valve/src/shared/animations.qc

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/*
* 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 baselerpfrac;
.float lerpfrac;
.float frame_time;
.float frame_old;
.float fWasCrouching;
.float frame2time;
.float frame2;
.float baseframe2time;
.float baseframe1time;
.float baseframe2;
// For lerping, sigh
.float frame_last;
.float baseframe_last;
.float subblendfrac;
.float subblend2frac;
void Animation_Print(string sWow) {
#ifdef CLIENT
print(sprintf("[DEBUG] %s", sWow));
#else
bprint(PRINT_HIGH, sprintf("SSQC: %s", sWow) );
#endif
}
var int autocvar_bone_spinebone = 0;
var int autocvar_bone_baseframe = 0;
var int autocvar_bone_frame = 0;
/*
=================
Animation_PlayerUpdate
Called every frame to update the animation sequences
depending on what the player is doing
=================
*/
void
Animation_PlayerUpdate(void)
{
self.basebone = gettagindex(self, "Bip01 Spine1");
// TODO: Make this faster
if (self.frame_time < time) {
player pl = (player)self;
self.frame = Weapons_GetAim(pl.activeweapon);
self.frame_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.baseframe == ANIM_JUMP)) {
self.baseframe = ANIM_JUMP;
} else if (vlen(self.velocity) == 0) {
if (self.flags & FL_CROUCHING) {
self.baseframe = ANIM_CROUCHIDLE;
} else {
self.baseframe = ANIM_IDLE;
}
} else if (vlen(self.velocity) < 150) {
if (self.flags & FL_CROUCHING) {
self.baseframe = ANIM_CRAWL;
} else {
self.baseframe = ANIM_WALK;
}
} else if (vlen(self.velocity) > 150) {
if (self.flags & FL_CROUCHING) {
self.baseframe = ANIM_CRAWL;
} else {
self.baseframe = 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;
}
self.subblend2frac = self.angles[0];
self.angles[0] = self.angles[2] = 0;
if (!(self.flags & FL_ONGROUND)) {
/*self.frame = ANIM_JUMP;*/
}
// Force the code above to update if we switched positions
if (self.fWasCrouching != (self.flags & FL_CROUCHING)) {
self.frame_old = 0;
self.frame_time = 0;
self.fWasCrouching = (self.flags & FL_CROUCHING);
}
#ifndef CLIENT
// On the CSQC it's done in Player.c
self.subblendfrac =
self.subblend2frac = self.v_angle[0] / 90;
#endif
}
/*
=================
Animation_PlayerTop
Changes the animation sequence for the upper body part
=================
*/
void
Animation_PlayerTop(float fFrame)
{
#ifndef CLIENT
self.frame = fFrame;
self.frame_old = fFrame;
#endif
}
void
Animation_PlayerTopTemp(float fFrame, float fTime)
{
#ifndef CLIENT
self.frame = fFrame;
self.frame_time = time + fTime;
self.SendFlags |= PLAYER_FRAME;
#endif
}