]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/player_skeleton.qc
Fix players able to aim their playermodel up and down after match ends
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / player_skeleton.qc
1 #include "player_skeleton.qh"
2
3 #include "mutators/events.qh"
4 #include "../lib/csqcmodel/cl_player.qh"
5 #include "../lib/warpzone/anglestransform.qh"
6
7 .float v_angle_x;
8 .float v_angle_save_x;
9
10 class(Skeleton) .float skeleton_info_modelindex;
11 class(Skeleton) .float skeleton_info_skin;
12 const int BONETYPE_LOWER = 0;
13 const int BONETYPE_UPPER = 1;
14 const int MAX_BONES = 128;
15 class(Skeleton) .float skeleton_bonetype[MAX_BONES];
16 class(Skeleton) .float skeleton_numbones;
17
18 void skeleton_loadinfo(entity e)
19 {
20         int i;
21         if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin)
22                 return;
23         e.bone_upperbody = 0;
24         e.bone_weapon = gettagindex(e, "weapon");
25         if(!e.bone_weapon)
26                 e.bone_weapon = gettagindex(e, "tag_weapon");
27         if(!e.bone_weapon)
28                 e.bone_weapon = gettagindex(e, "bip01 r hand");
29         MUTATOR_CALLHOOK(Skeleton_CheckBones, e);
30         for(i = 0; i < MAX_AIM_BONES; ++i)
31         {
32                 e.(bone_aim[i]) = 0;
33                 e.(bone_aimweight[i]) = 0;
34         }
35         e.fixbone = 0;
36         if(get_model_parameters(e.model, e.skin))
37         {
38                 if(get_model_parameters_bone_upperbody)
39                         e.bone_upperbody = gettagindex(e, get_model_parameters_bone_upperbody);
40                 if(e.bone_upperbody)
41                         e.fixbone = get_model_parameters_fixbone;
42                 if(get_model_parameters_bone_weapon)
43                         e.bone_weapon = gettagindex(e, get_model_parameters_bone_weapon);
44                 MUTATOR_CALLHOOK(Skeleton_CheckModel, e);
45                 for(i = 0; i < MAX_AIM_BONES; ++i)
46                 {
47                         if(get_model_parameters_bone_aim[i])
48                                 e.(bone_aim[i]) = gettagindex(e, get_model_parameters_bone_aim[i]);
49                         if(e.bone_aim[i])
50                                 e.(bone_aimweight[i]) = get_model_parameters_bone_aimweight[i];
51                 }
52         }
53         else
54                 LOG_TRACE("No model parameters for ", e.model);
55         //dprint(e.model, " uses ", ftos(e.bone_upperbody), " ", ftos(e.fixbone), "\n");
56         get_model_parameters(string_null, 0);
57         e.skeleton_info_modelindex = e.modelindex;
58         e.skeleton_info_skin = e.skin;
59         if(e.skeletonindex)
60         {
61                 skel_delete(e.skeletonindex);
62                 e.skeletonindex = 0;
63         }
64 }
65
66 void skeleton_markbones(entity e)
67 {
68         float s = e.skeletonindex;
69         float n = (e.skeleton_numbones = skel_get_numbones(s));
70         int i;
71         for(i = 1; i <= n; ++i)
72         {
73                 float t = BONETYPE_LOWER;
74                 int p = skel_get_boneparent(s, i);
75                 if(p > 0)
76                         t = e.(skeleton_bonetype[p-1]);
77                 if(i == e.bone_upperbody)
78                         t = BONETYPE_UPPER;
79                 e.(skeleton_bonetype[i-1]) = t;
80         }
81 }
82
83 void skel_set_boneabs(float s, int bone, vector absorg)
84 {
85     TC(int, bone);
86         vector absang = fixedvectoangles2(v_forward, v_up);
87
88         vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone));
89         vector parentang = fixedvectoangles2(v_forward, v_up);
90
91         vector relang = AnglesTransform_LeftDivide(parentang, absang);
92         vector relorg = AnglesTransform_Apply(AnglesTransform_Invert(parentang), absorg - parentorg);
93
94         fixedmakevectors(relang);
95         skel_set_bone(s, bone, relorg);
96
97         /*
98         vector neworg = skel_get_boneabs(s, bone);
99         printf("ANG: want: %v, got: %v\n", absang, fixedvectoangles2(v_forward, v_up));
100         printf("ORG: want: %v, got: %v\n", absorg, neworg);
101         */
102 }
103
104 void free_skeleton_from_frames(entity e)
105 {
106         if(e.skeletonindex)
107         {
108                 skel_delete(e.skeletonindex);
109                 e.skeletonindex = 0;
110         }
111 }
112
113 void skeleton_from_frames(entity e, bool is_dead)
114 {
115     TC(bool, is_dead);
116         float m = e.modelindex;
117         if(!e.skeletonindex)
118         {
119                 e.skeletonindex = skel_create(m);
120                 skeleton_markbones(e);
121         }
122         float s = e.skeletonindex;
123         if(!s)
124                 return;
125         float n = e.skeleton_numbones;
126         float savelerpfrac = e.lerpfrac;
127         float savelerpfrac3 = e.lerpfrac3;
128         float savelerpfrac4 = e.lerpfrac4;
129
130         vector fixbone_oldangles = '0 0 0';
131         if(e.fixbone)
132         {
133                 // make all bones BONETYPE_UPPER
134                 e.lerpfrac = 0;
135                 e.lerpfrac3 = savelerpfrac3 * 2;
136                 e.lerpfrac4 = 0;
137                 // build skeleton
138                 skel_build(s, e, m, 0, 1, n);
139                 // get hip bone
140                 skel_get_boneabs(s, e.bone_upperbody);
141                 fixbone_oldangles = fixedvectoangles2(v_forward, v_up);
142         }
143         int bone;
144         for(bone = 0; bone < n; )
145         {
146                 float firstbone = bone;
147                 float bonetype = e.skeleton_bonetype[bone];
148                 for(++bone; (bone < n) && (e.skeleton_bonetype[bone] == bonetype); ++bone)
149                         ;
150                 if(bonetype == BONETYPE_UPPER)
151                 {
152                         // only show frames 1+3 (upper body)
153                         e.lerpfrac = 0;
154                         e.lerpfrac3 = savelerpfrac3 * 2;
155                         e.lerpfrac4 = 0;
156                 }
157                 else
158                 {
159                         // only show frames 2+4 (lower body)
160                         e.lerpfrac = savelerpfrac * 2;
161                         e.lerpfrac3 = 0;
162                         e.lerpfrac4 = savelerpfrac4 * 2;
163                 }
164                 //printf("Run: bone %d to %d, type %d\n", firstbone + 1, bone, bonetype);
165                 //printf("frame %d %d %d %d lerpfrac * %d %d %d\n", e.frame, e.frame2, e.frame3, e.frame4, e.lerpfrac, e.lerpfrac3, e.lerpfrac4);
166                 skel_build(s, e, m, 0, firstbone + 1, bone);
167         }
168         e.lerpfrac = savelerpfrac;
169         e.lerpfrac3 = savelerpfrac3;
170         e.lerpfrac4 = savelerpfrac4;
171
172         if(e.fixbone)
173         {
174                 // FIX IT
175                 vector org = skel_get_boneabs(s, e.bone_upperbody);
176                 fixedmakevectors(fixbone_oldangles);
177                 skel_set_boneabs(s, e.bone_upperbody, org);
178         }
179
180         if(!is_dead)
181         {
182                 if(e == csqcplayer)
183                 {
184                         if(intermission)
185                         {
186                                 if(!e.v_angle_save_x)
187                                         e.v_angle_save_x = input_angles.x;
188                                 e.v_angle_x = e.v_angle_save_x;
189                         }
190                         else
191                                 e.v_angle_x = input_angles.x;
192                 }
193                 int i;
194                 for(i = 0; i < MAX_AIM_BONES; ++i)
195                 {
196                         if(e.(bone_aim[i]))
197                         {
198                                 vector aim = '1 0 0' * bound(-90, e.v_angle_x, 90) * e.(bone_aimweight[i]);
199                                 vector org = skel_get_boneabs(s, e.(bone_aim[i]));
200                                 vector ang_cur = fixedvectoangles2(v_forward, v_up);
201                                 vector ang = AnglesTransform_Multiply(aim, ang_cur);
202                                 fixedmakevectors(ang);
203                                 skel_set_boneabs(s, e.(bone_aim[i]), org);
204                         }
205                 }
206         }
207 }