2 .float anim_implicit_state;
3 .float anim_implicit_time;
6 .float anim_lower_action;
7 .float anim_lower_time;
8 .float anim_upper_action;
9 .float anim_upper_time;
11 // player animation data for this model
12 // each vector is as follows:
16 .vector anim_die1; // player dies
17 .vector anim_die2; // player dies differently
18 .vector anim_draw; // player pulls out a weapon
19 .vector anim_duckwalk; // player walking while crouching
20 .vector anim_duckjump; // player jumping from a crouch
21 .vector anim_duckidle; // player idling while crouching
22 .vector anim_idle; // player standing
23 .vector anim_jump; // player jump
24 .vector anim_pain1; // player flinches from pain
25 .vector anim_pain2; // player flinches from pain, differently
26 .vector anim_shoot; // player shoots
27 .vector anim_taunt; // player taunts others (FIXME: no code references this)
28 .vector anim_run; // player running forward
29 .vector anim_runbackwards; // player running backward
30 .vector anim_strafeleft; // player shuffling left quickly
31 .vector anim_straferight; // player shuffling right quickly
32 .vector anim_forwardright; // player running forward and right
33 .vector anim_forwardleft; // player running forward and left
34 .vector anim_backright; // player running backward and right
35 .vector anim_backleft; // player running back and left
36 .vector anim_melee; // player doing the melee action
37 .vector anim_duck; // player doing the melee action
38 .vector anim_duckwalkbackwards;
39 .vector anim_duckwalkstrafeleft;
40 .vector anim_duckwalkstraferight;
41 .vector anim_duckwalkforwardright;
42 .vector anim_duckwalkforwardleft;
43 .vector anim_duckwalkbackright;
44 .vector anim_duckwalkbackleft;
46 void animdecide_init(entity e)
48 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
49 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
50 self.anim_draw = animfixfps(self, '2 1 3');
51 self.anim_duckwalk = animfixfps(self, '4 1 1');
52 self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
53 self.anim_duckidle = animfixfps(self, '6 1 1');
54 self.anim_idle = animfixfps(self, '7 1 1');
55 self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
56 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
57 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
58 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
59 self.anim_taunt = animfixfps(self, '12 1 0.33');
60 self.anim_run = animfixfps(self, '13 1 1');
61 self.anim_runbackwards = animfixfps(self, '14 1 1');
62 self.anim_strafeleft = animfixfps(self, '15 1 1');
63 self.anim_straferight = animfixfps(self, '16 1 1');
64 self.anim_forwardright = animfixfps(self, '19 1 1');
65 self.anim_forwardleft = animfixfps(self, '20 1 1');
66 self.anim_backright = animfixfps(self, '21 1 1');
67 self.anim_backleft = animfixfps(self, '22 1 1');
68 self.anim_melee = animfixfps(self, '23 1 1');
69 self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
70 self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
71 self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
72 self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
73 self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
74 self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
75 self.anim_duckwalkbackleft = animfixfps(self, '30 1 1');
78 #define ANIMPRIO_IDLE 0
79 #define ANIMPRIO_STATIC 1
80 #define ANIMPRIO_ACTIVE 2
81 #define ANIMPRIO_DEAD 3
83 vector animdecide_getupperanim(entity e)
85 // is there an action?
86 vector outframe = '-1 0 0';
87 switch(e.anim_upper_action)
89 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
90 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
91 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
92 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
93 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
94 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
98 if(time <= e.anim_upper_time + outframe_y / outframe_z)
100 // animation is running!
101 return vec3(outframe_x, e.anim_upper_time, ANIMPRIO_ACTIVE);
104 float t = max(e.anim_time, e.anim_implicit_time);
105 // or, decide the anim by state
106 // but all states are for lower body!
107 return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
110 vector animdecide_getloweranim(entity e)
113 if(e.anim_state & ANIMSTATE_FROZEN)
114 return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
115 if(e.anim_state & ANIMSTATE_DEAD1)
116 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
117 if(e.anim_state & ANIMSTATE_DEAD2)
118 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
120 // is there an action?
121 vector outframe = '-1 0 0';
122 switch(e.anim_lower_action)
124 case ANIMACTION_JUMP: if(e.anim_state & ANIMSTATE_DUCK) outframe = e.anim_duckjump; else outframe = e.anim_jump; break;
128 if(time <= e.anim_lower_time + outframe_y / outframe_z)
130 // animation is running!
131 return vec3(outframe_x, e.anim_lower_time, ANIMPRIO_ACTIVE);
134 float t = max(e.anim_time, e.anim_implicit_time);
135 // or, decide the anim by state
136 if(e.anim_state & ANIMSTATE_DUCK)
138 switch(self.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
140 case ANIMIMPLICITSTATE_FORWARD:
141 return vec3(e.anim_duckwalk_x, t, ANIMPRIO_ACTIVE);
142 case ANIMIMPLICITSTATE_BACKWARDS:
143 return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_ACTIVE);
144 case ANIMIMPLICITSTATE_RIGHT:
145 return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_ACTIVE);
146 case ANIMIMPLICITSTATE_LEFT:
147 return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_ACTIVE);
148 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
149 return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_ACTIVE);
150 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
151 return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_ACTIVE);
152 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
153 return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_ACTIVE);
154 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
155 return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_ACTIVE);
157 return vec3(e.anim_duckidle_x, t, ANIMPRIO_STATIC);
160 else if(e.anim_implicit_state & ANIMIMPLICITSTATE_RUN)
162 switch(self.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
164 case ANIMIMPLICITSTATE_FORWARD:
165 return vec3(e.anim_run_x, t, ANIMPRIO_ACTIVE);
166 case ANIMIMPLICITSTATE_BACKWARDS:
167 return vec3(e.anim_runbackwards_x, t, ANIMPRIO_ACTIVE);
168 case ANIMIMPLICITSTATE_RIGHT:
169 return vec3(e.anim_straferight_x, t, ANIMPRIO_ACTIVE);
170 case ANIMIMPLICITSTATE_LEFT:
171 return vec3(e.anim_strafeleft_x, t, ANIMPRIO_ACTIVE);
172 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
173 return vec3(e.anim_forwardright_x, t, ANIMPRIO_ACTIVE);
174 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
175 return vec3(e.anim_forwardleft_x, t, ANIMPRIO_ACTIVE);
176 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
177 return vec3(e.anim_backright_x, t, ANIMPRIO_ACTIVE);
178 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
179 return vec3(e.anim_backleft_x, t, ANIMPRIO_ACTIVE);
181 return vec3(e.anim_run_x, t, ANIMPRIO_STATIC);
184 return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
187 void animdecide_setimplicitstate(entity e)
192 makevectors(self.angles);
193 if(self.velocity * v_forward > 0)
194 s |= ANIMIMPLICITSTATE_FORWARD;
195 if(self.velocity * v_forward < 0)
196 s |= ANIMIMPLICITSTATE_BACKWARDS;
197 if(self.velocity * v_right > 0)
198 s |= ANIMIMPLICITSTATE_RIGHT;
199 if(self.velocity * v_right < 0)
200 s |= ANIMIMPLICITSTATE_LEFT;
201 if(vlen(self.velocity) > 100)
202 s |= ANIMIMPLICITSTATE_RUN;
204 // TODO infer jumping too!
206 void animdecide_setframes(entity e, float support_blending)
208 animdecide_setimplicitstate(e);
212 vector upper = animdecide_getupperanim(e);
213 vector lower = animdecide_getloweranim(e);
214 if(upper_y > lower_y)
216 else if(lower_y > upper_y)
220 self.frame = upper_x;
221 self.frame1time = upper_z;
222 self.frame2 = lower_x;
223 self.frame2time = lower_z;
227 self.frame = upper_x;
228 self.frame1time = upper_z;
232 void animdecide_setstate(entity e, float newstate, float restart)
235 if(newstate == e.anim_state)
237 e.anim_state = newstate;
240 void animdecide_setaction(entity e, float action, float restart)
245 if(action == e.anim_lower_action)
247 e.anim_lower_action = action;
248 e.anim_lower_time = time;
253 if(action == e.anim_upper_action)
255 e.anim_upper_action = action;
256 e.anim_upper_time = time;