#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, 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; .float anim_lower_action; .float anim_lower_time; .float anim_upper_action; .float anim_upper_time; // when copying entities, copy these too .int anim_implicit_state; .float anim_implicit_time; .float anim_lower_implicit_action; .float anim_lower_implicit_time; .float anim_upper_implicit_action; .float anim_upper_implicit_time; // explicit anim states (networked) 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 // implicit anim states (inferred from velocity, etc.) const int ANIMIMPLICITSTATE_INAIR = 1; const int ANIMIMPLICITSTATE_FORWARD = 2; const int ANIMIMPLICITSTATE_BACKWARDS = 4; const int ANIMIMPLICITSTATE_LEFT = 8; const int ANIMIMPLICITSTATE_RIGHT = 16; const int ANIMIMPLICITSTATE_JUMPRELEASED = 32; // explicit actions (networked); negative values are for lower body void animdecide_setaction(entity e, float action, float restart); 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