git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7382 e016b1c5-ed68-44aa-a2f7-31cac88cffde
773 lines
22 KiB
C++
773 lines
22 KiB
C++
#include "cube.h"
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VARP(animationinterpolationtime, 0, 150, 1000);
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model *loadingmodel = NULL;
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#include "tristrip.h"
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#include "modelcache.h"
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#include "vertmodel.h"
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#include "md2.h"
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#include "md3.h"
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#define checkmdl if(!loadingmodel) { conoutf("not loading a model"); return; }
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void mdlcullface(int *cullface)
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{
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checkmdl;
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loadingmodel->cullface = *cullface!=0;
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}
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COMMAND(mdlcullface, "i");
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void mdlvertexlight(int *vertexlight)
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{
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checkmdl;
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loadingmodel->vertexlight = *vertexlight!=0;
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}
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COMMAND(mdlvertexlight, "i");
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void mdltranslucent(int *translucency)
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{
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checkmdl;
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loadingmodel->translucency = *translucency/100.0f;
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}
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COMMAND(mdltranslucent, "i");
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void mdlalphatest(int *alphatest)
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{
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checkmdl;
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loadingmodel->alphatest = *alphatest/100.0f;
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}
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COMMAND(mdlalphatest, "i");
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void mdlalphablend(int *alphablend) //ALX Alpha channel models
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{
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checkmdl;
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loadingmodel->alphablend = *alphablend!=0;
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}
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COMMAND(mdlalphablend, "i");
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void mdlscale(int *percent)
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{
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checkmdl;
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float scale = 0.3f;
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if(*percent>0) scale = *percent/100.0f;
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else if(*percent<0) scale = 0.0f;
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loadingmodel->scale = scale;
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}
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COMMAND(mdlscale, "i");
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void mdltrans(float *x, float *y, float *z)
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{
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checkmdl;
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loadingmodel->translate = vec(*x, *y, *z);
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}
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COMMAND(mdltrans, "fff");
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void mdlshadowdist(int *dist)
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{
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checkmdl;
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loadingmodel->shadowdist = *dist;
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}
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COMMAND(mdlshadowdist, "i");
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void mdlcachelimit(int *limit)
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{
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checkmdl;
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loadingmodel->cachelimit = *limit;
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}
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COMMAND(mdlcachelimit, "i");
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vector<mapmodelinfo> mapmodels;
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void mapmodel(int *rad, int *h, int *zoff, char *snap, char *name)
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{
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mapmodelinfo &mmi = mapmodels.add();
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mmi.rad = *rad;
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mmi.h = *h;
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mmi.zoff = *zoff;
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mmi.m = NULL;
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formatstring(mmi.name)("mapmodels/%s", name);
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}
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void mapmodelreset()
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{
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if(execcontext==IEXC_MAPCFG) mapmodels.shrink(0);
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}
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mapmodelinfo &getmminfo(int i) { return mapmodels.inrange(i) ? mapmodels[i] : *(mapmodelinfo *)0; }
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COMMAND(mapmodel, "iiiss");
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COMMAND(mapmodelreset, "");
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hashtable<const char *, model *> mdllookup;
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model *nomodel = NULL;
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model *loadmodel(const char *name, int i, bool trydl)
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{
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if(!name)
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{
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if(!mapmodels.inrange(i)) return NULL;
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mapmodelinfo &mmi = mapmodels[i];
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if(mmi.m) return mmi.m;
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name = mmi.name;
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}
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model **mm = mdllookup.access(name);
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model *m;
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if(mm) m = *mm;
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else
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{
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pushscontext(IEXC_MDLCFG);
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m = new md2(name);
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loadingmodel = m;
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if(!m->load())
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{
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delete m;
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m = new md3(name);
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loadingmodel = m;
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if(!m->load())
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{
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delete m;
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loadingmodel = NULL;
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if(trydl)
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{
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defformatstring(dl)("packages/models/%s", name);
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requirepackage(PCK_MAPMODEL, dl);
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}
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else
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{
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mdllookup.access(newstring(name), nomodel);
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conoutf("\f3failed to load model %s", name);
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}
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}
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}
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popscontext();
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if(!loadingmodel)
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{
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if(!trydl)
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{
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conoutf(_("failed to load model %s"), name);
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if(!nomodel) nomodel = new md2("nomodel");
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m = nomodel;
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mdllookup.access(newstring(name), m);
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}
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}
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else mdllookup.access(m->name(), m);
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loadingmodel = NULL;
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}
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if(m == nomodel) return NULL;
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if(mapmodels.inrange(i) && !mapmodels[i].m) mapmodels[i].m = m;
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return m;
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}
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void cleanupmodels()
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{
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enumerate(mdllookup, model *, m, m->cleanup());
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}
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VARP(dynshadow, 0, 40, 100);
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VARP(dynshadowdecay, 0, 1000, 3000);
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struct batchedmodel
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{
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vec o;
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int anim, varseed, tex;
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float yaw, pitch, speed;
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int basetime;
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playerent *d;
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int attached;
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float scale;
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};
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struct modelbatch
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{
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model *m;
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vector<batchedmodel> batched;
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};
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static vector<modelbatch *> batches;
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static vector<modelattach> modelattached;
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static int numbatches = -1;
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void startmodelbatches()
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{
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numbatches = 0;
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modelattached.setsize(0);
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}
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batchedmodel &addbatchedmodel(model *m)
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{
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modelbatch *b = NULL;
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if(m->batch>=0 && m->batch<numbatches && batches[m->batch]->m==m) b = batches[m->batch];
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else
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{
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if(numbatches<batches.length())
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{
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b = batches[numbatches];
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b->batched.setsize(0);
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}
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else b = batches.add(new modelbatch);
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b->m = m;
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m->batch = numbatches++;
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}
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return b->batched.add();
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}
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void renderbatchedmodel(model *m, batchedmodel &b)
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{
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modelattach *a = NULL;
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if(b.attached>=0) a = &modelattached[b.attached];
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if(stenciling)
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{
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m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale);
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return;
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}
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int x = (int)b.o.x, y = (int)b.o.y;
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if(!OUTBORD(x, y))
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{
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sqr *s = S(x, y);
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glColor3ub(s->r, s->g, s->b);
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}
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else glColor3f(1, 1, 1);
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m->setskin(b.tex);
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if(b.anim&ANIM_TRANSLUCENT)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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m->render(b.anim|ANIM_NOSKIN, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GLfloat color[4];
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glGetFloatv(GL_CURRENT_COLOR, color);
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glColor4f(color[0], color[1], color[2], m->translucency);
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}
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m->render(b.anim, b.varseed, b.speed, b.basetime, b.o, b.yaw, b.pitch, b.d, a, b.scale);
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if(b.anim&ANIM_TRANSLUCENT)
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{
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glDepthFunc(GL_LESS);
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glDisable(GL_BLEND);
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}
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}
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void renderbatchedmodelshadow(model *m, batchedmodel &b)
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{
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int x = (int)b.o.x, y = (int)b.o.y;
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if(OUTBORD(x, y)) return;
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sqr *s = S(x, y);
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vec center(b.o.x, b.o.y, s->floor);
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if(s->type==FHF) center.z -= s->vdelta/4.0f;
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if(dynshadowquad && center.z-0.1f>b.o.z) return;
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center.z += 0.1f;
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modelattach *a = NULL;
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if(b.attached>=0) a = &modelattached[b.attached];
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float intensity = dynshadow/100.0f;
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if(dynshadowdecay) switch(b.anim&ANIM_INDEX)
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{
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case ANIM_DECAY:
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case ANIM_LYING_DEAD:
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intensity *= max(1.0f - float(lastmillis - b.basetime)/dynshadowdecay, 0.0f);
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break;
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}
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glColor4f(0, 0, 0, intensity);
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m->rendershadow(b.anim, b.varseed, b.speed, b.basetime, dynshadowquad ? center : b.o, b.yaw, a);
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}
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static int sortbatchedmodels(const batchedmodel *x, const batchedmodel *y)
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{
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if(x->tex < y->tex) return -1;
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if(x->tex > y->tex) return 1;
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return 0;
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}
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struct translucentmodel
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{
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model *m;
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batchedmodel *batched;
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float dist;
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};
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static int sorttranslucentmodels(const translucentmodel *x, const translucentmodel *y)
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{
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if(x->dist > y->dist) return -1;
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if(x->dist < y->dist) return 1;
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return 0;
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}
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void clearmodelbatches()
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{
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numbatches = -1;
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}
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void endmodelbatches(bool flush)
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{
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vector<translucentmodel> translucent;
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loopi(numbatches)
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{
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modelbatch &b = *batches[i];
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if(b.batched.empty()) continue;
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loopvj(b.batched) if(b.batched[j].tex) { b.batched.sort(sortbatchedmodels); break; }
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b.m->startrender();
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loopvj(b.batched)
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{
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batchedmodel &bm = b.batched[j];
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if(bm.anim&ANIM_TRANSLUCENT)
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{
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translucentmodel &tm = translucent.add();
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tm.m = b.m;
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tm.batched = &bm;
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tm.dist = camera1->o.dist(bm.o);
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continue;
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}
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renderbatchedmodel(b.m, bm);
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}
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if(dynshadow && b.m->hasshadows() && (!reflecting || refracting) && (!stencilshadow || !hasstencil || stencilbits < 8))
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{
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loopvj(b.batched)
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{
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batchedmodel &bm = b.batched[j];
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if(bm.anim&ANIM_TRANSLUCENT) continue;
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renderbatchedmodelshadow(b.m, bm);
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}
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}
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b.m->endrender();
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}
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if(translucent.length())
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{
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translucent.sort(sorttranslucentmodels);
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model *lastmodel = NULL;
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loopv(translucent)
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{
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translucentmodel &tm = translucent[i];
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if(lastmodel!=tm.m)
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{
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if(lastmodel) lastmodel->endrender();
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(lastmodel = tm.m)->startrender();
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}
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renderbatchedmodel(tm.m, *tm.batched);
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}
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if(lastmodel) lastmodel->endrender();
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}
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if(flush) clearmodelbatches();
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}
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const int dbgmbatch = 0;
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//VAR(dbgmbatch, 0, 0, 1);
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VARP(popdeadplayers, 0, 0, 1);
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void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, float yaw, float pitch, float speed, int basetime, playerent *d, modelattach *a, float scale)
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{
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if(popdeadplayers && d && a)
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{
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int acv = anim&ANIM_INDEX;
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if( acv == ANIM_DECAY || acv == ANIM_LYING_DEAD || acv == ANIM_CROUCH_DEATH || acv == ANIM_DEATH ) return;
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}
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model *m = loadmodel(mdl);
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if(!m || (stenciling && (m->shadowdist <= 0 || anim&ANIM_TRANSLUCENT))) return;
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if(rad >= 0)
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{
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if(!rad) rad = m->radius;
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if(isoccluded(camera1->o.x, camera1->o.y, o.x-rad, o.y-rad, rad*2)) return;
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}
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if(stenciling && d && !raycubelos(camera1->o, o, d->radius))
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{
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vec target(o);
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target.z += d->eyeheight;
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if(!raycubelos(camera1->o, target, d->radius)) return;
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}
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int varseed = 0;
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if(d) switch(anim&ANIM_INDEX)
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{
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case ANIM_DEATH:
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case ANIM_LYING_DEAD: varseed = (int)(size_t)d + d->lastpain; break;
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default: varseed = (int)(size_t)d + d->lastaction; break;
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}
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if(a) for(int i = 0; a[i].tag; i++)
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{
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if(a[i].name) a[i].m = loadmodel(a[i].name);
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//if(a[i].m && a[i].m->type()!=m->type()) a[i].m = NULL;
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}
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if(numbatches>=0 && !dbgmbatch)
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{
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batchedmodel &b = addbatchedmodel(m);
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b.o = o;
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b.anim = anim;
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b.varseed = varseed;
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b.tex = tex;
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b.yaw = yaw;
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b.pitch = pitch;
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b.speed = speed;
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b.basetime = basetime;
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b.d = d;
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b.attached = a ? modelattached.length() : -1;
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if(a) for(int i = 0;; i++) { modelattached.add(a[i]); if(!a[i].tag) break; }
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b.scale = scale;
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return;
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}
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if(stenciling)
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{
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m->startrender();
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m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, yaw, pitch, d, a, scale);
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m->endrender();
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return;
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}
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m->startrender();
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int x = (int)o.x, y = (int)o.y;
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if(!OUTBORD(x, y))
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{
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sqr *s = S(x, y);
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if(!(anim&ANIM_TRANSLUCENT) && dynshadow && m->hasshadows() && (!reflecting || refracting) && (!stencilshadow || !hasstencil || stencilbits < 8))
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{
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vec center(o.x, o.y, s->floor);
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if(s->type==FHF) center.z -= s->vdelta/4.0f;
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if(!dynshadowquad || center.z-0.1f<=o.z)
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{
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center.z += 0.1f;
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float intensity = dynshadow/100.0f;
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if(dynshadowdecay) switch(anim&ANIM_INDEX)
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{
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case ANIM_DECAY:
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case ANIM_LYING_DEAD:
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intensity *= max(1.0f - float(lastmillis - basetime)/dynshadowdecay, 0.0f);
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break;
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}
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glColor4f(0, 0, 0, intensity);
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m->rendershadow(anim, varseed, speed, basetime, dynshadowquad ? center : o, yaw, a);
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}
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}
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glColor3ub(s->r, s->g, s->b);
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}
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else glColor3f(1, 1, 1);
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m->setskin(tex);
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if(anim&ANIM_TRANSLUCENT)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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m->render(anim|ANIM_NOSKIN, varseed, speed, basetime, o, yaw, pitch, d, a, scale);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GLfloat color[4];
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glGetFloatv(GL_CURRENT_COLOR, color);
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glColor4f(color[0], color[1], color[2], m->translucency);
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}
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m->render(anim, varseed, speed, basetime, o, yaw, pitch, d, a, scale);
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if(anim&ANIM_TRANSLUCENT)
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{
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glDepthFunc(GL_LESS);
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glDisable(GL_BLEND);
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}
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m->endrender();
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}
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int findanim(const char *name)
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{
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const char *names[] = { "idle", "run", "attack", "pain", "jump", "land", "flipoff", "salute", "taunt", "wave", "point", "crouch idle", "crouch walk", "crouch attack", "crouch pain", "crouch death", "death", "lying dead", "flag", "gun idle", "gun shoot", "gun reload", "gun throw", "mapmodel", "trigger", "decay", "all" };
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loopi(sizeof(names)/sizeof(names[0])) if(!strcmp(name, names[i])) return i;
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return -1;
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}
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void loadskin(const char *dir, const char *altdir, Texture *&skin) // model skin sharing
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{
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#define ifnoload if((skin = textureload(path))==notexture)
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defformatstring(path)("packages/models/%s/skin.jpg", dir);
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ifnoload
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{
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strcpy(path+strlen(path)-3, "png");
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ifnoload
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{
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formatstring(path)("packages/models/%s/skin.jpg", altdir);
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ifnoload
|
|
{
|
|
strcpy(path+strlen(path)-3, "png");
|
|
ifnoload return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void preload_playermodels()
|
|
{
|
|
model *playermdl = loadmodel("playermodels");
|
|
if(dynshadow && playermdl) playermdl->genshadows(8.0f, 4.0f);
|
|
loopi(NUMGUNS)
|
|
{
|
|
if (i==GUN_CPISTOL) continue; //RR 18/12/12 - Remove when cpistol is added.
|
|
defformatstring(widn)("modmdlvwep%d", i);
|
|
defformatstring(vwep)("weapons/%s/world", identexists(widn)?getalias(widn):guns[i].modelname);
|
|
model *vwepmdl = loadmodel(vwep);
|
|
if(dynshadow && vwepmdl) vwepmdl->genshadows(8.0f, 4.0f);
|
|
}
|
|
}
|
|
|
|
void preload_entmodels()
|
|
{
|
|
string buf;
|
|
|
|
extern const char *entmdlnames[];
|
|
loopi(I_AKIMBO-I_CLIPS+1)
|
|
{
|
|
strcpy(buf, "pickups/");
|
|
|
|
defformatstring(widn)("modmdlpickup%d", i-3);
|
|
|
|
if (identexists(widn))
|
|
strcat(buf, getalias(widn));
|
|
else
|
|
strcat(buf, entmdlnames[i]);
|
|
|
|
model *mdl = loadmodel(buf);
|
|
|
|
if(dynshadow && mdl) mdl->genshadows(8.0f, 2.0f);
|
|
}
|
|
static const char *bouncemdlnames[] = { "misc/gib01", "misc/gib02", "misc/gib03", "weapons/grenade/static" };
|
|
loopi(sizeof(bouncemdlnames)/sizeof(bouncemdlnames[0]))
|
|
{
|
|
model *mdl = NULL;
|
|
defformatstring(widn)("modmdlbounce%d", i);
|
|
|
|
if (identexists(widn))
|
|
mdl = loadmodel(getalias(widn));
|
|
else
|
|
mdl = loadmodel(bouncemdlnames[i]);
|
|
|
|
if(dynshadow && mdl) mdl->genshadows(8.0f, 2.0f);
|
|
}
|
|
}
|
|
|
|
void preload_mapmodels(bool trydl)
|
|
{
|
|
loopv(ents)
|
|
{
|
|
entity &e = ents[i];
|
|
if(e.type!=MAPMODEL || !mapmodels.inrange(e.attr2)) continue;
|
|
loadmodel(NULL, e.attr2, trydl);
|
|
if(e.attr4) lookuptexture(e.attr4, notexture, trydl);
|
|
}
|
|
}
|
|
|
|
inline void renderhboxpart(playerent *d, vec top, vec bottom, vec up)
|
|
{
|
|
if(d->state==CS_ALIVE && d->head.x >= 0)
|
|
{
|
|
glBegin(GL_LINE_LOOP);
|
|
loopi(8)
|
|
{
|
|
vec pos(camright);
|
|
pos.rotate(2*M_PI*i/8.0f, camdir).mul(HEADSIZE).add(d->head);
|
|
glVertex3fv(pos.v);
|
|
}
|
|
glEnd();
|
|
|
|
glBegin(GL_LINES);
|
|
glVertex3fv(bottom.v);
|
|
glVertex3fv(d->head.v);
|
|
glEnd();
|
|
}
|
|
|
|
vec spoke;
|
|
spoke.orthogonal(up);
|
|
spoke.normalize().mul(d->radius);
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
loopi(8)
|
|
{
|
|
vec pos(spoke);
|
|
pos.rotate(2*M_PI*i/8.0f, up).add(top);
|
|
glVertex3fv(pos.v);
|
|
}
|
|
glEnd();
|
|
glBegin(GL_LINE_LOOP);
|
|
loopi(8)
|
|
{
|
|
vec pos(spoke);
|
|
pos.rotate(2*M_PI*i/8.0f, up).add(bottom);
|
|
glVertex3fv(pos.v);
|
|
}
|
|
glEnd();
|
|
glBegin(GL_LINES);
|
|
loopi(8)
|
|
{
|
|
vec pos(spoke);
|
|
pos.rotate(2*M_PI*i/8.0f, up).add(bottom);
|
|
glVertex3fv(pos.v);
|
|
pos.sub(bottom).add(top);
|
|
glVertex3fv(pos.v);
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
void renderclient(playerent *d, const char *mdlname, const char *vwepname, int tex)
|
|
{
|
|
int varseed = (int)(size_t)d;
|
|
int anim = ANIM_IDLE|ANIM_LOOP;
|
|
float speed = 0.0;
|
|
vec o(d->o);
|
|
o.z -= d->eyeheight;
|
|
int basetime = -((int)(size_t)d&0xFFF);
|
|
if(d->state==CS_DEAD)
|
|
{
|
|
if(d==player1 && d->allowmove()) return;
|
|
loopv(bounceents) if(bounceents[i]->bouncetype==BT_GIB && bounceents[i]->owner==d) return;
|
|
d->pitch = 0.1f;
|
|
anim = ANIM_DEATH;
|
|
varseed += d->lastpain;
|
|
basetime = d->lastpain;
|
|
int t = lastmillis-d->lastpain;
|
|
if(t<0 || t>20000) return;
|
|
if(t>2000)
|
|
{
|
|
anim = ANIM_LYING_DEAD|ANIM_NOINTERP|ANIM_LOOP;
|
|
basetime += 2000;
|
|
t -= 2000;
|
|
o.z -= t*t/10000000000.0f*t;
|
|
}
|
|
}
|
|
else if(d->state==CS_EDITING) { anim = ANIM_JUMP|ANIM_END; }
|
|
else if(d->state==CS_LAGGED) { anim = ANIM_SALUTE|ANIM_LOOP|ANIM_TRANSLUCENT; }
|
|
else if(lastmillis-d->lastpain<300) { anim = d->crouching ? ANIM_CROUCH_PAIN : ANIM_PAIN; speed = 300.0f/4; varseed += d->lastpain; basetime = d->lastpain; }
|
|
// else if(!d->onfloor && d->timeinair>50) { anim = ANIM_JUMP|ANIM_END; }
|
|
else if(!d->onfloor && d->timeinair>50) { anim = (d->crouching ? ANIM_CROUCH_WALK : ANIM_JUMP)|ANIM_END; }
|
|
else if(d->weaponsel==d->lastattackweapon && lastmillis-d->lastaction<300 && d->lastpain < d->lastaction) { anim = d->crouching ? ANIM_CROUCH_ATTACK : ANIM_ATTACK; speed = 300.0f/8; basetime = d->lastaction; }
|
|
else if(!d->move && !d->strafe) { anim = (d->crouching ? ANIM_CROUCH_IDLE : ANIM_IDLE)|ANIM_LOOP; }
|
|
else { anim = (d->crouching ? ANIM_CROUCH_WALK : ANIM_RUN)|ANIM_LOOP; speed = 1860/d->maxspeed; }
|
|
if(d->move < 0) anim |= ANIM_REVERSE;
|
|
modelattach a[3];
|
|
int numattach = 0;
|
|
if(vwepname)
|
|
{
|
|
a[numattach].name = vwepname;
|
|
a[numattach].tag = "tag_weapon";
|
|
numattach++;
|
|
}
|
|
|
|
if(!stenciling && !reflecting && !refracting)
|
|
{
|
|
if(d->weaponsel==d->lastattackweapon && lastmillis-d->lastaction < d->weaponsel->flashtime())
|
|
anim |= ANIM_PARTICLE;
|
|
if(d != player1 && d->state==CS_ALIVE)
|
|
{
|
|
d->head = vec(-1, -1, -1);
|
|
a[numattach].tag = "tag_head";
|
|
a[numattach].pos = &d->head;
|
|
numattach++;
|
|
}
|
|
}
|
|
if(player1->isspectating() && d->clientnum == player1->followplayercn && player1->spectatemode == SM_FOLLOW3RD_TRANSPARENT)
|
|
{
|
|
anim |= ANIM_TRANSLUCENT; // see through followed player
|
|
if(stenciling) return;
|
|
}
|
|
rendermodel(mdlname, anim|ANIM_DYNALLOC, tex, 1.5f, o, d->yaw+90, d->pitch/4, speed, basetime, d, a);
|
|
if(!stenciling && !reflecting && !refracting)
|
|
{
|
|
if(isteam(player1->team, d->team)) renderaboveheadicon(d);
|
|
}
|
|
}
|
|
|
|
VARP(teamdisplaymode, 0, 1, 2);
|
|
|
|
#define SKINBASE "packages/models/playermodels"
|
|
VARP(hidecustomskins, 0, 0, 2);
|
|
static vector<char *> playerskinlist;
|
|
|
|
const char *getclientskin(const char *name, const char *suf)
|
|
{
|
|
static string tmp;
|
|
int suflen = (int)strlen(suf), namelen = (int)strlen(name);
|
|
const char *s, *r = NULL;
|
|
loopv(playerskinlist)
|
|
{
|
|
s = playerskinlist[i];
|
|
int sl = (int)strlen(s) - suflen;
|
|
if(sl > 0 && !strcmp(s + sl, suf))
|
|
{
|
|
if(namelen == sl && !strncmp(name, s, namelen)) return s; // exact match
|
|
if(s[sl - 1] == '_')
|
|
{
|
|
copystring(tmp, s);
|
|
tmp[sl - 1] = '\0';
|
|
if(strstr(name, tmp)) r = s; // partial match
|
|
}
|
|
}
|
|
}
|
|
return r;
|
|
}
|
|
|
|
void updateclientname(playerent *d)
|
|
{
|
|
static bool gotlist = false;
|
|
if(!gotlist) listfiles(SKINBASE "/custom", "jpg", playerskinlist);
|
|
gotlist = true;
|
|
if(!d || !playerskinlist.length()) return;
|
|
d->skin_noteam = getclientskin(d->name, "_ffa");
|
|
d->skin_cla = getclientskin(d->name, "_cla");
|
|
d->skin_rvsf = getclientskin(d->name, "_rvsf");
|
|
}
|
|
|
|
void renderclient(playerent *d)
|
|
{
|
|
if(!d) return;
|
|
int team = team_base(d->team);
|
|
const char *cs = NULL, *skinbase = SKINBASE, *teamname = team_basestring(team);
|
|
int skinid = 1 + d->skin();
|
|
string skin;
|
|
if(hidecustomskins == 0 || (hidecustomskins == 1 && !m_teammode))
|
|
{
|
|
cs = team ? d->skin_rvsf : d->skin_cla;
|
|
if(!m_teammode && d->skin_noteam) cs = d->skin_noteam;
|
|
}
|
|
if(cs)
|
|
formatstring(skin)("%s/custom/%s.jpg", skinbase, cs);
|
|
else
|
|
{
|
|
if(!m_teammode || !teamdisplaymode) formatstring(skin)("%s/%s/%02i.jpg", skinbase, teamname, skinid);
|
|
else switch(teamdisplaymode)
|
|
{
|
|
case 1: formatstring(skin)("%s/%s/%02i_%svest.jpg", skinbase, teamname, skinid, team ? "blue" : "red"); break;
|
|
case 2: default: formatstring(skin)("%s/%s/%s.jpg", skinbase, teamname, team ? "blue" : "red"); break;
|
|
}
|
|
}
|
|
string vwep;
|
|
defformatstring(widn)("modmdlvwep%d", d->weaponsel->type);
|
|
if(d->weaponsel) formatstring(vwep)("weapons/%s/world", identexists(widn)?getalias(widn):d->weaponsel->info.modelname);
|
|
else vwep[0] = 0;
|
|
renderclient(d, "playermodels", vwep[0] ? vwep : NULL, -(int)textureload(skin)->id);
|
|
}
|
|
|
|
void renderclients()
|
|
{
|
|
playerent *d;
|
|
loopv(players) if((d = players[i]) && d->state!=CS_SPAWNING && d->state!=CS_SPECTATE && (!player1->isspectating() || player1->spectatemode != SM_FOLLOW1ST || player1->followplayercn != i)) renderclient(d);
|
|
if(player1->state==CS_DEAD || (reflecting && !refracting)) renderclient(player1);
|
|
}
|