-// implicit anim state
-.float anim_implicit_state;
-.float anim_implicit_time;
-
-// actions
-.float anim_lower_implicit_action;
-.float anim_lower_implicit_time;
-.float anim_upper_implicit_action;
-.float anim_upper_implicit_time;
-
// player animation data for this model
// each vector is as follows:
// _x = startframe
.vector anim_duckwalkforwardleft;
.vector anim_duckwalkbackright;
.vector anim_duckwalkbackleft;
+.float animdecide_modelindex;
void animdecide_init(entity e)
{
+ if(e.modelindex == e.animdecide_modelindex)
+ return;
+ e.animdecide_modelindex = e.modelindex;
+
vector none = '0 0 0';
e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
+
+ // these anims ought to stay until stopped explicitly by weaponsystem
+ e.anim_shoot_z = 0.001;
+ e.anim_melee_z = 0.001;
}
#define ANIMPRIO_IDLE 0
-#define ANIMPRIO_STATIC 1
-#define ANIMPRIO_ACTIVE 2
+#define ANIMPRIO_ACTIVE 1
+#define ANIMPRIO_CROUCH 2
#define ANIMPRIO_DEAD 3
vector animdecide_getupperanim(entity e)
{
+ // death etc.
+ if(e.anim_state & ANIMSTATE_FROZEN)
+ return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
+ if(e.anim_state & ANIMSTATE_DEAD1)
+ return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
+ if(e.anim_state & ANIMSTATE_DEAD2)
+ return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
+
// is there an action?
vector outframe = '-1 0 0';
float t, a;
if(time <= t + outframe_y / outframe_z)
{
// animation is running!
- return vec3(outframe_x, e.anim_lower_time, ANIMPRIO_ACTIVE);
+ return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
}
}
// or, decide the anim by state
if(e.anim_state & ANIMSTATE_DUCK)
{
if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
- return vec3(e.anim_duckjump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
+ return vec3(e.anim_duckjump_x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
{
case ANIMIMPLICITSTATE_FORWARD:
- return vec3(e.anim_duckwalk_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalk_x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS:
- return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_CROUCH);
default:
- return vec3(e.anim_duckidle_x, t, ANIMPRIO_STATIC);
+ return vec3(e.anim_duckidle_x, t, ANIMPRIO_CROUCH);
}
}
else
}
}
// can't get here
+#ifdef GMQCC
+ return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
+#endif
}
-void animdecide_setimplicitstate(entity e, float flg)
+void animdecide_setimplicitstate(entity e, float onground)
{
float s;
s = 0;
vector v;
v_x = e.velocity * v_forward;
v_y = e.velocity * v_right;
+ v_z = 0;
// we want to match like this:
// the 8 directions shall be "evenly spaced"
if(v_y < -fabs(v_x) * 0.5)
s |= ANIMIMPLICITSTATE_LEFT;
}
- if(!(flg & FL_ONGROUND))
+ if(!onground)
s |= ANIMIMPLICITSTATE_INAIR;
- // detect some kinds of otherwise misdetected jumps
+ // detect some kinds of otherwise misdetected jumps (ground to air transition)
+ // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
{
- // ground to air transition - do we want to reset jump anim?
- if(e.anim_lower_action != ANIMACTION_JUMP || time > e.anim_lower_time + 0.2)
- if(e.anim_lower_implicit_action != ANIMACTION_JUMP || time > e.anim_lower_implicit_time + 0.2)
- {
- traceline(e.origin + '0 0 1' * e.maxs_z, e.origin + '0 0 1' * (e.mins_z - autocvar_sv_player_jumpanim_minfall), MOVE_NOMONSTERS, e);
- if(!trace_startsolid && trace_fraction == 1)
- {
- e.anim_lower_implicit_action = ANIMACTION_JUMP;
- e.anim_lower_implicit_time = time;
- }
- }
+ e.anim_lower_implicit_action = ANIMACTION_JUMP;
+ e.anim_lower_implicit_time = time;
}
if(s != e.anim_implicit_state)
e.anim_implicit_time = time;
}
}
-void animdecide_setframes(entity e, float flg, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
+void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
{
- animdecide_setimplicitstate(e, flg);
// _x: frame
// _y: start time
// _z: priority
vector upper = animdecide_getupperanim(e);
vector lower = animdecide_getloweranim(e);
//print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
- if(upper_z > lower_z)
- lower = upper;
- else if(lower_z > upper_z)
- upper = lower;
if(support_blending)
{
+ if(upper_z && !lower_z)
+ lower = upper;
+ else if(lower_z && !upper_z)
+ upper = lower;
if(e.frame1time != upper_y || e.frame2time != lower_y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
e.fld_frame = upper_x;
}
else
{
+ if(upper_z > lower_z)
+ lower = upper;
+ else if(lower_z > upper_z)
+ upper = lower;
if(e.frame1time != upper_y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
e.fld_frame = upper_x;