-// implicit anim state
-.float anim_implicit_state;
-.float anim_implicit_time;
-
-// actions
-.float anim_lower_implicit_action;
-.float anim_lower_implicit_time;
-.float anim_upper_implicit_action;
-.float anim_upper_implicit_time;
+#if defined(CSQC)
+ #include "../dpdefs/csprogsdefs.qh"
+ #include "animdecide.qh"
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../dpdefs/progsdefs.qh"
+ #include "../dpdefs/dpextensions.qh"
+ #include "util.qh"
+ #include "animdecide.qh"
+ #include "../server/defs.qh"
+#endif
// player animation data for this model
// each vector is as follows:
.vector anim_duckwalkforwardleft;
.vector anim_duckwalkbackright;
.vector anim_duckwalkbackleft;
+.float animdecide_modelindex;
-void animdecide_init(entity e)
+void animdecide_load_if_needed(entity e)
{
- e.anim_die1 = animfixfps(e, '0 1 0.5'); // 2 seconds
- e.anim_die2 = animfixfps(e, '1 1 0.5'); // 2 seconds
- e.anim_draw = animfixfps(e, '2 1 3');
- e.anim_duckwalk = animfixfps(e, '4 1 1');
- e.anim_duckjump = animfixfps(e, '5 1 10');
- e.anim_duckidle = animfixfps(e, '6 1 1');
- e.anim_idle = animfixfps(e, '7 1 1');
- e.anim_jump = animfixfps(e, '8 1 10');
- e.anim_pain1 = animfixfps(e, '9 1 2'); // 0.5 seconds
- e.anim_pain2 = animfixfps(e, '10 1 2'); // 0.5 seconds
- e.anim_shoot = animfixfps(e, '11 1 5'); // analyze models and set framerate
- e.anim_taunt = animfixfps(e, '12 1 0.33');
- e.anim_run = animfixfps(e, '13 1 1');
- e.anim_runbackwards = animfixfps(e, '14 1 1');
- e.anim_strafeleft = animfixfps(e, '15 1 1');
- e.anim_straferight = animfixfps(e, '16 1 1');
- e.anim_forwardright = animfixfps(e, '19 1 1');
- e.anim_forwardleft = animfixfps(e, '20 1 1');
- e.anim_backright = animfixfps(e, '21 1 1');
- e.anim_backleft = animfixfps(e, '22 1 1');
- e.anim_melee = animfixfps(e, '23 1 1');
- e.anim_duckwalkbackwards = animfixfps(e, '24 1 1');
- e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1');
- e.anim_duckwalkstraferight = animfixfps(e, '26 1 1');
- e.anim_duckwalkforwardright = animfixfps(e, '27 1 1');
- e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1');
- e.anim_duckwalkbackright = animfixfps(e, '29 1 1');
- e.anim_duckwalkbackleft = animfixfps(e, '30 1 1');
+ if(e.modelindex == e.animdecide_modelindex)
+ return;
+ e.animdecide_modelindex = e.modelindex;
+
+ vector none = '0 0 0';
+ e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
+ e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
+ e.anim_draw = animfixfps(e, '2 1 3', none);
+ e.anim_duckwalk = animfixfps(e, '4 1 1', none);
+ e.anim_duckjump = animfixfps(e, '5 1 10', none);
+ e.anim_duckidle = animfixfps(e, '6 1 1', none);
+ e.anim_idle = animfixfps(e, '7 1 1', none);
+ e.anim_jump = animfixfps(e, '8 1 10', none);
+ e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
+ e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
+ e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
+ e.anim_taunt = animfixfps(e, '12 1 0.33', none);
+ e.anim_run = animfixfps(e, '13 1 1', none);
+ e.anim_runbackwards = animfixfps(e, '14 1 1', none);
+ e.anim_strafeleft = animfixfps(e, '15 1 1', none);
+ e.anim_straferight = animfixfps(e, '16 1 1', none);
+ e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
+ e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
+ e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
+ e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
+ e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
+ e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
+ e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
+ e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
+ e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
+ e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
+ e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
+ e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
+
+ // these anims ought to stay until stopped explicitly by weaponsystem
+ e.anim_shoot_z = 0.001;
+ e.anim_melee_z = 0.001;
}
-#define ANIMPRIO_IDLE 0
-#define ANIMPRIO_STATIC 1
-#define ANIMPRIO_ACTIVE 2
-#define ANIMPRIO_DEAD 3
+const float ANIMPRIO_IDLE = 0;
+const float ANIMPRIO_ACTIVE = 1;
+const float ANIMPRIO_CROUCH = 2;
+const float ANIMPRIO_DEAD = 3;
vector animdecide_getupperanim(entity e)
{
+ // death etc.
+ if(e.anim_state & ANIMSTATE_FROZEN)
+ return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
+ if(e.anim_state & ANIMSTATE_DEAD1)
+ return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
+ if(e.anim_state & ANIMSTATE_DEAD2)
+ return vec3(e.anim_die2_x, e.anim_time, ANIMPRIO_DEAD);
+
// is there an action?
vector outframe = '-1 0 0';
float t, a;
case ANIMACTION_TAUNT: outframe = e.anim_taunt; break;
case ANIMACTION_MELEE: outframe = e.anim_melee; break;
}
- if(outframe_x >= 0)
+ if(outframe.x >= 0)
{
- if(time <= t + outframe_y / outframe_z)
+ if(time <= t + outframe.y / outframe.z)
{
// animation is running!
- return vec3(outframe_x, t, ANIMPRIO_ACTIVE);
+ return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
}
}
// or, decide the anim by state
t = max(e.anim_time, e.anim_implicit_time);
// but all states are for lower body!
- return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
+ return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
vector animdecide_getloweranim(entity e)
{
// death etc.
if(e.anim_state & ANIMSTATE_FROZEN)
- return vec3(e.anim_idle_x, e.anim_time, ANIMPRIO_DEAD);
+ return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
if(e.anim_state & ANIMSTATE_DEAD1)
return vec3(e.anim_die1_x, e.anim_time, ANIMPRIO_DEAD);
if(e.anim_state & ANIMSTATE_DEAD2)
{
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;
}
- if(outframe_x >= 0)
+ if(outframe.x >= 0)
{
- if(time <= t + outframe_y / outframe_z)
+ if(time <= t + outframe.y / outframe.z)
{
// animation is running!
- return vec3(outframe_x, e.anim_lower_time, ANIMPRIO_ACTIVE);
+ return vec3(outframe.x, t, ANIMPRIO_ACTIVE);
}
}
// or, decide the anim by state
if(e.anim_state & ANIMSTATE_DUCK)
{
if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
- return vec3(e.anim_duckjump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
+ return vec3(e.anim_duckjump.x, 0, ANIMPRIO_CROUCH); // play the END of the jump anim
else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
{
case ANIMIMPLICITSTATE_FORWARD:
- return vec3(e.anim_duckwalk_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS:
- return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
default:
- return vec3(e.anim_duckidle_x, t, ANIMPRIO_STATIC);
+ return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
}
}
else
{
if(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR)
- return vec3(e.anim_jump_x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
+ return vec3(e.anim_jump.x, 0, ANIMPRIO_ACTIVE); // play the END of the jump anim
else switch(e.anim_implicit_state & (ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT | ANIMIMPLICITSTATE_RIGHT))
{
case ANIMIMPLICITSTATE_FORWARD:
- return vec3(e.anim_run_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_run.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_BACKWARDS:
- return vec3(e.anim_runbackwards_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_runbackwards.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_straferight_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_straferight.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_strafeleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_strafeleft.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_forwardright_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_forwardright.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_forwardleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_forwardleft.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_backright_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_backleft_x, t, ANIMPRIO_ACTIVE);
+ return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
default:
- return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
+ return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
}
// can't get here
+ return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
-void animdecide_setimplicitstate(entity e)
+void animdecide_setimplicitstate(entity e, float onground)
{
- float s;
- s = 0;
+ int s = 0;
makevectors(e.angles);
vector v;
- v_x = e.velocity * v_forward;
- v_y = e.velocity * v_right;
+ v.x = e.velocity * v_forward;
+ v.y = e.velocity * v_right;
+ v.z = 0;
// we want to match like this:
// the 8 directions shall be "evenly spaced"
if(vlen(v) > 10)
{
- if(v_x > fabs(v_y) * 0.5)
+ if(v.x > fabs(v.y) * 0.5)
s |= ANIMIMPLICITSTATE_FORWARD;
- if(v_x < -fabs(v_y) * 0.5)
+ if(v.x < -fabs(v.y) * 0.5)
s |= ANIMIMPLICITSTATE_BACKWARDS;
- if(v_y > fabs(v_x) * 0.5)
+ if(v.y > fabs(v.x) * 0.5)
s |= ANIMIMPLICITSTATE_RIGHT;
- if(v_y < -fabs(v_x) * 0.5)
+ if(v.y < -fabs(v.x) * 0.5)
s |= ANIMIMPLICITSTATE_LEFT;
}
- if(!(e.flags & FL_ONGROUND))
+ if(!onground)
s |= ANIMIMPLICITSTATE_INAIR;
- // detect some kinds of otherwise misdetected jumps
+ // detect some kinds of otherwise misdetected jumps (ground to air transition)
+ // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
{
- // ground to air transition - do we want to reset jump anim?
- if(e.anim_lower_implicit_action != ANIMACTION_JUMP || time > e.anim_lower_implicit_time + 0.2)
- {
- 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);
- if(!trace_startsolid && trace_fraction == 1)
- {
- e.anim_lower_implicit_action = ANIMACTION_JUMP;
- e.anim_lower_implicit_time = time;
- }
- }
+ e.anim_lower_implicit_action = ANIMACTION_JUMP;
+ e.anim_lower_implicit_time = time;
}
if(s != e.anim_implicit_state)
e.anim_implicit_time = time;
}
}
-void animdecide_setframes(entity e, float support_blending)
+void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time)
{
- animdecide_setimplicitstate(e);
// _x: frame
// _y: start time
// _z: priority
vector upper = animdecide_getupperanim(e);
vector lower = animdecide_getloweranim(e);
//print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
- if(upper_z > lower_z)
- lower = upper;
- else if(lower_z > upper_z)
- upper = lower;
if(support_blending)
{
- if(e.frame1time != upper_y || e.frame2time != lower_y)
+ if(upper.z && !lower.z)
+ lower = upper;
+ else if(lower.z && !upper.z)
+ upper = lower;
+ if(e.frame1time != upper.y || e.frame2time != lower.y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
- e.frame = upper_x;
- e.frame1time = upper_y;
- e.frame2 = lower_x;
- e.frame2time = lower_y;
+ e.(fld_frame) = upper.x;
+ e.(fld_frame1time) = upper.y;
+ e.(fld_frame2) = lower.x;
+ e.(fld_frame2time) = lower.y;
}
else
{
- if(e.frame1time != upper_y)
+ if(upper.z > lower.z)
+ lower = upper;
+ else if(lower.z > upper.z)
+ upper = lower;
+ if(e.frame1time != upper.y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
- e.frame = upper_x;
- e.frame1time = upper_y;
+ e.(fld_frame) = upper.x;
+ e.(fld_frame1time) = upper.y;
}
}
-void animdecide_setstate(entity e, float newstate, float restart)
+void animdecide_setstate(entity e, int newstate, float restart)
{
if(!restart)
if(newstate == e.anim_state)