X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fanimdecide.qh;h=521c6ab989b906649bf774b55ca840cb8416de1b;hp=105dac7c47f2460a8710a54c87032a5b469eb1dd;hb=c53eefe3c0c96fb03d404a32ae9f952e2308ec05;hpb=6d249c399e3e08bac4f671d875e1a58ba52a5a34 diff --git a/qcsrc/common/animdecide.qh b/qcsrc/common/animdecide.qh index 105dac7c4..521c6ab98 100644 --- a/qcsrc/common/animdecide.qh +++ b/qcsrc/common/animdecide.qh @@ -1,11 +1,51 @@ -// client side frame inferring -void animdecide_init(entity e); +#ifndef ANIMDECIDE_H +#define ANIMDECIDE_H + +// must be called at least once to initialize, or when modelindex is changed +void animdecide_load_if_needed(entity e); +// client side frame inferring void animdecide_setimplicitstate(entity e, float onground); -void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time); +void animdecide_setframes(entity e, bool support_blending, .int fld_frame, .int fld_frame1time, .int fld_frame2, .int fld_frame2time); + +// 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; // please network this one -.float anim_state; +.int anim_state; .float anim_time; .float anim_lower_action; .float anim_lower_time; @@ -13,7 +53,7 @@ void animdecide_setframes(entity e, float support_blending, .float fld_frame, .f .float anim_upper_time; // when copying entities, copy these too -.float anim_implicit_state; +.int anim_implicit_state; .float anim_implicit_time; .float anim_lower_implicit_action; .float anim_lower_implicit_time; @@ -21,26 +61,28 @@ void animdecide_setframes(entity e, float support_blending, .float fld_frame, .f .float anim_upper_implicit_time; // explicit anim states (networked) -void animdecide_setstate(entity e, float newstate, float restart); -#define ANIMSTATE_DEAD1 1 // base frames: die1 -#define ANIMSTATE_DEAD2 2 // base frames: die2 -#define ANIMSTATE_DUCK 4 // turns walk into duckwalk, jump into duckjump, etc. -#define ANIMSTATE_FROZEN 8 // force idle +void animdecide_setstate(entity e, int newstate, float restart); +const int ANIMSTATE_DEAD1 = BIT(0); // base frames: die1 +const int ANIMSTATE_DEAD2 = BIT(1); // base frames: die2 +const int ANIMSTATE_DUCK = BIT(2); // turns walk into duckwalk, jump into duckjump, etc. +const int ANIMSTATE_FROZEN = BIT(3); // force idle +const int ANIMSTATE_FOLLOW = BIT(4); // also force idle // implicit anim states (inferred from velocity, etc.) -#define ANIMIMPLICITSTATE_INAIR 1 -#define ANIMIMPLICITSTATE_FORWARD 2 -#define ANIMIMPLICITSTATE_BACKWARDS 4 -#define ANIMIMPLICITSTATE_LEFT 8 -#define ANIMIMPLICITSTATE_RIGHT 16 -#define ANIMIMPLICITSTATE_JUMPRELEASED 32 +const int ANIMIMPLICITSTATE_INAIR = BIT(0); +const int ANIMIMPLICITSTATE_FORWARD = BIT(1); +const int ANIMIMPLICITSTATE_BACKWARDS = BIT(2); +const int ANIMIMPLICITSTATE_LEFT = BIT(3); +const int ANIMIMPLICITSTATE_RIGHT = BIT(4); +const int ANIMIMPLICITSTATE_JUMPRELEASED = BIT(5); // explicit actions (networked); negative values are for lower body void animdecide_setaction(entity e, float action, float restart); -#define ANIMACTION_JUMP -1 // jump -#define ANIMACTION_DRAW 1 // draw -#define ANIMACTION_PAIN1 2 // pain -#define ANIMACTION_PAIN2 3 // pain -#define ANIMACTION_SHOOT 4 // shoot -#define ANIMACTION_TAUNT 5 // taunt -#define ANIMACTION_MELEE 6 // melee +const int ANIMACTION_JUMP = -1; // jump +const int ANIMACTION_DRAW = 1; // draw +const int ANIMACTION_PAIN1 = 2; // pain +const int ANIMACTION_PAIN2 = 3; // pain +const int ANIMACTION_SHOOT = 4; // shoot +const int ANIMACTION_TAUNT = 5; // taunt +const int ANIMACTION_MELEE = 6; // melee +#endif