159 lines
4.2 KiB
Plaintext
Executable File
159 lines
4.2 KiB
Plaintext
Executable File
/*
|
|
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
|
*
|
|
* Permission to use, copy, modify, and distribute this software for any
|
|
* purpose with or without fee is hereby granted, provided that the above
|
|
* copyright notice and this permission notice appear in all copies.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
|
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
|
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
|
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
|
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
|
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
|
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
|
*/
|
|
|
|
.float baseframe1time;
|
|
.float baseframe2time;
|
|
.float baseframe2;
|
|
.float baseframe_last;
|
|
.float baseframe_old;
|
|
.float baseframe_time;
|
|
.float baselerpfrac;
|
|
.float frame2;
|
|
.float frame2time;
|
|
.float frame_last;
|
|
.float fWasCrouching;
|
|
.float lerpfrac;
|
|
.float subblend2frac;
|
|
.float subblendfrac;
|
|
|
|
void Animation_Print(string sWow) {
|
|
#ifdef CLIENT
|
|
print(sprintf("[DEBUG] %s", sWow));
|
|
#else
|
|
bprint(PRINT_HIGH, sprintf("SSQC: %s", sWow) );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Animation_PlayerUpdate
|
|
|
|
Called every frame to update the animation sequences
|
|
depending on what the player is doing
|
|
=================
|
|
*/
|
|
void Animation_PlayerUpdate(void) {
|
|
self.basebone = cvar("spinebone"); // gettagindex(self, "Bip01 Spine");
|
|
|
|
if (self.baseframe_time < time) {
|
|
base_player pl = (base_player)self;
|
|
self.baseframe = Weapons_GetAim(pl.activeweapon);
|
|
self.baseframe_old = self.frame;
|
|
}
|
|
|
|
/* in order to appear jumping, we want to not be on ground,
|
|
* but also make sure we're not just going down a ramp */
|
|
if (!(self.flags & FL_ONGROUND) && (self.velocity[2] > 0 || self.frame == ANIM_JUMP)) {
|
|
self.frame = ANIM_JUMP;
|
|
} else if (vlen(self.velocity) == 0) {
|
|
if (self.flags & FL_CROUCHING) {
|
|
self.frame = ANIM_IDLE_CROUCH;
|
|
} else {
|
|
self.frame = ANIM_IDLE;
|
|
}
|
|
} else if (vlen(self.velocity) < 150) {
|
|
if (self.flags & FL_CROUCHING) {
|
|
self.frame = ANIM_RUN_CROUCH;
|
|
} else {
|
|
self.frame = ANIM_WALK;
|
|
}
|
|
} else if (vlen(self.velocity) > 150) {
|
|
if (self.flags & FL_CROUCHING) {
|
|
self.frame = ANIM_RUN_CROUCH;
|
|
} else {
|
|
self.frame = ANIM_RUN;
|
|
}
|
|
}
|
|
|
|
// Lerp it down!
|
|
if (self.lerpfrac > 0) {
|
|
self.lerpfrac -= frametime * 5;
|
|
if (self.lerpfrac < 0) {
|
|
self.lerpfrac = 0;
|
|
}
|
|
}
|
|
|
|
if (self.baselerpfrac > 0) {
|
|
self.baselerpfrac -= frametime * 5;
|
|
if (self.baselerpfrac < 0) {
|
|
self.baselerpfrac = 0;
|
|
}
|
|
}
|
|
|
|
if (self.frame != self.frame_last) {
|
|
//Animation_Print(sprintf("New Frame: %d, Last Frame: %d\n", self.frame, self.frame_last));
|
|
|
|
// Move everything over to frame 2
|
|
self.frame2time = self.frame1time;
|
|
self.frame2 = self.frame_last;
|
|
|
|
// Set frame_last to avoid this being called again
|
|
self.frame_last = self.frame;
|
|
|
|
self.lerpfrac = 1.0f;
|
|
self.frame1time = 0.0f;
|
|
}
|
|
|
|
if (self.baseframe != self.baseframe_last) {
|
|
//Animation_Print(sprintf("New Baseframe: %d, Last Baseframe: %d\n", self.baseframe, self.baseframe_last));
|
|
|
|
// Move everything over to frame 2
|
|
self.baseframe2time = self.baseframe1time;
|
|
self.baseframe2 = self.baseframe_last;
|
|
|
|
// Set frame_last to avoid this being called again
|
|
self.baseframe_last = self.baseframe;
|
|
|
|
self.baselerpfrac = 1.0f;
|
|
self.baseframe1time = 0.0f;
|
|
}
|
|
|
|
// Force the code above to update if we switched positions
|
|
if (self.fWasCrouching != (self.flags & FL_CROUCHING)) {
|
|
self.baseframe_old = 0;
|
|
self.baseframe_time = 0;
|
|
self.fWasCrouching = (self.flags & FL_CROUCHING);
|
|
}
|
|
|
|
#ifdef SERVER
|
|
// On the CSQC it's done in Player.c
|
|
self.subblendfrac =
|
|
self.subblend2frac = self.v_angle[0] / 90;
|
|
#endif
|
|
|
|
self.angles[0] = self.angles[2] = 0;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Animation_PlayerTop
|
|
|
|
Changes the animation sequence for the upper body part
|
|
=================
|
|
*/
|
|
void Animation_PlayerTop(float fFrame) {
|
|
self.baseframe = fFrame;
|
|
self.baseframe_old = fFrame;
|
|
}
|
|
|
|
void Animation_PlayerTopTemp(float fFrame, float fTime) {
|
|
self.baseframe = fFrame;
|
|
self.baseframe_time = time + fTime;
|
|
#ifdef SERVER
|
|
self.SendFlags |= PLAYER_FRAME;
|
|
#endif
|
|
}
|