2 .float anim_implicit_state;
3 .float anim_implicit_time;
6 .float anim_lower_implicit_action;
7 .float anim_lower_implicit_time;
8 .float anim_upper_implicit_action;
9 .float anim_upper_implicit_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 vector none = '0 0 0';
49 e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
50 e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
51 e.anim_draw = animfixfps(e, '2 1 3', none);
52 e.anim_duckwalk = animfixfps(e, '4 1 1', none);
53 e.anim_duckjump = animfixfps(e, '5 1 10', none);
54 e.anim_duckidle = animfixfps(e, '6 1 1', none);
55 e.anim_idle = animfixfps(e, '7 1 1', none);
56 e.anim_jump = animfixfps(e, '8 1 10', none);
57 e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
58 e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
59 e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
60 e.anim_taunt = animfixfps(e, '12 1 0.33', none);
61 e.anim_run = animfixfps(e, '13 1 1', none);
62 e.anim_runbackwards = animfixfps(e, '14 1 1', none);
63 e.anim_strafeleft = animfixfps(e, '15 1 1', none);
64 e.anim_straferight = animfixfps(e, '16 1 1', none);
65 e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
66 e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
67 e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
68 e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
69 e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
70 e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
71 e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
72 e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
73 e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
74 e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
75 e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
76 e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
79 #define ANIMPRIO_IDLE 0
80 #define ANIMPRIO_STATIC 1
81 #define ANIMPRIO_ACTIVE 2
82 #define ANIMPRIO_DEAD 3
84 vector animdecide_getupperanim(entity e)
86 // is there an action?
87 vector outframe = '-1 0 0';
89 if(e.anim_upper_time >= e.anim_upper_implicit_time)
91 a = e.anim_upper_action;
92 t = e.anim_upper_time;
96 a = e.anim_upper_implicit_action;
97 t = e.anim_upper_implicit_time;
101 case ANIMACTION_DRAW: outframe = e.anim_draw; break;
102 case ANIMACTION_PAIN1: outframe = e.anim_pain1; break;
103 case ANIMACTION_PAIN2: outframe = e.anim_pain2; break;
104 case ANIMACTION_SHOOT: outframe = e.anim_shoot; break;
105 case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
106 case ANIMACTION_MELEE: outframe = e.anim_melee; break;
110 if(time <= t + outframe_y / outframe_z)
112 // animation is running!
113 return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
116 // or, decide the anim by state
117 t = max(e.anim_time, e.anim_implicit_time);
118 // but all states are for lower body!
119 return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
122 vector animdecide_getloweranim(entity e)
125 if(e.anim_state & ANIMSTATE_FROZEN)
126 return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
127 if(e.anim_state & ANIMSTATE_DEAD1)
128 return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
129 if(e.anim_state & ANIMSTATE_DEAD2)
130 return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
132 // is there an action?
133 vector outframe = '-1 0 0';
135 if(e.anim_lower_time >= e.anim_lower_implicit_time)
137 a = e.anim_lower_action;
138 t = e.anim_lower_time;
142 a = e.anim_lower_implicit_action;
143 t = e.anim_lower_implicit_time;
147 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;
151 if(time <= t + outframe_y / outframe_z)
153 // animation is running!
154 return vec3(outframe_x, e.anim_lower_time, ANIMPRIO_ACTIVE);
157 // or, decide the anim by state
158 t = max(e.anim_time, e.anim_implicit_time);
159 if(e.anim_state & ANIMSTATE_DUCK)
161 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
162 return vec3(e.anim_duckjump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
163 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
165 case ANIMIMPLICITSTATE_FORWARD:
166 return vec3(e.anim_duckwalk_x, t, ANIMPRIO_ACTIVE);
167 case ANIMIMPLICITSTATE_BACKWARDS:
168 return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_ACTIVE);
169 case ANIMIMPLICITSTATE_RIGHT:
170 return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_ACTIVE);
171 case ANIMIMPLICITSTATE_LEFT:
172 return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_ACTIVE);
173 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
174 return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_ACTIVE);
175 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
176 return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_ACTIVE);
177 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
178 return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_ACTIVE);
179 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
180 return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_ACTIVE);
182 return vec3(e.anim_duckidle_x, t, ANIMPRIO_STATIC);
187 if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
188 return vec3(e.anim_jump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
189 else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
191 case ANIMIMPLICITSTATE_FORWARD:
192 return vec3(e.anim_run_x, t, ANIMPRIO_ACTIVE);
193 case ANIMIMPLICITSTATE_BACKWARDS:
194 return vec3(e.anim_runbackwards_x, t, ANIMPRIO_ACTIVE);
195 case ANIMIMPLICITSTATE_RIGHT:
196 return vec3(e.anim_straferight_x, t, ANIMPRIO_ACTIVE);
197 case ANIMIMPLICITSTATE_LEFT:
198 return vec3(e.anim_strafeleft_x, t, ANIMPRIO_ACTIVE);
199 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
200 return vec3(e.anim_forwardright_x, t, ANIMPRIO_ACTIVE);
201 case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
202 return vec3(e.anim_forwardleft_x, t, ANIMPRIO_ACTIVE);
203 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
204 return vec3(e.anim_backright_x, t, ANIMPRIO_ACTIVE);
205 case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
206 return vec3(e.anim_backleft_x, t, ANIMPRIO_ACTIVE);
208 return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
214 void animdecide_setimplicitstate(entity e, float flg)
219 makevectors(e.angles);
221 v_x = e.velocity * v_forward;
222 v_y = e.velocity * v_right;
224 // we want to match like this:
225 // the 8 directions shall be "evenly spaced"
226 // that means, the forward key includes anything from -67.5 to +67.5 degrees
227 // which then means x > |y| * cot(3pi/8)
229 // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
230 // which would be an angle range from -63.43 to +63.43 degrees, making
231 // it slightly less likely to "hit two keys at once", so let's do this
236 if(v_x > fabs(v_y) * 0.5)
237 s |= ANIMIMPLICITSTATE_FORWARD;
238 if(v_x < -fabs(v_y) * 0.5)
239 s |= ANIMIMPLICITSTATE_BACKWARDS;
240 if(v_y > fabs(v_x) * 0.5)
241 s |= ANIMIMPLICITSTATE_RIGHT;
242 if(v_y < -fabs(v_x) * 0.5)
243 s |= ANIMIMPLICITSTATE_LEFT;
245 if(!(flg & FL_ONGROUND))
246 s |= ANIMIMPLICITSTATE_INAIR;
248 // detect some kinds of otherwise misdetected jumps
249 if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
251 // ground to air transition - do we want to reset jump anim?
253 if(e.anim_lower_action != ANIMACTION_JUMP || time > e.anim_lower_time + 0.2)
254 if(e.anim_lower_implicit_action != ANIMACTION_JUMP || time > e.anim_lower_implicit_time + 0.2)
256 traceline(e.origin + '0 0 1' * e.maxs_z, e.origin + '0 0 1' * (e.mins_z - autocvar_sv_player_jumpanim_minfall), MOVE_NOMONSTERS, e);
257 if(!trace_startsolid && trace_fraction == 1)
260 e.anim_lower_implicit_action = ANIMACTION_JUMP;
261 e.anim_lower_implicit_time = time;
268 if(s != e.anim_implicit_state)
270 e.anim_implicit_state = s;
271 e.anim_implicit_time = time;
274 void animdecide_setframes(entity e, float flg, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
276 animdecide_setimplicitstate(e, flg);
280 vector upper = animdecide_getupperanim(e);
281 vector lower = animdecide_getloweranim(e);
282 //print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
283 if(upper_z > lower_z)
285 else if(lower_z > upper_z)
289 if(e.frame1time != upper_y || e.frame2time != lower_y)
290 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
291 e.fld_frame = upper_x;
292 e.fld_frame1time = upper_y;
293 e.fld_frame2 = lower_x;
294 e.fld_frame2time = lower_y;
298 if(e.frame1time != upper_y)
299 BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
300 e.fld_frame = upper_x;
301 e.fld_frame1time = upper_y;
305 void animdecide_setstate(entity e, float newstate, float restart)
308 if(newstate == e.anim_state)
310 e.anim_state = newstate;
313 void animdecide_setaction(entity e, float action, float restart)
318 if(action == e.anim_lower_action)
320 e.anim_lower_action = action;
321 e.anim_lower_time = time;
326 if(action == e.anim_upper_action)
328 e.anim_upper_action = action;
329 e.anim_upper_time = time;