X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fplayer_skeleton.qc;h=0a9ac8cacb9167ddf05fc7eb762aafc8b02b26ff;hb=ea48961feb50159e05ef56f38b7fd0ebc15cc64e;hp=ad5e23aa88335e382a221201828870ad848af471;hpb=71e6c75bc408ae5a116f296797c49c0cef7be113;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/player_skeleton.qc b/qcsrc/client/player_skeleton.qc index ad5e23aa8..0a9ac8cac 100644 --- a/qcsrc/client/player_skeleton.qc +++ b/qcsrc/client/player_skeleton.qc @@ -1,14 +1,18 @@ +#include "player_skeleton.qh" + +#include "../warpzonelib/anglestransform.qh" + .float skeleton_info_modelindex; .float skeleton_info_skin; -#define BONETYPE_LOWER 0 -#define BONETYPE_UPPER 1 -#define MAX_BONES 128 +const int BONETYPE_LOWER = 0; +const int BONETYPE_UPPER = 1; +const int MAX_BONES = 128; .float skeleton_bonetype[MAX_BONES]; .float skeleton_numbones; void skeleton_loadinfo(entity e) { - float i; + int i; if(e.skeleton_info_modelindex == e.modelindex && e.skeleton_info_skin == e.skin) return; e.bone_upperbody = 0; @@ -56,11 +60,11 @@ void skeleton_markbones(entity e) { float s = e.skeletonindex; float n = (e.skeleton_numbones = skel_get_numbones(s)); - float i; + int i; for(i = 1; i <= n; ++i) { float t = BONETYPE_LOWER; - float p = skel_get_boneparent(s, i); + int p = skel_get_boneparent(s, i); if(p > 0) t = e.(skeleton_bonetype[p-1]); if(i == e.bone_upperbody) @@ -100,7 +104,6 @@ void free_skeleton_from_frames(entity e) void skeleton_from_frames(entity e, float is_dead) { - float i; float m = e.modelindex; if(!e.skeletonindex) { @@ -110,7 +113,6 @@ void skeleton_from_frames(entity e, float is_dead) float s = e.skeletonindex; if(!s) return; - float bone; float n = e.skeleton_numbones; float savelerpfrac = e.lerpfrac; float savelerpfrac3 = e.lerpfrac3; @@ -129,7 +131,7 @@ void skeleton_from_frames(entity e, float is_dead) skel_get_boneabs(s, e.bone_upperbody); fixbone_oldangles = fixedvectoangles2(v_forward, v_up); } - + int bone; for(bone = 0; bone < n; ) { float firstbone = bone; @@ -168,11 +170,12 @@ void skeleton_from_frames(entity e, float is_dead) if(!is_dead) { + int i; for(i = 0; i < MAX_AIM_BONES; ++i) { if(e.(bone_aim[i])) { - vector aim = '1 0 0' * bound(-90, self.v_angle_x, 90) * e.(bone_aimweight[i]); + vector aim = '1 0 0' * bound(-90, self.v_angle.x, 90) * e.(bone_aimweight[i]); vector org = skel_get_boneabs(s, e.(bone_aim[i])); vector ang_cur = fixedvectoangles2(v_forward, v_up); vector ang = AnglesTransform_Multiply(aim, ang_cur);