-// player animation data for this model
-// each vector is as follows:
-// _x = startframe
-// _y = numframes
-// _z = framerate
-.vector anim_die1; // player dies
-.vector anim_die2; // player dies differently
-.vector anim_draw; // player pulls out a weapon
-.vector anim_duckwalk; // player walking while crouching
-.vector anim_duckjump; // player jumping from a crouch
-.vector anim_duckidle; // player idling while crouching
-.vector anim_idle; // player standing
-.vector anim_jump; // player jump
-.vector anim_pain1; // player flinches from pain
-.vector anim_pain2; // player flinches from pain, differently
-.vector anim_shoot; // player shoots
-.vector anim_taunt; // player taunts others (FIXME: no code references this)
-.vector anim_run; // player running forward
-.vector anim_runbackwards; // player running backward
-.vector anim_strafeleft; // player shuffling left quickly
-.vector anim_straferight; // player shuffling right quickly
-.vector anim_forwardright; // player running forward and right
-.vector anim_forwardleft; // player running forward and left
-.vector anim_backright; // player running backward and right
-.vector anim_backleft; // player running back and left
-.vector anim_melee; // player doing the melee action
-.vector anim_duck; // player doing the melee action
-.vector anim_duckwalkbackwards;
-.vector anim_duckwalkstrafeleft;
-.vector anim_duckwalkstraferight;
-.vector anim_duckwalkforwardright;
-.vector anim_duckwalkforwardleft;
-.vector anim_duckwalkbackright;
-.vector anim_duckwalkbackleft;
-.float animdecide_modelindex;
+#include "animdecide.qh"
+
+#include <common/monsters/all.qh>
+
+#if defined(SVQC)
+ #include "util.qh"
+ #include "../server/defs.qh"
+#endif
+
+bool monsters_animoverride(entity this)
+{
+ Monster monster_id = NULL;
+ FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, {
+ monster_id = it;
+ break;
+ });
+
+ if(!monster_id) { return false; }
+
+ monster_id.mr_anim(monster_id, this);
+
+ vector none = '0 0 0';
+ 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
+ this.anim_shoot_z = 0.001;
+ this.anim_melee_z = 0.001;
+
+ return true;
+}
void animdecide_load_if_needed(entity e)
{
- if(e.modelindex == e.animdecide_modelindex)
- return;
- e.animdecide_modelindex = e.modelindex;
+ int mdlidx = e.modelindex;
+ if (mdlidx == e.animdecide_modelindex) return;
+ e.animdecide_modelindex = mdlidx;
+
+ if(substring(e.model, 0, 16) == "models/monsters/")
+ {
+ if(monsters_animoverride(e))
+ return;
+ }
+
+#define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
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_draw = animfixfps(e, '2 1 3', none);
- e.anim_duckwalk = animfixfps(e, '4 1 1', none);
- e.anim_duckjump = animfixfps(e, '5 1 10', none);
- e.anim_duckidle = animfixfps(e, '6 1 1', none);
- e.anim_idle = animfixfps(e, '7 1 1', none);
- e.anim_jump = animfixfps(e, '8 1 10', none);
- e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
- e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
- e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
- e.anim_taunt = animfixfps(e, '12 1 0.33', none);
- e.anim_run = animfixfps(e, '13 1 1', none);
- e.anim_runbackwards = animfixfps(e, '14 1 1', none);
- e.anim_strafeleft = animfixfps(e, '15 1 1', none);
- e.anim_straferight = animfixfps(e, '16 1 1', none);
- e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
- e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
- e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
- e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
- e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
- e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
- e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
- e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
- e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
- 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');
+ 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_draw = animfixfps(e, ANIM_VEC(draw, 1, 3), none);
+ e.anim_duckwalk = animfixfps(e, ANIM_VEC(duckwalk, 1, 1), none);
+ e.anim_duckjump = animfixfps(e, ANIM_VEC(duckjump, 1, 10), none);
+ e.anim_duckidle = animfixfps(e, ANIM_VEC(duckidle, 1, 1), none);
+ e.anim_idle = animfixfps(e, ANIM_VEC(idle, 1, 1), none);
+ e.anim_jump = animfixfps(e, ANIM_VEC(jump, 1, 10), none);
+ e.anim_pain1 = animfixfps(e, ANIM_VEC(pain1, 1, 2), none); // 0.5 seconds
+ e.anim_pain2 = animfixfps(e, ANIM_VEC(pain2, 1, 2), none); // 0.5 seconds
+ e.anim_shoot = animfixfps(e, ANIM_VEC(shoot, 1, 5), none); // analyze models and set framerate
+ e.anim_taunt = animfixfps(e, ANIM_VEC(taunt, 1, 0.33), none);
+ e.anim_run = animfixfps(e, ANIM_VEC(run, 1, 1), none);
+ e.anim_runbackwards = animfixfps(e, ANIM_VEC(runbackwards, 1, 1), none);
+ e.anim_strafeleft = animfixfps(e, ANIM_VEC(strafeleft, 1, 1), none);
+ e.anim_straferight = animfixfps(e, ANIM_VEC(straferight, 1, 1), none);
+ e.anim_forwardright = animfixfps(e, ANIM_VEC(forwardright, 1, 1), ANIM_VEC(straferight, 1, 1));
+ e.anim_forwardleft = animfixfps(e, ANIM_VEC(forwardleft, 1, 1), ANIM_VEC(strafeleft, 1, 1));
+ e.anim_backright = animfixfps(e, ANIM_VEC(backright, 1, 1), ANIM_VEC(straferight, 1, 1));
+ e.anim_backleft = animfixfps(e, ANIM_VEC(backleft , 1, 1), ANIM_VEC(strafeleft, 1, 1));
+ e.anim_melee = animfixfps(e, ANIM_VEC(melee, 1, 1), ANIM_VEC(shoot, 1, 1));
+ e.anim_duckwalkbackwards = animfixfps(e, ANIM_VEC(duckwalkbackwards, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkstrafeleft = animfixfps(e, ANIM_VEC(duckwalkstrafeleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkstraferight = animfixfps(e, ANIM_VEC(duckwalkstraferight, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkforwardright = animfixfps(e, ANIM_VEC(duckwalkforwardright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkforwardleft = animfixfps(e, ANIM_VEC(duckwalkforwardleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ 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;
}
-#define ANIMPRIO_IDLE 0
-#define ANIMPRIO_ACTIVE 1
-#define ANIMPRIO_CROUCH 2
-#define ANIMPRIO_DEAD 3
+const float ANIMPRIO_IDLE = 0;
+const float ANIMPRIO_ACTIVE = 1;
+const float ANIMPRIO_CROUCH = 2;
+const float 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);
+ 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)
case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
case ANIMACTION_MELEE: outframe = e.anim_melee; break;
}
- if(outframe_x >= 0)
+ if(outframe.x >= 0)
{
- if(time <= t + outframe_y / outframe_z)
+ if(time <= t + outframe.y / outframe.z)
{
// animation is running!
- return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
+ return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
}
}
// or, decide the anim by state
t = max(e.anim_time, e.anim_implicit_time);
// but all states are for lower body!
- return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
+ return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
vector animdecide_getloweranim(entity e)
{
// death etc.
+ if(e.anim_state & ANIMSTATE_FOLLOW)
+ return vec3(((e.anim_state & ANIMSTATE_DUCK) ? e.anim_duckidle_x : e.anim_idle_x), e.anim_time, ANIMPRIO_DEAD); // dead priority so it's above all
if(e.anim_state & ANIMSTATE_FROZEN)
- return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
+ 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)
{
case ANIMACTION_JUMP: if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) { if(e.anim_state & ANIMSTATE_DUCK) outframe = e.anim_duckjump; else outframe = e.anim_jump; } break;
}
- if(outframe_x >= 0)
+ if(outframe.x >= 0)
{
- if(time <= t + outframe_y / outframe_z)
+ if(time <= t + outframe.y / outframe.z)
{
// animation is running!
- return vec3(outframe_x, t, 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_CROUCH); // 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_CROUCH);
+ return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS:
- return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
default:
- return vec3(e.anim_duckidle_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
}
}
else
{
if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
- return vec3(e.anim_jump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
+ return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // 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_run_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_BACKWARDS:
- return vec3(e.anim_runbackwards_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_straferight_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_strafeleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_forwardright_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_forwardleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_backright_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_backleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
default:
- return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
+ return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
}
// can't get here
-#ifdef GMQCC
- return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
-#endif
+ return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
void animdecide_setimplicitstate(entity e, float onground)
{
- float s;
- s = 0;
+ int s = 0;
makevectors(e.angles);
vector v;
- v_x = e.velocity * v_forward;
- v_y = e.velocity * v_right;
- v_z = 0;
+ 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"
// 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)
+ if(v.x > fabs(v.y) * 0.5)
s |= ANIMIMPLICITSTATE_FORWARD;
- if(v_x < -fabs(v_y) * 0.5)
+ if(v.x < -fabs(v.y) * 0.5)
s |= ANIMIMPLICITSTATE_BACKWARDS;
- if(v_y > fabs(v_x) * 0.5)
+ if(v.y > fabs(v.x) * 0.5)
s |= ANIMIMPLICITSTATE_RIGHT;
- if(v_y < -fabs(v_x) * 0.5)
+ if(v.y < -fabs(v.x) * 0.5)
s |= ANIMIMPLICITSTATE_LEFT;
}
if(!onground)
//print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
if(support_blending)
{
- if(upper_z && !lower_z)
+ if(upper.z && !lower.z)
lower = upper;
- else if(lower_z && !upper_z)
+ else if(lower.z && !upper.z)
upper = lower;
- if(e.frame1time != upper_y || e.frame2time != lower_y)
+ if(e.frame1time != upper.y || e.frame2time != lower.y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
- e.fld_frame = upper_x;
- e.fld_frame1time = upper_y;
- e.fld_frame2 = lower_x;
- e.fld_frame2time = lower_y;
+ e.(fld_frame) = upper.x;
+ e.(fld_frame1time) = upper.y;
+ e.(fld_frame2) = lower.x;
+ e.(fld_frame2time) = lower.y;
}
else
{
- if(upper_z > lower_z)
+ if(upper.z > lower.z)
lower = upper;
- else if(lower_z > upper_z)
+ else if(lower.z > upper.z)
upper = lower;
- if(e.frame1time != upper_y)
+ if(e.frame1time != upper.y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
- e.fld_frame = upper_x;
- e.fld_frame1time = upper_y;
+ e.(fld_frame) = upper.x;
+ e.(fld_frame1time) = upper.y;
}
}
-void animdecide_setstate(entity e, float newstate, float restart)
+void animdecide_setstate(entity e, int newstate, float restart)
{
if(!restart)
if(newstate == e.anim_state)