X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fanimdecide.qh;h=d122b6a36288c9b2d43eb083e980881af537dcd1;hp=9dc7cf7dbd0dd6273a655cb938f185e383c7d6e2;hb=86c9dc7c3696c329496b06375c1e79fb407401ce;hpb=1ba59bdc6b1e1ad0368f34dbd297e40cc42be243 diff --git a/qcsrc/common/animdecide.qh b/qcsrc/common/animdecide.qh index 9dc7cf7db..d122b6a36 100644 --- a/qcsrc/common/animdecide.qh +++ b/qcsrc/common/animdecide.qh @@ -8,6 +8,42 @@ void animdecide_load_if_needed(entity e); void animdecide_setimplicitstate(entity e, float onground); 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 .int anim_state; .float anim_time; @@ -30,6 +66,7 @@ const int ANIMSTATE_DEAD1 = 1; // base frames: die1 const int ANIMSTATE_DEAD2 = 2; // base frames: die2 const int ANIMSTATE_DUCK = 4; // turns walk into duckwalk, jump into duckjump, etc. const int ANIMSTATE_FROZEN = 8; // force idle +const int ANIMSTATE_FOLLOW = 16; // also force idle // implicit anim states (inferred from velocity, etc.) const int ANIMIMPLICITSTATE_INAIR = 1;