+#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:
// _x = startframe
e.anim_melee_z = 0.001;
}
-#define ANIMPRIO_IDLE 0
-#define ANIMPRIO_ACTIVE 1
-#define ANIMPRIO_CROUCH 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);
+ 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_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, t, 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_CROUCH); // 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_CROUCH);
+ return vec3(e.anim_duckwalk.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS:
- return vec3(e.anim_duckwalkbackwards_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkbackwards.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkstraferight_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkstraferight.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkstrafeleft_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkstrafeleft.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkforwardright_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkforwardright.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_FORWARD | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkforwardleft_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkforwardleft.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_RIGHT:
- return vec3(e.anim_duckwalkbackright_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
- return vec3(e.anim_duckwalkbackleft_x, t, ANIMPRIO_CROUCH);
+ return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
default:
- return vec3(e.anim_duckidle_x, t, ANIMPRIO_CROUCH);
+ 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
-#ifdef GMQCC
- return vec3(e.anim_idle_x, t, ANIMPRIO_IDLE);
-#endif
+ return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
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_z = 0;
+ 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(!onground)
//print("UPPER: ", vtos(upper), ", LOWER: ", vtos(lower), "\n");
if(support_blending)
{
- if(upper_z && !lower_z)
+ if(upper.z && !lower.z)
lower = upper;
- else if(lower_z && !upper_z)
+ else if(lower.z && !upper.z)
upper = lower;
- if(e.frame1time != upper_y || e.frame2time != lower_y)
+ if(e.frame1time != upper.y || e.frame2time != lower.y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
- e.fld_frame = upper_x;
- e.fld_frame1time = upper_y;
- e.fld_frame2 = lower_x;
- e.fld_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(upper_z > lower_z)
+ if(upper.z > lower.z)
lower = upper;
- else if(lower_z > upper_z)
+ else if(lower.z > upper.z)
upper = lower;
- if(e.frame1time != upper_y)
+ if(e.frame1time != upper.y)
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
- e.fld_frame = upper_x;
- e.fld_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)