void CopyBody(float keepvelocity)
{
- local entity oldself;
+ entity oldself;
if (self.effects & EF_NODRAW)
return;
oldself = self;
Drag_MoveDrag(oldself, self);
+ if(self.colormap <= maxclients && self.colormap > 0)
+ self.colormap = 1024 + self.clientcolors;
+
self = oldself;
}
self.anim_forwardleft = animfixfps(self, '20 1 1');
self.anim_backright = animfixfps(self, '21 1 1');
self.anim_backleft = animfixfps(self, '22 1 1');
- self.anim_melee = animfixfps(self, '23 1 1');
+ self.anim_melee = animfixfps2(self, '23 1 1', '11 1 5');
+ self.anim_duckwalkbackwards = animfixfps2(self, '24 1 1', '4 1 1');
+ self.anim_duckwalkstrafeleft = animfixfps2(self, '25 1 1', '4 1 1');
+ self.anim_duckwalkstraferight = animfixfps2(self, '26 1 1', '4 1 1');
+ self.anim_duckwalkforwardright = animfixfps2(self, '27 1 1', '4 1 1');
+ self.anim_duckwalkforwardleft = animfixfps2(self, '28 1 1', '4 1 1');
+ self.anim_duckwalkbackright = animfixfps2(self, '29 1 1', '4 1 1');
+ self.anim_duckwalkbackleft = animfixfps2(self, '30 1 1', '4 1 1');
// TODO introspect models for finding right "fps" value (1/duration)
// reset animstate now
setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
-};
+}
void player_anim (void)
{
}
else if (self.crouch)
{
- if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
+ if (self.movement_x > 0 && self.movement_y == 0)
setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
+ else if (self.movement_x < 0 && self.movement_y == 0)
+ setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
+ else if (self.movement_x == 0 && self.movement_y > 0)
+ setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
+ else if (self.movement_x == 0 && self.movement_y < 0)
+ setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
+ else if (self.movement_x > 0 && self.movement_y > 0)
+ setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
+ else if (self.movement_x > 0 && self.movement_y < 0)
+ setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
+ else if (self.movement_x < 0 && self.movement_y > 0)
+ setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
+ else if (self.movement_x < 0 && self.movement_y < 0)
+ setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
else
setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
}
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- local float take, save;
+ float take, save;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- local float take, save, waves, sdelay, dh, da, j;
+ float take, save, waves, sdelay, dh, da, j;
vector v;
float valid_damage_for_weaponstats;
float excess;
self.armorvalue = self.armorvalue - save;
self.health = self.health - take;
// pause regeneration for 5 seconds
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+ if(take)
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
if (time > self.pain_finished) //Don't switch pain sequences like crazy
{
}
// throw off bot aim temporarily
- local float shake;
+ float shake;
shake = damage * 5 / (bound(0,skill,100) + 1);
self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
MUTATOR_CALLHOOK(PlayerDies);
weapon_action(self.weapon, WR_PLAYERDEATH);
+ RemoveGrapplingHook(self);
+
if(self.flagcarried)
{
if(attacker.classname != "player")