X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fanimdecide.qc;h=ecc840f6fbbe41358d381d26a8c12ffaac59de2d;hp=d2b849f580e4832621dd5c16467dcbeb8cfb39cb;hb=82dbcadfd0556053b74638f2e3ae2e57103ddf26;hpb=7f6f6ddf5a60125f13cbc906c5e29faf61310d80 diff --git a/qcsrc/common/animdecide.qc b/qcsrc/common/animdecide.qc index d2b849f58..ecc840f6f 100644 --- a/qcsrc/common/animdecide.qc +++ b/qcsrc/common/animdecide.qc @@ -1,3 +1,15 @@ +#if defined(CSQC) + #include "../dpdefs/csprogsdefs.qh" + #include "animdecide.qh" +#elif defined(MENUQC) +#elif defined(SVQC) + #include "../dpdefs/progsdefs.qh" + #include "../dpdefs/dpextensions.qh" + #include "util.qh" + #include "animdecide.qh" + #include "../server/defs.qh" +#endif + // player animation data for this model // each vector is as follows: // _x = startframe @@ -75,16 +87,16 @@ void animdecide_load_if_needed(entity e) 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) @@ -112,25 +124,25 @@ vector animdecide_getupperanim(entity e) 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_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) @@ -153,12 +165,12 @@ vector animdecide_getloweranim(entity e) { 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 @@ -166,71 +178,68 @@ 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_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" @@ -244,13 +253,13 @@ void animdecide_setimplicitstate(entity e, float onground) if(vlen(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) @@ -280,31 +289,31 @@ void animdecide_setframes(entity e, float support_blending, .float fld_frame, .f //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)