valve/src/shared/animations.qc

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/*
* Copyright (c) 2016-2020 Marco Cawthorne <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 subblend2frac;
.float subblendfrac;
.float baseframe1time;
.float bonecontrol1;
.float bonecontrol2;
.float bonecontrol3;
.float bonecontrol4;
void Animation_Print(string sWow) {
#ifdef CLIENT
print(sprintf("[DEBUG] %s", sWow));
#else
bprint(PRINT_HIGH, sprintf("SSQC: %s", sWow) );
#endif
}
void
Animation_TimerUpdate(player pl, float ftime)
{
makevectors([0, pl.v_angle[1], 0]);
/* top animation is always just being incremented */
pl.anim_top_time += ftime;
pl.anim_top_delay -= ftime;
/* we may be walking backwards, thus decrement bottom */
if (dotproduct(pl.velocity, v_forward) < 0) {
pl.anim_bottom_time -= ftime;
} else {
pl.anim_bottom_time += ftime;
}
}
/*
=================
Animation_PlayerUpdate
Called every frame to update the animation sequences
depending on what the player is doing
=================
*/
void
Animation_PlayerUpdate(player pl)
{
pl.basebone = gettagindex(pl, "Bip01 Spine1");
if (pl.anim_top_delay <= 0.0f) {
pl.anim_top = Weapons_GetAim(pl, pl.activeweapon);
}
if (vlen(pl.velocity) == 0) {
if (pl.flags & FL_CROUCHING) {
pl.anim_bottom = ANIM_CROUCHIDLE;
} else {
pl.anim_bottom = ANIM_IDLE;
}
} else if (vlen(pl.velocity) < 150) {
if (pl.flags & FL_CROUCHING) {
pl.anim_bottom = ANIM_CRAWL;
} else {
pl.anim_bottom = ANIM_WALK;
}
} else if (vlen(pl.velocity) > 150) {
if (pl.flags & FL_CROUCHING) {
pl.anim_bottom = ANIM_CRAWL;
} else {
pl.anim_bottom = ANIM_RUN;
}
}
pl.frame = pl.anim_top;
pl.frame1time = pl.anim_top_time;
pl.baseframe = pl.anim_bottom;
pl.baseframe1time = pl.anim_bottom_time;
/* hack, we can't play the animations in reverse the normal way */
if (pl.frame1time < 0.0f) {
pl.frame1time = 10.0f;
}
makevectors([0, pl.v_angle[1], 0]);
float fCorrect = dotproduct(pl.velocity, v_right) * 0.25f;
/* Turn torso */
pl.bonecontrol1 = fCorrect;
pl.bonecontrol2 = pl.bonecontrol1 * 0.5;
pl.bonecontrol3 = pl.bonecontrol2 * 0.5;
pl.bonecontrol4 = pl.bonecontrol3 * 0.5;
/* Correct the legs */
pl.angles[1] = pl.v_angle[1] - fCorrect;
pl.angles[0] = pl.angles[2] = 0;
pl.subblendfrac =
pl.subblend2frac = pl.v_angle[0] / 90;
}
void
Animation_PlayerTop(player pl, float topanim, float timer)
{
pl.anim_top = topanim;
pl.anim_top_time = 0.0f;
pl.anim_top_delay = timer;
}
void
Animation_PlayerBottom(player pl, float botanim, float timer)
{
pl.anim_bottom = botanim;
}