1 // client side frame inferring
2 void animdecide_init(entity e);
5 float FL_ONGROUND = 512;
6 void animdecide_setframes(entity e, float flg, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time);
8 // please network this one
11 .float anim_lower_action;
12 .float anim_lower_time;
13 .float anim_upper_action;
14 .float anim_upper_time;
16 // explicit anim states (networked)
17 void animdecide_setstate(entity e, float newstate, float restart);
18 #define ANIMSTATE_DEAD1 1 // base frames: die1
19 #define ANIMSTATE_DEAD2 2 // base frames: die2
20 #define ANIMSTATE_DUCK 4 // turns walk into duckwalk, jump into duckjump, etc.
21 #define ANIMSTATE_FROZEN 8 // force idle
23 // implicit anim states (inferred from velocity, etc.)
24 #define ANIMIMPLICITSTATE_INAIR 1
25 #define ANIMIMPLICITSTATE_FORWARD 2
26 #define ANIMIMPLICITSTATE_BACKWARDS 4
27 #define ANIMIMPLICITSTATE_LEFT 8
28 #define ANIMIMPLICITSTATE_RIGHT 16
29 #define ANIMIMPLICITSTATE_JUMPRELEASED 32
31 // explicit actions (networked); negative values are for lower body
32 void animdecide_setaction(entity e, float action, float restart);
33 #define ANIMACTION_JUMP -1 // jump
34 #define ANIMACTION_DRAW 1 // draw
35 #define ANIMACTION_PAIN1 2 // pain
36 #define ANIMACTION_PAIN2 3 // pain
37 #define ANIMACTION_SHOOT 4 // shoot
38 #define ANIMACTION_TAUNT 5 // taunt
39 #define ANIMACTION_MELEE 6 // melee