]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/animdecide.qh
Merge branch 'terencehill/obsolete_cvars_removal' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / animdecide.qh
index 3f6815fe1f523ac902c257a3dd7460a6ecd135f5..d122b6a36288c9b2d43eb083e980881af537dcd1 100644 (file)
@@ -1,61 +1,6 @@
 #ifndef ANIMDECIDE_H
 #define ANIMDECIDE_H
 
-#if defined(CSQC)
-    #include "util-pre.qh"
-    #include "../client/sys-pre.qh"
-    #include "../dpdefs/csprogsdefs.qc"
-    #include "../client/sys-post.qh"
-    #include "../client/Defs.qc"
-    #include "../dpdefs/keycodes.qc"
-    #include "constants.qh"
-    #include "stats.qh"
-    #include "../warpzonelib/anglestransform.qh"
-    #include "../warpzonelib/mathlib.qh"
-    #include "../warpzonelib/common.qh"
-    #include "../warpzonelib/client.qh"
-    #include "playerstats.qh"
-    #include "teams.qh"
-    #include "util.qh"
-    #include "nades.qh"
-    #include "buffs.qh"
-    #include "test.qh"
-    #include "counting.qh"
-    #include "weapons/weapons.qh"
-    #include "mapinfo.qh"
-    #include "command/markup.qh"
-    #include "command/rpn.qh"
-    #include "command/generic.qh"
-    #include "command/shared_defs.qh"
-    #include "urllib.qh"
-#elif defined(MENUQC)
-#elif defined(SVQC)
-    #include "util-pre.qh"
-    #include "../server/sys-pre.qh"
-    #include "../dpdefs/progsdefs.qc"
-    #include "../dpdefs/dpextensions.qc"
-    #include "../server/sys-post.qh"
-    #include "../warpzonelib/anglestransform.qh"
-    #include "../warpzonelib/mathlib.qh"
-    #include "../warpzonelib/common.qh"
-    #include "../warpzonelib/util_server.qh"
-    #include "../warpzonelib/server.qh"
-    #include "constants.qh"
-    #include "stats.qh"
-    #include "teams.qh"
-    #include "util.qh"
-    #include "nades.qh"
-    #include "buffs.qh"
-    #include "test.qh"
-    #include "counting.qh"
-    #include "urllib.qh"
-    #include "command/markup.qh"
-    #include "command/rpn.qh"
-    #include "command/generic.qh"
-    #include "command/shared_defs.qh"
-    #include "net_notice.qh"
-#endif
-
 // must be called at least once to initialize, or when modelindex is changed
 void animdecide_load_if_needed(entity e);
 
@@ -63,6 +8,42 @@ void animdecide_load_if_needed(entity e);
 void animdecide_setimplicitstate(entity e, float onground);
 void animdecide_setframes(entity e, bool support_blending, .int fld_frame, .int fld_frame1time, .int fld_frame2, .int fld_frame2time);
 
+// player animation data for this model
+// each vector is as follows:
+// _x = startframe
+// _y = numframes
+// _z = framerate
+.vector anim_die1; // player dies
+.vector anim_die2; // player dies differently
+.vector anim_draw; // player pulls out a weapon
+.vector anim_duckwalk; // player walking while crouching
+.vector anim_duckjump; // player jumping from a crouch
+.vector anim_duckidle; // player idling while crouching
+.vector anim_idle; // player standing
+.vector anim_jump; // player jump
+.vector anim_pain1; // player flinches from pain
+.vector anim_pain2; // player flinches from pain, differently
+.vector anim_shoot; // player shoots
+.vector anim_taunt; // player taunts others (FIXME: no code references this)
+.vector anim_run; // player running forward
+.vector anim_runbackwards; // player running backward
+.vector anim_strafeleft; // player shuffling left quickly
+.vector anim_straferight; // player shuffling right quickly
+.vector anim_forwardright; // player running forward and right
+.vector anim_forwardleft; // player running forward and left
+.vector anim_backright; // player running backward and right
+.vector anim_backleft; // player running back and left
+.vector anim_melee; // player doing the melee action
+.vector anim_duck; // player doing the melee action
+.vector anim_duckwalkbackwards;
+.vector anim_duckwalkstrafeleft;
+.vector anim_duckwalkstraferight;
+.vector anim_duckwalkforwardright;
+.vector anim_duckwalkforwardleft;
+.vector anim_duckwalkbackright;
+.vector anim_duckwalkbackleft;
+.float animdecide_modelindex;
+
 // please network this one
 .int anim_state;
 .float anim_time;
@@ -80,11 +61,12 @@ void animdecide_setframes(entity e, bool support_blending, .int fld_frame, .int
 .float anim_upper_implicit_time;
 
 // explicit anim states (networked)
-void animdecide_setstate(entity e, float newstate, float restart);
+void animdecide_setstate(entity e, int newstate, float restart);
 const int ANIMSTATE_DEAD1 = 1; // base frames: die1
 const int ANIMSTATE_DEAD2 = 2; // base frames: die2
 const int ANIMSTATE_DUCK = 4; // turns walk into duckwalk, jump into duckjump, etc.
 const int ANIMSTATE_FROZEN = 8; // force idle
+const int ANIMSTATE_FOLLOW = 16; // also force idle
 
 // implicit anim states (inferred from velocity, etc.)
 const int ANIMIMPLICITSTATE_INAIR = 1;
@@ -103,4 +85,4 @@ 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
\ No newline at end of file
+#endif