1 // player animation data for this model
2 // each vector is as follows:
6 .vector anim_die1; // player dies
7 .vector anim_die2; // player dies differently
8 .vector anim_draw; // player pulls out a weapon
9 .vector anim_duckwalk; // player walking while crouching
10 .vector anim_duckjump; // player jumping from a crouch
11 .vector anim_duckidle; // player idling while crouching
12 .vector anim_idle; // player standing
13 .vector anim_jump; // player jump
14 .vector anim_pain1; // player flinches from pain
15 .vector anim_pain2; // player flinches from pain, differently
16 .vector anim_shoot; // player shoots
17 .vector anim_taunt; // player taunts others (FIXME: no code references this)
18 .vector anim_run; // player running forward
19 .vector anim_runbackwards; // player running backward
20 .vector anim_strafeleft; // player shuffling left quickly
21 .vector anim_straferight; // player shuffling right quickly
22 .vector anim_forwardright; // player running forward and right
23 .vector anim_forwardleft; // player running forward and left
24 .vector anim_backright; // player running backward and right
25 .vector anim_backleft; // player running back and left
26 .vector anim_melee; // player doing the melee action
27 .vector anim_duck; // player doing the melee action
28 .vector anim_duckwalkbackwards;
29 .vector anim_duckwalkstrafeleft;
30 .vector anim_duckwalkstraferight;
31 .vector anim_duckwalkforwardright;
32 .vector anim_duckwalkforwardleft;
33 .vector anim_duckwalkbackright;
34 .vector anim_duckwalkbackleft;
36 void animdecide_init(entity e)
38 vector none = '0 0 0';
39 e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
40 e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
41 e.anim_draw = animfixfps(e, '2 1 3', none);
42 e.anim_duckwalk = animfixfps(e, '4 1 1', none);
43 e.anim_duckjump = animfixfps(e, '5 1 10', none);
44 e.anim_duckidle = animfixfps(e, '6 1 1', none);
45 e.anim_idle = animfixfps(e, '7 1 1', none);
46 e.anim_jump = animfixfps(e, '8 1 10', none);
47 e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
48 e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
49 e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
50 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
51 e.anim_run = animfixfps(e, '13 1 1', none);
52 e.anim_runbackwards = animfixfps(e, '14 1 1', none);
53 e.anim_strafeleft = animfixfps(e, '15 1 1', none);
54 e.anim_straferight = animfixfps(e, '16 1 1', none);
55 e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
56 e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
57 e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
58 e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
59 e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
60 e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
61 e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
62 e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
63 e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
64 e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
65 e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
66 e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
69 #define ANIMPRIO_IDLE 0
70 #define ANIMPRIO_STATIC 1
71 #define ANIMPRIO_ACTIVE 2
72 #define ANIMPRIO_DEAD 3
74 vector animdecide_getupperanim(entity e)
76 // is there an action?
77 vector outframe = '-1 0 0';
79 if(e.anim_upper_time >= e.anim_upper_implicit_time)
81 a = e.anim_upper_action;
82 t = e.anim_upper_time;
86 a = e.anim_upper_implicit_action;
87 t = e.anim_upper_implicit_time;
91 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
92 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
93 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
94 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
95 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
96 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
100 if(time <= t + outframe_y / outframe_z)
102 // animation is running!
103 return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
106 // or, decide the anim by state
107 t = max(e.anim_time, e.anim_implicit_time);
108 // but all states are for lower body!
109 return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
112 vector animdecide_getloweranim(entity e)
115 if(e.anim_state & ANIMSTATE_FROZEN)
116 return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
117 if(e.anim_state & ANIMSTATE_DEAD1)
118 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
119 if(e.anim_state & ANIMSTATE_DEAD2)
120 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
122 // is there an action?
123 vector outframe = '-1 0 0';
125 if(e.anim_lower_time >= e.anim_lower_implicit_time)
127 a = e.anim_lower_action;
128 t = e.anim_lower_time;
132 a = e.anim_lower_implicit_action;
133 t = e.anim_lower_implicit_time;
137 case ANIMACTION_JUMP: if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) { if(e.anim_state & ANIMSTATE_DUCK) outframe = e.anim_duckjump; else outframe = e.anim_jump; } break;
141 if(time <= t + outframe_y / outframe_z)
143 // animation is running!
144 return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
147 // or, decide the anim by state
148 t = max(e.anim_time, e.anim_implicit_time);
149 if(e.anim_state & ANIMSTATE_DUCK)
151 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
152 return vec3(e.anim_duckjump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
153 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
155 case ANIMIMPLICITSTATE_FORWARD:
156 return vec3(e.anim_duckwalk_x, t, ANIMPRIO_ACTIVE);
157 case ANIMIMPLICITSTATE_BACKWARDS:
158 return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_ACTIVE);
159 case ANIMIMPLICITSTATE_RIGHT:
160 return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_ACTIVE);
161 case ANIMIMPLICITSTATE_LEFT:
162 return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_ACTIVE);
163 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
164 return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_ACTIVE);
165 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
166 return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_ACTIVE);
167 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
168 return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_ACTIVE);
169 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
170 return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_ACTIVE);
172 return vec3(e.anim_duckidle_x, t, ANIMPRIO_STATIC);
177 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
178 return vec3(e.anim_jump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
179 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
181 case ANIMIMPLICITSTATE_FORWARD:
182 return vec3(e.anim_run_x, t, ANIMPRIO_ACTIVE);
183 case ANIMIMPLICITSTATE_BACKWARDS:
184 return vec3(e.anim_runbackwards_x, t, ANIMPRIO_ACTIVE);
185 case ANIMIMPLICITSTATE_RIGHT:
186 return vec3(e.anim_straferight_x, t, ANIMPRIO_ACTIVE);
187 case ANIMIMPLICITSTATE_LEFT:
188 return vec3(e.anim_strafeleft_x, t, ANIMPRIO_ACTIVE);
189 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
190 return vec3(e.anim_forwardright_x, t, ANIMPRIO_ACTIVE);
191 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
192 return vec3(e.anim_forwardleft_x, t, ANIMPRIO_ACTIVE);
193 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
194 return vec3(e.anim_backright_x, t, ANIMPRIO_ACTIVE);
195 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
196 return vec3(e.anim_backleft_x, t, ANIMPRIO_ACTIVE);
198 return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
204 void animdecide_setimplicitstate(entity e, float onground)
209 makevectors(e.angles);
211 v_x = e.velocity * v_forward;
212 v_y = e.velocity * v_right;
214 // we want to match like this:
215 // the 8 directions shall be "evenly spaced"
216 // that means, the forward key includes anything from -67.5 to +67.5 degrees
217 // which then means x > |y| * cot(3pi/8)
219 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
220 // which would be an angle range from -63.43 to +63.43 degrees, making
221 // it slightly less likely to "hit two keys at once", so let's do this
226 if(v_x > fabs(v_y) * 0.5)
227 s |= ANIMIMPLICITSTATE_FORWARD;
228 if(v_x < -fabs(v_y) * 0.5)
229 s |= ANIMIMPLICITSTATE_BACKWARDS;
230 if(v_y > fabs(v_x) * 0.5)
231 s |= ANIMIMPLICITSTATE_RIGHT;
232 if(v_y < -fabs(v_x) * 0.5)
233 s |= ANIMIMPLICITSTATE_LEFT;
236 s |= ANIMIMPLICITSTATE_INAIR;
238 // detect some kinds of otherwise misdetected jumps (ground to air transition)
239 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
240 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
242 e.anim_lower_implicit_action = ANIMACTION_JUMP;
243 e.anim_lower_implicit_time = time;
246 if(s != e.anim_implicit_state)
248 e.anim_implicit_state = s;
249 e.anim_implicit_time = time;
252 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
257 vector upper = animdecide_getupperanim(e);
258 vector lower = animdecide_getloweranim(e);
259 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
260 if(upper_z > lower_z)
262 else if(lower_z > upper_z)
266 if(e.frame1time != upper_y || e.frame2time != lower_y)
267 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
268 e.fld_frame = upper_x;
269 e.fld_frame1time = upper_y;
270 e.fld_frame2 = lower_x;
271 e.fld_frame2time = lower_y;
275 if(e.frame1time != upper_y)
276 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
277 e.fld_frame = upper_x;
278 e.fld_frame1time = upper_y;
282 void animdecide_setstate(entity e, float newstate, float restart)
285 if(newstate == e.anim_state)
287 e.anim_state = newstate;
290 void animdecide_setaction(entity e, float action, float restart)
295 if(action == e.anim_lower_action)
297 e.anim_lower_action = action;
298 e.anim_lower_time = time;
303 if(action == e.anim_upper_action)
305 e.anim_upper_action = action;
306 e.anim_upper_time = time;