Improve player animation somewhat. Spines are being a bit weird still due

to how the engine possibly handles some things.
This commit is contained in:
Marco Cawthorne 2022-02-01 09:34:16 -08:00
parent 8a60e6d55f
commit b1ddff0e1a
Signed by: eukara
GPG Key ID: C196CD8BA993248A
1 changed files with 21 additions and 12 deletions

View File

@ -103,27 +103,36 @@ Animation_PlayerUpdate(player pl)
pl.frame1time = 10.0f;
}
#if 0
makevectors([0, pl.angles[1], 0]);
float fCorrect = dotproduct(pl.velocity, v_right) * 0.25f;
pl.subblendfrac = -fCorrect * 0.05f;
pl.subblend2frac *= -0.1f;
pl.angles[1] -= fCorrect;
#endif
/* only test against non-vertical velocity, or else we'll spin */
vector hvel = pl.velocity;
hvel[2] = 0;
pl.basesubblendfrac =
pl.basesubblend2frac = pl.v_angle[0] / 90;
/* get the movement direction */
makevectors([0, pl.v_angle[1], 0]);
float fCorrect = dotproduct(hvel, v_right) * 0.25f;
/* twist torso according to movement direction */
pl.subblendfrac = -fCorrect * 0.05f;
/* correct angles so we're facing forward */
pl.angles[1] = pl.v_angle[1] - fCorrect;
/* pitch torso up/down */
pl.subblend2frac = pl.v_angle[0] / 90;
//pl.basesubblendfrac =
pl.angles[0] = pl.angles[2] = 0;
//pl.subblend2frac = sin(cltime);
}
void
Animation_PlayerTop(player pl, float topanim, float timer)
{
#if 0
pl.anim_top = topanim;
pl.anim_top_time = 0.0f;
pl.anim_top_delay = timer;
#endif
}
void