength) { t1 = 0.0; } else { t1 = sNext->frameInfo[i].time - (cg.nextSnap->serverTime - cg.time) / 1000.0; } t2 = t1; if (t2 < 0.0) { t2 = 0.0; } model.frameInfo[i].time = t2; model.frameInfo[i].weight = sNext->frameInfo[i].weight; } } else if (sNext->frameInfo[i].index == s1->frameInfo[i].index) { animLength = cgi.Anim_Time(model.tiki, sNext->frameInfo[i].index); if (!animLength) { t1 = 0.0; } else { t1 = (cg.time - cg.snap->serverTime) / 1000.0 + s1->frameInfo[i].time; } t2 = t1; if (t2 < animLength) { t2 = animLength; } model.frameInfo[i].index = s1->frameInfo[i].index; model.frameInfo[i].time = t2; model.frameInfo[i].weight = (1.0 - t) * s1->frameInfo[i].weight; } else { model.frameInfo[i].index = -1; model.frameInfo[i].weight = 0.0; } } } else { // no next state, don't blend anims model.actionWeight = s1->actionWeight; for (i = 0; i < MAX_FRAMEINFOS; i++) { if (s1->frameInfo[i].weight) { model.frameInfo[i].index = s1->frameInfo[i].index; model.frameInfo[i].time = s1->frameInfo[i].time; model.frameInfo[i].weight = s1->frameInfo[i].weight; } else { model.frameInfo[i].index = -1; model.frameInfo[i].weight = 0.0; } } } if (vmEntity->integer == s1->number) { static cvar_t* curanim; if (!curanim) { curanim = cgi.Cvar_Get("viewmodelanimslot", "1", 0); } cgi.Cvar_Set("viewmodelanimclienttime", va("%0.2f", model.frameInfo[curanim->integer].time)); } if (cent->currentState.parent != ENTITYNUM_NONE) { int iTagNum; refEntity_t* parent; dtiki_t* tiki; parent = cgi.R_GetRenderEntity(cent->currentState.parent); if (!parent) { if (developer->integer > 1) { cgi.DPrintf("CG_ModelAnim: Could not find parent entity\n"); } return; } if (s1->parent != cg.snap->ps.clientNum || cg_3rd_person->integer) { // attach the model to the world model if (parent->hOldModel) { tiki = cgi.R_Model_GetHandle(parent->hOldModel); szTagName = cgi.Tag_NameForNum(tiki, s1->tag_num & TAG_MASK); tiki = cgi.R_Model_GetHandle(parent->hModel); iTagNum = cgi.Tag_NumForName(tiki, szTagName); } else { tiki = cgi.R_Model_GetHandle(parent->hModel); iTagNum = s1->tag_num; } CG_AttachEntity( &model, parent, tiki, iTagNum & TAG_MASK, s1->attach_use_angles, s1->attach_offset ); } else { tiki = cg.pPlayerFPSModel; // attach to the first person model if (cg.pLastPlayerWorldModel) { szTagName = cgi.Tag_NameForNum(cg.pLastPlayerWorldModel, s1->tag_num & TAG_MASK); } else { szTagName = cgi.Tag_NameForNum(tiki, s1->tag_num & TAG_MASK); } if (!Q_stricmp(szTagName, "eyes bone")) { iTagNum = cgi.Tag_NumForName(tiki, szTagName); CG_AttachEyeEntity( &model, parent, tiki, iTagNum & TAG_MASK, s1->attach_use_angles, s1->attach_offset ); } else if (!Q_stricmp(szTagName, "tag_weapon_right") || !Q_stricmp(szTagName, "tag_weapon_left")) { iTagNum = cgi.Tag_NumForName(tiki, szTagName); CG_AttachEntity( &model, parent, tiki, iTagNum & TAG_MASK, s1->attach_use_angles, s1->attach_offset ); } } if (s1->loopSound) { cgi.S_AddLoopingSound( model.origin, vec3_origin, cgs.sound_precache[s1->loopSound], s1->loopSoundVolume, s1->loopSoundMinDist, s1->loopSoundMaxDist, s1->loopSoundPitch, s1->loopSoundFlags ); } if (cent->tikiLoopSound) { cgi.S_AddLoopingSound( cent->lerpOrigin, vec3_origin, cent->tikiLoopSound, cent->tikiLoopSoundVolume, cent->tikiLoopSoundMinDist, cent->tikiLoopSoundMaxDist, cent->tikiLoopSoundPitch, cent->tikiLoopSoundFlags ); } // set the attached model to have the same render FX model.renderfx &= ~(RF_THIRD_PERSON | RF_THIRD_PERSON | RF_DEPTHHACK); model.renderfx |= parent->renderfx & (RF_THIRD_PERSON | RF_THIRD_PERSON | RF_DEPTHHACK); } for (i = 0; i < 3; i++) { model.shaderRGBA[i] = cent->color[i] * 255; } model.shaderRGBA[3] = s1->alpha * 255; // set surfaces memcpy(model.surfaces, s1->surfaces, MAX_MODEL_SURFACES); if (!(s1->renderfx & RF_VIEWMODEL) && s1->parent != ENTITYNUM_NONE && s1->parent == cg.snap->ps.clientNum && ((!cg_drawviewmodel->integer && !cg_3rd_person->integer) || cg.snap->ps.stats[STAT_INZOOM])) { // hide all surfaces while zooming or if the viewmodel shouldn't be shown for (i = 0; i < MAX_MODEL_SURFACES; i++) { model.surfaces[i] |= MDL_SURFACE_NODRAW; } } if (!(s1->renderfx & RF_DONTDRAW) && (model.renderfx & RF_SHADOW)) { // add the shadow CG_EntityShadow(cent, &model); } iAnimFlags = 0; // combine anim flags from all frame infos for (i = 0; i < MAX_FRAMEINFOS; i++) { if (model.frameInfo[i].weight && model.frameInfo[i].index >= 0) { iAnimFlags |= cgi.Anim_Flags(model.tiki, model.frameInfo[i].index); } } if (iAnimFlags & TAF_AUTOFOOTSTEPS) { int iTagNum; // Automatically calculate the footsteps sounds if (cent->bFootOnGround_Right) { iTagNum = cgi.Tag_NumForName(model.tiki, "Bip01 R Foot"); if (iTagNum >= 0) { cent->bFootOnGround_Right = cgi.TIKI_IsOnGround(&model, iTagNum, 13.653847f); } else { cent->bFootOnGround_Right = qtrue; } } else { iTagNum = cgi.Tag_NumForName(model.tiki, "Bip01 R Foot"); if (iTagNum >= 0) { if (cgi.TIKI_IsOnGround(&model, iTagNum, 13.461539f)) { CG_Footstep( "Bip01 R Foot", cent, &model, (iAnimFlags & TAF_AUTOFOOTSTEPS_RUNNING), (iAnimFlags & TAF_AUTOFOOTSTEPS_EQUIPMENT) ); cent->bFootOnGround_Right = qtrue; } } else { cent->bFootOnGround_Right = qtrue; } } if (cent->bFootOnGround_Left) { iTagNum = cgi.Tag_NumForName(model.tiki, "Bip01 L Foot"); if (iTagNum >= 0) { cent->bFootOnGround_Left = cgi.TIKI_IsOnGround(&model, iTagNum, 13.653847f); } else { cent->bFootOnGround_Left = qtrue; } } else { iTagNum = cgi.Tag_NumForName(model.tiki, "Bip01 L Foot"); if (iTagNum >= 0) { if (cgi.TIKI_IsOnGround(&model, iTagNum, 13.461539f)) { CG_Footstep( "Bip01 L Foot", cent, &model, (iAnimFlags & TAF_AUTOFOOTSTEPS_RUNNING), (iAnimFlags & TAF_AUTOFOOTSTEPS_EQUIPMENT) ); cent->bFootOnGround_Left = qtrue; } } else { cent->bFootOnGround_Left = qtrue; } } } else { cent->bFootOnGround_Left = qtrue; cent->bFootOnGround_Right = qtrue; } if (cent->currentState.eType == ET_PLAYER && !(cent->currentState.eFlags & EF_DEAD)) { CG_PlayerTeamUpdate(&model, ¢->currentState); } if (s1->number == cg.snap->ps.clientNum) { if ((!cg.bFPSModelLastFrame && !cg_3rd_person->integer) || (cg.bFPSModelLastFrame && cg_3rd_person->integer)) { // reset the animations when toggling 3rd person for (i = 0; i < MAX_FRAMEINFOS; i++) { cent->animLast[i] = -1; } cent->animLastWeight = 0; cent->usageIndexLast = 0; cg.bFPSModelLastFrame = !cg_3rd_person->integer; } // player footsteps, walking/falling if (cg.bFPSOnGround != cg.predicted_player_state.walking) { cg.bFPSOnGround = cg.predicted_player_state.walking; if (cg.predicted_player_state.walking) { CG_LandingSound(cent, &model, 1.0, 1); } else { if (cent->iNextLandTime < cg.time) { CG_Footstep(0, cent, &model, 1, 1); } cent->iNextLandTime = cg.time + 200; } } if (!cg_3rd_person->integer) { // first person view if (!(cg.predicted_player_state.pm_flags & PMF_CAMERA_VIEW) && (cg.snap->ps.stats[STAT_HEALTH] <= 0 || cg_animationviewmodel->integer)) { // use world position for this case CG_OffsetFirstPersonView(&model, qtrue); } if (!cg.pLastPlayerWorldModel || cg.pLastPlayerWorldModel != model.tiki) { qhandle_t hModel; char fpsname[128]; COM_StripExtension(model.tiki->a->name, fpsname, sizeof(fpsname)); hModel = cgi.R_RegisterModel(fpsname); if (hModel) { cg.hPlayerFPSModelHandle = hModel; cg.pPlayerFPSModel = cgi.R_Model_GetHandle(hModel); if (!cg.pPlayerFPSModel) { cg.pPlayerFPSModel = model.tiki; } } else { if (cg.snap->ps.stats[STAT_TEAM] == TEAM_AXIS) { hModel = cgi.R_RegisterModel("models/player/german_wehrmacht_soldier_fps.tik"); } else { hModel = cgi.R_RegisterModel("models/player/american_army_fps.tik"); } if (hModel) { cg.hPlayerFPSModelHandle = hModel; cg.pPlayerFPSModel = cgi.R_Model_GetHandle(hModel); if (!cg.pPlayerFPSModel) { cg.pPlayerFPSModel = model.tiki; } } else { cg.hPlayerFPSModelHandle = cgs.model_draw[s1->modelindex]; cg.pPlayerFPSModel = model.tiki; } } cg.pLastPlayerWorldModel = model.tiki; } model.tiki = cg.pPlayerFPSModel; model.hModel = cg.hPlayerFPSModelHandle; memset(model.surfaces, 0, sizeof(model.surfaces)); CG_ViewModelAnimation(&model); cgi.ForceUpdatePose(&model); if ((cent->currentState.eFlags & EF_UNARMED) || cg_drawviewmodel->integer <= 1 || cg.snap->ps.stats[STAT_INZOOM] || cg.snap->ps.stats[STAT_HEALTH] <= 0) { // unarmed or zooming, hide the arms for (i = 0; i < MAX_MODEL_SURFACES; i++) { model.surfaces[i] |= MDL_SURFACE_NODRAW; } } else { // show/hide the garand hand depending if it's a rifle or not // so the hand can hold the rifle correctly const char* weaponstring = ""; int iSurfaceNum; if (cg.snap->ps.activeItems[1] >= 0) { weaponstring = CG_ConfigString(CS_WEAPONS + cg.snap->ps.activeItems[1]); } if (!Q_stricmp(weaponstring, "M1 Garand") || !Q_stricmp(weaponstring, "Springfield '03 Sniper") || !Q_stricmp(weaponstring, "Mauser KAR 98K") || !Q_stricmp(weaponstring, "KAR98 - Sniper")) { // show the garand hands iSurfaceNum = cgi.Surface_NameToNum(model.tiki, "lefthand"); if (iSurfaceNum >= 0) { model.surfaces[iSurfaceNum] |= MDL_SURFACE_NODRAW; } iSurfaceNum = cgi.Surface_NameToNum(model.tiki, "garandhand"); if (iSurfaceNum >= 0) { model.surfaces[iSurfaceNum] &= ~MDL_SURFACE_NODRAW; } } else { // hide the garand hands iSurfaceNum = cgi.Surface_NameToNum(model.tiki, "garandhand"); if (iSurfaceNum >= 0) { model.surfaces[iSurfaceNum] |= MDL_SURFACE_NODRAW; } iSurfaceNum = cgi.Surface_NameToNum(model.tiki, "lefthand"); if (iSurfaceNum >= 0) { model.surfaces[iSurfaceNum] &= ~MDL_SURFACE_NODRAW; } } } if (!(s1->eFlags & EF_CLIMBWALL)) { // when the player is not climbing ladders show the entity model.renderfx |= RF_DEPTHHACK; } if (!(cg.predicted_player_state.pm_flags & PMF_CAMERA_VIEW)) { if (cg.snap->ps.stats[STAT_HEALTH] > 0 && !cg_animationviewmodel->integer) { CG_OffsetFirstPersonView(&model, qfalse); } AnglesToAxis(cg.refdefViewAngles, cg.refdef.viewaxis); } model.renderfx &= ~(RF_FIRST_PERSON | RF_THIRD_PERSON); // set the first person render flag model.renderfx |= RF_FIRST_PERSON; } } if (model.renderfx & RF_SKYORIGIN) { memcpy(cg.sky_axis, model.axis, sizeof(cg.sky_axis)); VectorCopy(model.origin, cg.sky_origin); } model.reType = ET_MODELANIM_SKEL; if (!(s1->renderfx & RF_DONTDRAW)) { cgi.R_Model_GetHandle(model.hModel); if (VectorCompare(model.origin, vec3_origin)) { VectorCopy(s1->origin, model.origin); AngleVectors(s1->angles, model.axis[0], model.axis[1], model.axis[2]); } // add to refresh list cgi.R_AddRefEntityToScene(&model, s1->parent); } CG_UpdateEntityEmitters(s1->number, &model, cent); if (s1->usageIndex == cent->usageIndexLast) { // process the exit commands of the last animations for (i = 0; i < MAX_FRAMEINFOS; i++) { if ((cent->animLastWeight >> i) & 1) { if (!model.frameInfo[i].weight || model.frameInfo[i].index != cent->animLast[i]) { CG_ProcessEntityCommands(TIKI_FRAME_EXIT, cent->animLast[i], s1->number, &model, cent); } } } } for (i = 0; i < MAX_FRAMEINFOS; i++) { // process the entry commands of the current anim if (model.frameInfo[i].weight) { if (!((cent->animLastWeight >> i) & 1) || model.frameInfo[i].index != cent->animLast[i]) { CG_ProcessEntityCommands(TIKI_FRAME_ENTRY, model.frameInfo[i].index, s1->number, &model, cent); cent->animLastTimes[i] = 0.0; } CG_ClientCommands(&model, cent, i); } cent->animLastTimes[i] = model.frameInfo[i].time; cent->animLast[i] = model.frameInfo[i].index; if (model.frameInfo[i].weight) { cent->animLastWeight |= 1 << i; } else { cent->animLastWeight &= ~(1 << i); } } cent->usageIndexLast = cent->currentState.usageIndex; }