.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_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
// these anims ought to stay until stopped explicitly by weaponsystem
- e.aim_shoot_z = 0.001;
- e.aim_melee_z = 0.001;
+ e.anim_shoot_z = 0.001;
+ e.anim_melee_z = 0.001;
}
#define ANIMPRIO_IDLE 0
-#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(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_ACTIVE);
+ 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 onground)
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"
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;