void skeleton_loadinfo(entity e)
{
+ float i;
if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
return;
e.bone_upperbody = 0;
e.bone_weapon = gettagindex(e, "tag_weapon");
if(!e.bone_weapon)
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.fixbone = 0;
if(get_model_parameters(e.model, e.skin))
{
if(get_model_parameters_bone_upperbody)
e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
+ if(e.bone_upperbody)
+ e.fixbone = get_model_parameters_fixbone;
if(get_model_parameters_bone_weapon)
e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
- e.fixbone = get_model_parameters_fixbone;
+ 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]);
+ if(e.bone_aim[i])
+ e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
+ }
}
else
dprint("No model parameters for ", e.model, "\n");
}
}
-void skeleton_fixbone(entity e, vector ang)
+void skel_set_boneabs(float s, float bone, vector absorg)
{
- if(!e.bone_upperbody)
- return;
- float s = e.skeletonindex;
+ vector absang = fixedvectoangles2(v_forward, v_up);
+
+ vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
+ vector parentang = fixedvectoangles2(v_forward, v_up);
- skel_get_boneabs(s, e.bone_upperbody);
- vector ang_cur = fixedvectoangles2(v_forward, v_up);
- vector fix = AnglesTransform_LeftDivide(ang_cur, ang);
- fixedmakevectors(fix);
- skel_mul_bone(s, e.bone_upperbody, '0 0 0');
+ vector relang = AnglesTransform_LeftDivide(parentang, absang);
+ vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
+
+ fixedmakevectors(relang);
+ skel_set_bone(s, bone, relorg);
+
+ /*
+ vector neworg = skel_get_boneabs(s, bone);
+ printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
+ printf("ORG: want: %v, got: %v\n", absorg, neworg);
+ */
}
void free_skeleton_from_frames(entity e)
}
}
-void skeleton_from_frames(entity e)
+void skeleton_from_frames(entity e, float is_dead)
{
+ float i;
float m = e.modelindex;
if(!e.skeletonindex)
{
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;
if(e.fixbone)
{
// FIX IT
- skeleton_fixbone(e, fixbone_oldangles);
+ vector org = skel_get_boneabs(s, e.bone_upperbody);
+ fixedmakevectors(fixbone_oldangles);
+ skel_set_boneabs(s, e.bone_upperbody, org);
+ }
+
+ if(!is_dead)
+ {
+ 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 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);
+ }
+ }
}
}