-.float skeleton_info_modelindex;
-.float skeleton_info_skin;
-#define BONETYPE_LOWER 0
-#define BONETYPE_UPPER 1
-#define MAX_BONES 128
-.float skeleton_bonetype[MAX_BONES];
-.float skeleton_numbones;
+#include "player_skeleton.qh"
+
+#include "../common/csqcmodel_settings.qh"
+
+#include "../warpzonelib/anglestransform.qh"
+
+class(Skeleton) .float skeleton_info_modelindex;
+class(Skeleton) .float skeleton_info_skin;
+const int BONETYPE_LOWER = 0;
+const int BONETYPE_UPPER = 1;
+const int MAX_BONES = 128;
+class(Skeleton) .float skeleton_bonetype[MAX_BONES];
+class(Skeleton) .float skeleton_numbones;
void skeleton_loadinfo(entity e)
{
- float i;
+ int i;
if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
return;
e.bone_upperbody = 0;
e.bone_weapon = gettagindex(e, "bip01 r hand");
for(i = 0; i < MAX_AIM_BONES; ++i)
{
- e.bone_aim[i] = 0;
- e.bone_aimweight[i] = 0;
+ e.(bone_aim[i]) = 0;
+ e.(bone_aimweight[i]) = 0;
}
e.fixbone = 0;
if(get_model_parameters(e.model, e.skin))
for(i = 0; i < MAX_AIM_BONES; ++i)
{
if(get_model_parameters_bone_aim[i])
- e.bone_aim[i] = gettagindex(e, get_model_parameters_bone_aim[i]);
+ e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
if(e.bone_aim[i])
- e.bone_aimweight[i] = get_model_parameters_bone_aimweight[i];
+ e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
}
}
else
dprint("No model parameters for ", e.model, "\n");
- dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
+ //dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
get_model_parameters(string_null, 0);
e.skeleton_info_modelindex = e.modelindex;
e.skeleton_info_skin = e.skin;
{
float s = e.skeletonindex;
float n = (e.skeleton_numbones = skel_get_numbones(s));
- float i;
+ int i;
for(i = 1; i <= n; ++i)
{
float t = BONETYPE_LOWER;
- float p = skel_get_boneparent(s, i);
+ int p = skel_get_boneparent(s, i);
if(p > 0)
t = e.(skeleton_bonetype[p-1]);
if(i == e.bone_upperbody)
/*
vector neworg = skel_get_boneabs(s, bone);
- print(sprintf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up)));
- print(sprintf("ORG: want: %v, got: %v\n", absorg, neworg));
+ printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
+ printf("ORG: want: %v, got: %v\n", absorg, neworg);
*/
}
}
}
-void skeleton_from_frames(entity e)
+void skeleton_from_frames(entity e, float is_dead)
{
- float i;
float m = e.modelindex;
if(!e.skeletonindex)
{
float s = e.skeletonindex;
if(!s)
return;
- float bone;
float n = e.skeleton_numbones;
float savelerpfrac = e.lerpfrac;
float savelerpfrac3 = e.lerpfrac3;
skel_get_boneabs(s, e.bone_upperbody);
fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
}
-
+ int bone;
for(bone = 0; bone < n; )
{
float firstbone = bone;
e.lerpfrac3 = 0;
e.lerpfrac4 = savelerpfrac4 * 2;
}
- //print(sprintf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype));
- //print(sprintf("frame %d %d %d %d lerpfrac * %d %d %d\n", e.frame, e.frame2, e.frame3, e.frame4, e.lerpfrac, e.lerpfrac3, e.lerpfrac4));
+ //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
+ //printf("frame %d %d %d %d lerpfrac * %d %d %d\n", e.frame, e.frame2, e.frame3, e.frame4, e.lerpfrac, e.lerpfrac3, e.lerpfrac4);
skel_build(s, e, m, 0, firstbone + 1, bone);
}
e.lerpfrac = savelerpfrac;
skel_set_boneabs(s, e.bone_upperbody, org);
}
- for(i = 0; i < MAX_AIM_BONES; ++i)
+ if(!is_dead)
{
- if(e.bone_aim[i])
+ if(self == csqcplayer)
+ self.v_angle_x = input_angles_x;
+ int i;
+ for(i = 0; i < MAX_AIM_BONES; ++i)
{
- vector aim = '1 0 0' * bound(-90, self.v_angle_x, 90) * e.bone_aimweight[i];
- vector org = skel_get_boneabs(s, e.bone_aim[i]);
- vector ang_cur = fixedvectoangles2(v_forward, v_up);
- vector ang = AnglesTransform_Multiply(aim, ang_cur);
- fixedmakevectors(ang);
- skel_set_boneabs(s, e.bone_aim[i], org);
+ if(e.(bone_aim[i]))
+ {
+ vector aim = '1 0 0' * bound(-90, self.v_angle.x, 90) * e.(bone_aimweight[i]);
+ vector org = skel_get_boneabs(s, e.(bone_aim[i]));
+ vector ang_cur = fixedvectoangles2(v_forward, v_up);
+ vector ang = AnglesTransform_Multiply(aim, ang_cur);
+ fixedmakevectors(ang);
+ skel_set_boneabs(s, e.(bone_aim[i]), org);
+ }
}
}
}