/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ .float baseframe_time; .float baseframe_old; .float fWasCrouching; // For lerping, sigh #ifdef CSQC .float frame_last; .float baseframe_last; #else .float subblend2frac; #endif enum { ANIM_DUMMY1, ANIM_IDLE, ANIM_IDLE_CROUCH, ANIM_WALK, ANIM_RUN, ANIM_RUN_CROUCH, ANIM_JUMP, ANIM_LONGJUMP, ANIM_SWIM, ANIM_TREADWATER, ANIM_CROUCH_AIM_CARBINE, ANIM_CROUCH_SHOOT_CARBINE, ANIM_CROUCH_RELOAD_CARBINE, ANIM_AIM_CARBINE, ANIM_SHOOT_CARBINE, ANIM_RELOAD_CARBINE, ANIM_CROUCH_AIM_ONEHAND, ANIM_CROUCH_SHOOT_ONEHAND, ANIM_CROUCH_RELOAD_ONEHAND, ANIM_AIM_ONEHAND, ANIM_SHOOT_ONEHAND, ANIM_RELOAD_ONEHAND, ANIM_CROUCH_AIM_DUALPISTOLS, ANIM_CROUCH_SHOOT_DUALPISTOLS, ANIM_CROUCH_SHOOT2_DUALPISTOLS, ANIM_CROUCH_RELOAD_DUALPISTOLS, ANIM_AIM_DUALPISTOLS, ANIM_SHOOT_DUALPISTOLS, ANIM_SHOOT2_DUALPISTOLS, ANIM_RELOAD_DUALPISTOLS, ANIM_CROUCH_AIM_RIFLE, ANIM_CROUCH_SHOOT_RIFLE, ANIM_CROUCH_RELOAD_RIFLE, ANIM_AIM_RIFLE, ANIM_SHOOT_RIFLE, ANIM_RELOAD_RIFLE, ANIM_CROUCH_AIM_MP5, ANIM_CROUCH_SHOOT_MP5, ANIM_CROUCH_RELOAD_MP5, ANIM_AIM_MP5, ANIM_SHOOT_MP5, ANIM_RELOAD_MP5, ANIM_CROUCH_AIM_SHOTGUN, ANIM_CROUCH_SHOOT_SHOTGUN, ANIM_CROUCH_RELOAD_SHOTGUN, ANIM_AIM_SHOTGUN, ANIM_SHOOT_SHOTGUN, ANIM_RELOAD_SHOTGUN, ANIM_CROUCH_AIM_PARA, ANIM_CROUCH_SHOOT_PARA, ANIM_CROUCH_RELOAD_PARA, ANIM_AIM_PARA, ANIM_SHOOT_PARA, ANIM_RELOAD_PARA, ANIM_DUMMY2, ANIM_DUMMY3, ANIM_AIM_GRENADE, ANIM_SHOOT_GRENADE, ANIM_CROUCH_AIM_GRENADE, ANIM_CROUCH_SHOOT_GRENADE, ANIM_CROUCH_AIM_C4, ANIM_CROUCH_SHOOT_C4, ANIM_AIM_C4, ANIM_SHOOT_C4, ANIM_RELOAD_C4, ANIM_DUPLICATE1, ANIM_DUPLICATE2, ANIM_DUPLICATE3, ANIM_DUPLICATE4, ANIM_DUPLICATE5, ANIM_DUPLICATE6, ANIM_DUPLICATE7, ANIM_DUPLICATE8, ANIM_CROUCH_AIM_KNIFE, ANIM_CROUCH_SHOOT_KNIFE, ANIM_AIM_KNIFE, ANIM_SHOOT_KNIFE, ANIM_CROUCH_AIM_AK47, ANIM_CROUCH_SHOOT_AK47, ANIM_CROUCH_RELOAD_AK47, ANIM_AIM_AK47, ANIM_SHOOT_AK47, ANIM_RELOAD_AK47, ANIM_GUT_FLINCH, ANIM_HEAD_FLINCH, ANIM_DEATH1, ANIM_DEATH2, ANIM_DEATH3, ANIM_DIE_HEAD, ANIM_DIE_GUT, ANIM_DIE_LEFT, ANIM_DIE_BACK, ANIM_DIE_RIGHT, ANIM_DIE_FORWARD, ANIM_CROUCH_DIE }; void Animation_Print( string sWow ) { #ifdef CSQC print( sprintf( "[DEBUG] %s" ), sWow ); #else bprint( 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 = 40; // TODO: Make this faster if ( self.baseframe_time < time ) { switch ( Weapon_GetAnimType( self.weapon ) ) { case ATYPE_AK47: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_AK47 : ANIM_AIM_AK47; break; case ATYPE_C4: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_C4 : ANIM_AIM_C4; break; case ATYPE_CARBINE: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_CARBINE : ANIM_AIM_CARBINE; break; case ATYPE_DUALPISTOLS: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_DUALPISTOLS : ANIM_AIM_DUALPISTOLS; break; case ATYPE_GRENADE: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE; break; case ATYPE_KNIFE: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_KNIFE : ANIM_AIM_KNIFE; break; case ATYPE_MP5: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_MP5 : ANIM_AIM_MP5; break; case ATYPE_ONEHAND: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_ONEHAND : ANIM_AIM_ONEHAND; break; case ATYPE_PARA: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_PARA : ANIM_AIM_PARA; break; case ATYPE_RIFLE: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_RIFLE : ANIM_AIM_RIFLE; break; case ATYPE_SHOTGUN: self.baseframe = self.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_SHOTGUN : ANIM_AIM_SHOTGUN; break; } self.baseframe_old = self.baseframe; } 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; } } #ifdef CSQC // 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.bonecontrol1 = self.angles_x; #endif self.angles_x = self.angles_z = 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.baseframe_old = 0; self.baseframe_time = 0; self.fWasCrouching = ( self.flags & FL_CROUCHING ); } #ifdef CSQC // Fix the angle (this is REALLY expensive, probably. But how else would one do it without skeletal objects?) vector v1, v2; self.eGunModel.angles = self.angles; // Set it to something consistent gettaginfo( self, self.fWeaponBoneID ); // Updates the v_ globals for the player hand bone angle v1 = vectoangles( v_right, v_up ); // Create angles from the v_ matrix gettaginfo( self.eGunModel, self.eGunModel.fWeaponBoneID ); // Updates the v_ globals for the weapon hand bone angle v2 = vectoangles( v_right, v_up ); self.eGunModel.angles = self.angles + ( v1 - v2 ); // The difference is applied // Fix the origin setorigin( self.eGunModel, self.origin ); // Set it to something consistent vector vOffset = gettaginfo( self.eGunModel, self.eGunModel.fWeaponBoneID ) - gettaginfo( self, self.fWeaponBoneID ); setorigin( self.eGunModel, self.origin - vOffset ); #else self.subblend2frac = self.v_angle_x / 90; #endif } /* ================= 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; } void Animation_ShootWeapon( entity ePlayer ) { switch ( Weapon_GetAnimType( ePlayer.weapon ) ) { case ATYPE_AK47: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_AK47 : ANIM_SHOOT_AK47; break; case ATYPE_C4: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_C4 : ANIM_SHOOT_C4; break; case ATYPE_CARBINE: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_CARBINE : ANIM_SHOOT_CARBINE; break; case ATYPE_DUALPISTOLS: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_DUALPISTOLS : ANIM_SHOOT_DUALPISTOLS; break; case ATYPE_GRENADE: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_GRENADE : ANIM_SHOOT_GRENADE; break; case ATYPE_KNIFE: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_KNIFE : ANIM_SHOOT_KNIFE; break; case ATYPE_MP5: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_MP5 : ANIM_SHOOT_MP5; break; case ATYPE_ONEHAND: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_ONEHAND : ANIM_SHOOT_ONEHAND; break; case ATYPE_PARA: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_PARA : ANIM_SHOOT_PARA; break; case ATYPE_RIFLE: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_RIFLE : ANIM_SHOOT_RIFLE; break; case ATYPE_SHOTGUN: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_SHOTGUN : ANIM_SHOOT_SHOTGUN; break; } ePlayer.baseframe_time = time + Weapon_GetFireRate( ePlayer.weapon ); } void Animation_ReloadWeapon( entity ePlayer ) { switch ( Weapon_GetAnimType( ePlayer.weapon ) ) { case ATYPE_AK47: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_AK47 : ANIM_RELOAD_AK47; break; case ATYPE_C4: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_C4 : ANIM_AIM_C4; break; case ATYPE_CARBINE: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_CARBINE : ANIM_RELOAD_CARBINE; break; case ATYPE_DUALPISTOLS: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_DUALPISTOLS : ANIM_RELOAD_DUALPISTOLS; break; case ATYPE_GRENADE: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE; break; case ATYPE_KNIFE: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_KNIFE : ANIM_AIM_KNIFE; break; case ATYPE_MP5: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_MP5 : ANIM_RELOAD_MP5; break; case ATYPE_ONEHAND: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_ONEHAND : ANIM_RELOAD_ONEHAND; break; case ATYPE_PARA: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_PARA : ANIM_RELOAD_PARA; break; case ATYPE_RIFLE: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_RIFLE : ANIM_RELOAD_RIFLE; break; case ATYPE_SHOTGUN: ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_SHOTGUN : ANIM_RELOAD_SHOTGUN; break; } ePlayer.baseframe_time = time + Weapon_GetReloadTime( ePlayer.weapon ); }