From 671f916094a738f4c8443b9c2153466444b59270 Mon Sep 17 00:00:00 2001 From: FruitieX Date: Thu, 29 Sep 2011 22:26:25 +0300 Subject: [PATCH] this should clean up the animations branch. FruitieX is back! (well, at least for this one commit!) --- qcsrc/server/cl_player.qc | 27 +++++++++------------------ qcsrc/server/defs.qh | 1 - 2 files changed, 9 insertions(+), 19 deletions(-) diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index 94f322165..05a809dd3 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -226,7 +226,6 @@ void player_setupanimsformodel() self.anim_backright = '21 1 1'; self.anim_backleft = '22 1 1'; self.anim_melee = '23 1 1'; - self.anim_fly = '24 1 1'; animparseerror = FALSE; animfilename = strcat(self.model, ".animinfo"); animfile = fopen(animfilename, FILE_READ); @@ -254,7 +253,6 @@ void player_setupanimsformodel() self.anim_backright = animparseline(animfile); self.anim_backleft = animparseline(animfile); self.anim_melee = animparseline(animfile); - self.anim_fly = animparseline(animfile); fclose(animfile); // derived anims @@ -308,22 +306,15 @@ void player_anim (void) } else { - // 21/25 is the magic number here for how long the jump animation takes to play once (numframes/framerate) - if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25)) - setanim(self, self.anim_fly, TRUE, FALSE, FALSE); - - if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim - { - if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim - { - traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self); - if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished - { - setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump); - self.restart_jump = FALSE; - } - } - } + if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim + { + traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self); + if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished + { + setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump); + self.restart_jump = FALSE; + } + } } } else if (self.crouch) diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 7dfa8106b..bc05d1b04 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -149,7 +149,6 @@ float maxclients; .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_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge // weapon animation vectors: .vector anim_fire1; -- 2.39.2