#include "animdecide.qh"
-#include "monsters/all.qh"
+#include <common/monsters/all.qh>
#if defined(SVQC)
#include "util.qh"
#include "../server/defs.qh"
#endif
-bool monsters_animoverride(entity e)
+bool monsters_animoverride(entity this)
{
Monster monster_id = NULL;
- for(int i = MON_FIRST; i <= MON_LAST; ++i)
- {
- entity mon = get_monsterinfo(i);
-
- //if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
- if(e.model == mon.model)
+ FOREACH(Monsters, it != MON_Null, LAMBDA(
+ if(it.model == this.model)
{
- monster_id = mon;
+ monster_id = it;
break;
}
- }
+ ));
if(!monster_id) { return false; }
- monster_id.mr_anim(monster_id);
+ monster_id.mr_anim(monster_id, this);
vector none = '0 0 0';
- e.anim_duckwalk = e.anim_walk;
- e.anim_duckjump = animfixfps(e, '5 1 10', none);
- e.anim_duckidle = e.anim_idle;
- e.anim_jump = animfixfps(e, '8 1 10', none);
- e.anim_taunt = animfixfps(e, '12 1 0.33', none);
- e.anim_runbackwards = e.anim_run;
- e.anim_strafeleft = e.anim_run;
- e.anim_straferight = e.anim_run;
- e.anim_forwardright = e.anim_run;
- e.anim_forwardleft = e.anim_run;
- e.anim_backright = e.anim_run;
- e.anim_backleft = e.anim_run;
- e.anim_duckwalkbackwards = e.anim_walk;
- e.anim_duckwalkstrafeleft = e.anim_walk;
- e.anim_duckwalkstraferight = e.anim_walk;
- e.anim_duckwalkforwardright = e.anim_walk;
- e.anim_duckwalkforwardleft = e.anim_walk;
- e.anim_duckwalkbackright = e.anim_walk;
- e.anim_duckwalkbackleft = e.anim_walk;
+ this.anim_duckwalk = this.anim_walk;
+ this.anim_duckjump = animfixfps(this, '5 1 10', none);
+ this.anim_duckidle = this.anim_idle;
+ this.anim_jump = animfixfps(this, '8 1 10', none);
+ this.anim_taunt = animfixfps(this, '12 1 0.33', none);
+ this.anim_runbackwards = this.anim_run;
+ this.anim_strafeleft = this.anim_run;
+ this.anim_straferight = this.anim_run;
+ this.anim_forwardright = this.anim_run;
+ this.anim_forwardleft = this.anim_run;
+ this.anim_backright = this.anim_run;
+ this.anim_backleft = this.anim_run;
+ this.anim_duckwalkbackwards = this.anim_walk;
+ this.anim_duckwalkstrafeleft = this.anim_walk;
+ this.anim_duckwalkstraferight = this.anim_walk;
+ this.anim_duckwalkforwardright = this.anim_walk;
+ this.anim_duckwalkforwardleft = this.anim_walk;
+ this.anim_duckwalkbackright = this.anim_walk;
+ this.anim_duckwalkbackleft = this.anim_walk;
// these anims ought to stay until stopped explicitly by weaponsystem
- e.anim_shoot_z = 0.001;
- e.anim_melee_z = 0.001;
+ this.anim_shoot_z = 0.001;
+ this.anim_melee_z = 0.001;
return true;
}
return;
}
+#define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
+
vector none = '0 0 0';
e.anim_die1 = animfixfps(e, ANIM_VEC(die1, 1, 0.5), none); // 2 seconds
e.anim_die2 = animfixfps(e, ANIM_VEC(die2, 1, 0.5), none); // 2 seconds
e.anim_duckwalkbackright = animfixfps(e, ANIM_VEC(duckwalkbackright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
e.anim_duckwalkbackleft = animfixfps(e, ANIM_VEC(duckwalkbackleft , 1, 1), ANIM_VEC(duckwalk, 1, 1));
+#undef ANIM_VEC
+
// these anims ought to stay until stopped explicitly by weaponsystem
e.anim_shoot_z = 0.001;
e.anim_melee_z = 0.001;
// it slightly less likely to "hit two keys at once", so let's do this
// here too
- if(vlen(v) > 10)
+ if(vdist(v, >, 10))
{
if(v.x > fabs(v.y) * 0.5)
s |= ANIMIMPLICITSTATE_FORWARD;