]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/animdecide.qc
Fix HMG
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / animdecide.qc
index 5a44848d4009cbe9b3ff544a90067339e15b0329..32ffef248d540ce8b5f9c85101ec8e5ceef0b37b 100644 (file)
@@ -1,13 +1,3 @@
-// implicit anim state
-.float anim_implicit_state;
-.float anim_implicit_time;
-
-// actions
-.float anim_lower_implicit_action;
-.float anim_lower_implicit_time;
-.float anim_upper_implicit_action;
-.float anim_upper_implicit_time;
-
 // player animation data for this model
 // each vector is as follows:
 // _x = startframe
 .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
@@ -74,15 +69,27 @@ void animdecide_init(entity e)
        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');
+
+       // 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_STATIC 1
-#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;
@@ -151,7 +158,7 @@ vector animdecide_getloweranim(entity e)
                if(time <= t + outframe_y / outframe_z)
                {
                        // animation is running!
-                       return vec3(outframe_x, e.anim_lower_time, ANIMPRIO_ACTIVE);
+                       return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
                }
        }
        // or, decide the anim by state
@@ -159,27 +166,27 @@ vector animdecide_getloweranim(entity e)
        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_STATIC);
+                               return vec3(e.anim_duckidle_x, t, ANIMPRIO_CROUCH);
                }
        }
        else
@@ -209,9 +216,12 @@ vector animdecide_getloweranim(entity e)
                }
        }
        // can't get here
+#ifdef GMQCC
+       return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
+#endif
 }
 
-void animdecide_setimplicitstate(entity e, float flg)
+void animdecide_setimplicitstate(entity e, float onground)
 {
        float s;
        s = 0;
@@ -220,6 +230,7 @@ void animdecide_setimplicitstate(entity e, float flg)
        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"
@@ -242,27 +253,15 @@ void animdecide_setimplicitstate(entity e, float flg)
                if(v_y < -fabs(v_x) * 0.5)
                        s |= ANIMIMPLICITSTATE_LEFT;
        }
-       if(!(flg & FL_ONGROUND))
+       if(!onground)
                s |= ANIMIMPLICITSTATE_INAIR;
 
-       // detect some kinds of otherwise misdetected jumps
+       // detect some kinds of otherwise misdetected jumps (ground to air transition)
+       // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
        if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
        {
-               // ground to air transition - do we want to reset jump anim?
-#if 0
-               if(e.anim_lower_action != ANIMACTION_JUMP || time > e.anim_lower_time + 0.2)
-               if(e.anim_lower_implicit_action != ANIMACTION_JUMP || time > e.anim_lower_implicit_time + 0.2)
-               {
-                       traceline(e.origin + '0 0 1' * e.maxs_z, e.origin + '0 0 1' * (e.mins_z - autocvar_sv_player_jumpanim_minfall), MOVE_NOMONSTERS, e);
-                       if(!trace_startsolid && trace_fraction == 1)
-                       {
-#endif
-                               e.anim_lower_implicit_action = ANIMACTION_JUMP;
-                               e.anim_lower_implicit_time = time;
-#if 0
-                       }
-               }
-#endif
+               e.anim_lower_implicit_action = ANIMACTION_JUMP;
+               e.anim_lower_implicit_time = time;
        }
 
        if(s != e.anim_implicit_state)
@@ -271,21 +270,20 @@ void animdecide_setimplicitstate(entity e, float flg)
                e.anim_implicit_time = time;
        }
 }
-void animdecide_setframes(entity e, float flg, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
+void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
 {
-       animdecide_setimplicitstate(e, flg);
        // _x: frame
        // _y: start time
        // _z: priority
        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;
@@ -295,6 +293,10 @@ void animdecide_setframes(entity e, float flg, float support_blending, .float fl
        }
        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;