-.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;
{
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)
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;
if(!is_dead)
{
+ int i;
for(i = 0; i < MAX_AIM_BONES; ++i)
{
if(e.(bone_aim[i]))
{
- vector aim = '1 0 0' * bound(-90, self.v_angle_x, 90) * e.(bone_aimweight[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);