+#ifndef ANIMDECIDE_H
+#define ANIMDECIDE_H
+
// must be called at least once to initialize, or when modelindex is changed
void animdecide_load_if_needed(entity e);
// client side frame inferring
void animdecide_setimplicitstate(entity e, float onground);
-void animdecide_setframes(entity e, float support_blending, .float fld_frame, .float fld_frame1time, .float fld_frame2, .float fld_frame2time);
+void animdecide_setframes(entity e, bool support_blending, .int fld_frame, .int fld_frame1time, .int fld_frame2, .int fld_frame2time);
+
+CLASS(Animation, Object)
+ ATTRIB(Animation, m_framenames, string, string_null)
+ STATIC_METHOD(Animation, getframe, int(Animation this, int mdlidx))
+ {
+ FOREACH_WORD(this.m_framenames, true, {
+ int f = frameforname(mdlidx, it);
+ if (f != -1) return f;
+ });
+#ifdef CSQC
+ LOG_DEBUGF("Missing animation for %s: %s\n", modelnameforindex(mdlidx), this.registered_id);
+#endif
+ return -1;
+ }
+ENDCLASS(Animation)
+
+REGISTRY(Animations, BITS(8))
+REGISTER_REGISTRY(Animations)
+#define Animations_from(id) _Animations_from(id, NULL)
+#define WriteAnimation(to, it) WriteRegistered(Animations, to, it)
+#define ReadAnimation() ReadRegistered(Animations)
+#define REGISTER_ANIMATION(id, framenames) \
+ .vector anim_##id; \
+ REGISTER(Animations, ANIM_##id, m_id, NEW(Animation)) { \
+ this.m_framenames = framenames; \
+ }
+
+vector anim_vec(Animation anim, int mdlidx, int numframes, float framerate)
+{
+ vector v;
+ v.x = Animation_getframe(anim, mdlidx);
+ v.y = numframes;
+ v.z = framerate;
+ return v;
+}
+
+// player animation data for this model
+// each vector is as follows:
+// _x = startframe
+// _y = numframes
+// _z = framerate
+/** player dies */
+REGISTER_ANIMATION(die1, "dieone groupified_0_anim");
+/** player dies differently */
+REGISTER_ANIMATION(die2, "dietwo groupified_1_anim");
+/** player pulls out a weapon */
+REGISTER_ANIMATION(draw, "draw groupified_2_anim");
+REGISTER_ANIMATION(duck, "duck groupified_3_anim");
+/** player walking while crouching */
+REGISTER_ANIMATION(duckwalk, "duckwalk groupified_4_anim");
+/** player jumping from a crouch */
+REGISTER_ANIMATION(duckjump, "duckjump groupified_5_anim");
+/** player idling while crouching */
+REGISTER_ANIMATION(duckidle, "duckidle groupified_6_anim");
+/** player standing */
+REGISTER_ANIMATION(idle, "idle groupified_7_anim");
+/** player jump */
+REGISTER_ANIMATION(jump, "jump groupified_8_anim");
+/** player flinches from pain */
+REGISTER_ANIMATION(pain1, "painone groupified_9_anim");
+/** player flinches from pain, differently */
+REGISTER_ANIMATION(pain2, "paintwo groupified_10_anim");
+/** player shoots */
+REGISTER_ANIMATION(shoot, "shoot groupified_11_anim");
+/** player taunts others (FIXME: no code references this) */
+REGISTER_ANIMATION(taunt, "taunt groupified_12_anim");
+/** player running forward */
+REGISTER_ANIMATION(run, "run groupified_13_anim");
+/** player running backward */
+REGISTER_ANIMATION(runbackwards, "runbackwards groupified_14_anim");
+/** player shuffling left quickly */
+REGISTER_ANIMATION(strafeleft, "strafeleft groupified_15_anim");
+/** player shuffling right quickly */
+REGISTER_ANIMATION(straferight, "straferight groupified_16_anim");
+/** */
+REGISTER_ANIMATION(dead1, "deadone groupified_17_anim");
+/** */
+REGISTER_ANIMATION(dead2, "deadtwo groupified_18_anim");
+/** player running forward and right */
+REGISTER_ANIMATION(forwardright, "forwardright groupified_19_anim");
+/** player running forward and left */
+REGISTER_ANIMATION(forwardleft, "forwardleft groupified_20_anim");
+/** player running backward and right */
+REGISTER_ANIMATION(backright, "backright groupified_21_anim");
+/** player running back and left */
+REGISTER_ANIMATION(backleft, "backleft groupified_22_anim");
+/** player doing the melee action */
+REGISTER_ANIMATION(melee, "melee groupified_23_anim");
+REGISTER_ANIMATION(duckwalkbackwards, "duckwalkbackwards groupified_24_anim");
+REGISTER_ANIMATION(duckwalkstrafeleft, "duckwalkstrafeleft duckstrafeleft groupified_25_anim");
+REGISTER_ANIMATION(duckwalkstraferight, "duckwalkstraferight duckstraferight groupified_26_anim");
+REGISTER_ANIMATION(duckwalkforwardright, "duckwalkforwardright duckforwardright groupified_27_anim");
+REGISTER_ANIMATION(duckwalkforwardleft, "duckwalkforwardleft groupified_28_anim");
+REGISTER_ANIMATION(duckwalkbackright, "duckwalkbackright duckbackwardright groupified_29_anim");
+REGISTER_ANIMATION(duckwalkbackleft, "duckwalkbackleft duckbackwardleft groupified_30_anim");
+.float animdecide_modelindex;
// please network this one
.int anim_state;
.float anim_upper_implicit_time;
// explicit anim states (networked)
-void animdecide_setstate(entity e, float newstate, float restart);
-const float ANIMSTATE_DEAD1 = 1; // base frames: die1
-const float ANIMSTATE_DEAD2 = 2; // base frames: die2
-const float ANIMSTATE_DUCK = 4; // turns walk into duckwalk, jump into duckjump, etc.
-const float ANIMSTATE_FROZEN = 8; // force idle
+void animdecide_setstate(entity e, int newstate, float restart);
+const int ANIMSTATE_DEAD1 = BIT(0); // base frames: die1
+const int ANIMSTATE_DEAD2 = BIT(1); // base frames: die2
+const int ANIMSTATE_DUCK = BIT(2); // turns walk into duckwalk, jump into duckjump, etc.
+const int ANIMSTATE_FROZEN = BIT(3); // force idle
+const int ANIMSTATE_FOLLOW = BIT(4); // also force idle
// implicit anim states (inferred from velocity, etc.)
-const float ANIMIMPLICITSTATE_INAIR = 1;
-const float ANIMIMPLICITSTATE_FORWARD = 2;
-const float ANIMIMPLICITSTATE_BACKWARDS = 4;
-const float ANIMIMPLICITSTATE_LEFT = 8;
-const float ANIMIMPLICITSTATE_RIGHT = 16;
-const float ANIMIMPLICITSTATE_JUMPRELEASED = 32;
+const int ANIMIMPLICITSTATE_INAIR = BIT(0);
+const int ANIMIMPLICITSTATE_FORWARD = BIT(1);
+const int ANIMIMPLICITSTATE_BACKWARDS = BIT(2);
+const int ANIMIMPLICITSTATE_LEFT = BIT(3);
+const int ANIMIMPLICITSTATE_RIGHT = BIT(4);
+const int ANIMIMPLICITSTATE_JUMPRELEASED = BIT(5);
// explicit actions (networked); negative values are for lower body
void animdecide_setaction(entity e, float action, float restart);
-const float ANIMACTION_JUMP = -1; // jump
-const float ANIMACTION_DRAW = 1; // draw
-const float ANIMACTION_PAIN1 = 2; // pain
-const float ANIMACTION_PAIN2 = 3; // pain
-const float ANIMACTION_SHOOT = 4; // shoot
-const float ANIMACTION_TAUNT = 5; // taunt
-const float ANIMACTION_MELEE = 6; // melee
+const int ANIMACTION_JUMP = -1; // jump
+const int ANIMACTION_DRAW = 1; // draw
+const int ANIMACTION_PAIN1 = 2; // pain
+const int ANIMACTION_PAIN2 = 3; // pain
+const int ANIMACTION_SHOOT = 4; // shoot
+const int ANIMACTION_TAUNT = 5; // taunt
+const int ANIMACTION_MELEE = 6; // melee
+#endif