1 // player animation data for this model
2 // each vector is as follows:
6 .vector anim_die1; // player dies
7 .vector anim_die2; // player dies differently
8 .vector anim_draw; // player pulls out a weapon
9 .vector anim_duckwalk; // player walking while crouching
10 .vector anim_duckjump; // player jumping from a crouch
11 .vector anim_duckidle; // player idling while crouching
12 .vector anim_idle; // player standing
13 .vector anim_jump; // player jump
14 .vector anim_pain1; // player flinches from pain
15 .vector anim_pain2; // player flinches from pain, differently
16 .vector anim_shoot; // player shoots
17 .vector anim_taunt; // player taunts others (FIXME: no code references this)
18 .vector anim_run; // player running forward
19 .vector anim_runbackwards; // player running backward
20 .vector anim_strafeleft; // player shuffling left quickly
21 .vector anim_straferight; // player shuffling right quickly
22 .vector anim_forwardright; // player running forward and right
23 .vector anim_forwardleft; // player running forward and left
24 .vector anim_backright; // player running backward and right
25 .vector anim_backleft; // player running back and left
26 .vector anim_melee; // player doing the melee action
27 .vector anim_duck; // player doing the melee action
28 .vector anim_duckwalkbackwards;
29 .vector anim_duckwalkstrafeleft;
30 .vector anim_duckwalkstraferight;
31 .vector anim_duckwalkforwardright;
32 .vector anim_duckwalkforwardleft;
33 .vector anim_duckwalkbackright;
34 .vector anim_duckwalkbackleft;
36 void animdecide_init(entity e)
38 vector none = '0 0 0';
39 e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
40 e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
41 e.anim_draw = animfixfps(e, '2 1 3', none);
42 e.anim_duckwalk = animfixfps(e, '4 1 1', none);
43 e.anim_duckjump = animfixfps(e, '5 1 10', none);
44 e.anim_duckidle = animfixfps(e, '6 1 1', none);
45 e.anim_idle = animfixfps(e, '7 1 1', none);
46 e.anim_jump = animfixfps(e, '8 1 10', none);
47 e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
48 e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
49 e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
50 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
51 e.anim_run = animfixfps(e, '13 1 1', none);
52 e.anim_runbackwards = animfixfps(e, '14 1 1', none);
53 e.anim_strafeleft = animfixfps(e, '15 1 1', none);
54 e.anim_straferight = animfixfps(e, '16 1 1', none);
55 e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
56 e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
57 e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
58 e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
59 e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
60 e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
61 e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
62 e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
63 e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
64 e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
65 e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
66 e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
68 // these anims ought to stay until stopped explicitly by weaponsystem
69 e.anim_shoot_z = 0.001;
70 e.anim_melee_z = 0.001;
73 #define ANIMPRIO_IDLE 0
74 #define ANIMPRIO_ACTIVE 1
75 #define ANIMPRIO_CROUCH 2
76 #define ANIMPRIO_DEAD 3
78 vector animdecide_getupperanim(entity e)
81 if(e.anim_state & ANIMSTATE_FROZEN)
82 return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
83 if(e.anim_state & ANIMSTATE_DEAD1)
84 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
85 if(e.anim_state & ANIMSTATE_DEAD2)
86 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
88 // is there an action?
89 vector outframe = '-1 0 0';
91 if(e.anim_upper_time >= e.anim_upper_implicit_time)
93 a = e.anim_upper_action;
94 t = e.anim_upper_time;
98 a = e.anim_upper_implicit_action;
99 t = e.anim_upper_implicit_time;
103 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
104 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
105 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
106 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
107 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
108 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
112 if(time <= t + outframe_y / outframe_z)
114 // animation is running!
115 return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
118 // or, decide the anim by state
119 t = max(e.anim_time, e.anim_implicit_time);
120 // but all states are for lower body!
121 return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
124 vector animdecide_getloweranim(entity e)
127 if(e.anim_state & ANIMSTATE_FROZEN)
128 return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
129 if(e.anim_state & ANIMSTATE_DEAD1)
130 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
131 if(e.anim_state & ANIMSTATE_DEAD2)
132 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
134 // is there an action?
135 vector outframe = '-1 0 0';
137 if(e.anim_lower_time >= e.anim_lower_implicit_time)
139 a = e.anim_lower_action;
140 t = e.anim_lower_time;
144 a = e.anim_lower_implicit_action;
145 t = e.anim_lower_implicit_time;
149 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;
153 if(time <= t + outframe_y / outframe_z)
155 // animation is running!
156 return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
159 // or, decide the anim by state
160 t = max(e.anim_time, e.anim_implicit_time);
161 if(e.anim_state & ANIMSTATE_DUCK)
163 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
164 return vec3(e.anim_duckjump_x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
165 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
167 case ANIMIMPLICITSTATE_FORWARD:
168 return vec3(e.anim_duckwalk_x, t, ANIMPRIO_CROUCH);
169 case ANIMIMPLICITSTATE_BACKWARDS:
170 return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_CROUCH);
171 case ANIMIMPLICITSTATE_RIGHT:
172 return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_CROUCH);
173 case ANIMIMPLICITSTATE_LEFT:
174 return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_CROUCH);
175 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
176 return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_CROUCH);
177 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
178 return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_CROUCH);
179 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
180 return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_CROUCH);
181 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
182 return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_CROUCH);
184 return vec3(e.anim_duckidle_x, t, ANIMPRIO_CROUCH);
189 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
190 return vec3(e.anim_jump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
191 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
193 case ANIMIMPLICITSTATE_FORWARD:
194 return vec3(e.anim_run_x, t, ANIMPRIO_ACTIVE);
195 case ANIMIMPLICITSTATE_BACKWARDS:
196 return vec3(e.anim_runbackwards_x, t, ANIMPRIO_ACTIVE);
197 case ANIMIMPLICITSTATE_RIGHT:
198 return vec3(e.anim_straferight_x, t, ANIMPRIO_ACTIVE);
199 case ANIMIMPLICITSTATE_LEFT:
200 return vec3(e.anim_strafeleft_x, t, ANIMPRIO_ACTIVE);
201 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
202 return vec3(e.anim_forwardright_x, t, ANIMPRIO_ACTIVE);
203 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
204 return vec3(e.anim_forwardleft_x, t, ANIMPRIO_ACTIVE);
205 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
206 return vec3(e.anim_backright_x, t, ANIMPRIO_ACTIVE);
207 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
208 return vec3(e.anim_backleft_x, t, ANIMPRIO_ACTIVE);
210 return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
216 void animdecide_setimplicitstate(entity e, float onground)
221 makevectors(e.angles);
223 v_x = e.velocity * v_forward;
224 v_y = e.velocity * v_right;
226 // we want to match like this:
227 // the 8 directions shall be "evenly spaced"
228 // that means, the forward key includes anything from -67.5 to +67.5 degrees
229 // which then means x > |y| * cot(3pi/8)
231 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
232 // which would be an angle range from -63.43 to +63.43 degrees, making
233 // it slightly less likely to "hit two keys at once", so let's do this
238 if(v_x > fabs(v_y) * 0.5)
239 s |= ANIMIMPLICITSTATE_FORWARD;
240 if(v_x < -fabs(v_y) * 0.5)
241 s |= ANIMIMPLICITSTATE_BACKWARDS;
242 if(v_y > fabs(v_x) * 0.5)
243 s |= ANIMIMPLICITSTATE_RIGHT;
244 if(v_y < -fabs(v_x) * 0.5)
245 s |= ANIMIMPLICITSTATE_LEFT;
248 s |= ANIMIMPLICITSTATE_INAIR;
250 // detect some kinds of otherwise misdetected jumps (ground to air transition)
251 // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
252 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
254 e.anim_lower_implicit_action = ANIMACTION_JUMP;
255 e.anim_lower_implicit_time = time;
258 if(s != e.anim_implicit_state)
260 e.anim_implicit_state = s;
261 e.anim_implicit_time = time;
264 void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
269 vector upper = animdecide_getupperanim(e);
270 vector lower = animdecide_getloweranim(e);
271 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
274 if(upper_z && !lower_z)
276 else if(lower_z && !upper_z)
278 if(e.frame1time != upper_y || e.frame2time != lower_y)
279 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
280 e.fld_frame = upper_x;
281 e.fld_frame1time = upper_y;
282 e.fld_frame2 = lower_x;
283 e.fld_frame2time = lower_y;
287 if(upper_z > lower_z)
289 else if(lower_z > upper_z)
291 if(e.frame1time != upper_y)
292 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
293 e.fld_frame = upper_x;
294 e.fld_frame1time = upper_y;
298 void animdecide_setstate(entity e, float newstate, float restart)
301 if(newstate == e.anim_state)
303 e.anim_state = newstate;
306 void animdecide_setaction(entity e, float action, float restart)
311 if(action == e.anim_lower_action)
313 e.anim_lower_action = action;
314 e.anim_lower_time = time;
319 if(action == e.anim_upper_action)
321 e.anim_upper_action = action;
322 e.anim_upper_time = time;