]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/animdecide.qc
Merge branch 'master' into Mario/stats_eloranking
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / animdecide.qc
index 44b3c1baf5fe68a85080bf3666c1783d10922ee4..69fe458269845c7e0acf7b3eaa17c3008cd5581d 100644 (file)
@@ -1,55 +1,48 @@
 #include "animdecide.qh"
 
-#include "monsters/all.qh"
+#include <common/monsters/_mod.qh>
 
 #if defined(SVQC)
     #include "util.qh"
     #include "../server/defs.qh"
 #endif
 
-bool monsters_animoverride(entity e)
+bool monsters_animoverride(entity this)
 {
        Monster monster_id = NULL;
-       for(int i = MON_FIRST; i <= MON_LAST; ++i)
-       {
-               entity mon = get_monsterinfo(i);
-
-               //if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
-               if(e.model == mon.model)
-               {
-                       monster_id = mon;
-                       break;
-               }
-       }
+       FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, {
+        monster_id = it;
+        break;
+       });
 
        if(!monster_id) { return false; }
 
-       monster_id.mr_anim(monster_id);
+       monster_id.mr_anim(monster_id, this);
 
        vector none = '0 0 0';
-       e.anim_duckwalk = e.anim_walk;
-       e.anim_duckjump = animfixfps(e, '5 1 10', none);
-       e.anim_duckidle = e.anim_idle;
-       e.anim_jump = animfixfps(e, '8 1 10', none);
-       e.anim_taunt = animfixfps(e, '12 1 0.33', none);
-       e.anim_runbackwards = e.anim_run;
-       e.anim_strafeleft = e.anim_run;
-       e.anim_straferight = e.anim_run;
-       e.anim_forwardright = e.anim_run;
-       e.anim_forwardleft = e.anim_run;
-       e.anim_backright = e.anim_run;
-       e.anim_backleft  = e.anim_run;
-       e.anim_duckwalkbackwards = e.anim_walk;
-       e.anim_duckwalkstrafeleft = e.anim_walk;
-       e.anim_duckwalkstraferight = e.anim_walk;
-       e.anim_duckwalkforwardright = e.anim_walk;
-       e.anim_duckwalkforwardleft = e.anim_walk;
-       e.anim_duckwalkbackright = e.anim_walk;
-       e.anim_duckwalkbackleft  = e.anim_walk;
+       this.anim_duckwalk = this.anim_walk;
+       this.anim_duckjump = animfixfps(this, '5 1 10', none);
+       this.anim_duckidle = this.anim_idle;
+       this.anim_jump = animfixfps(this, '8 1 10', none);
+       this.anim_taunt = animfixfps(this, '12 1 0.33', none);
+       this.anim_runbackwards = this.anim_run;
+       this.anim_strafeleft = this.anim_run;
+       this.anim_straferight = this.anim_run;
+       this.anim_forwardright = this.anim_run;
+       this.anim_forwardleft = this.anim_run;
+       this.anim_backright = this.anim_run;
+       this.anim_backleft  = this.anim_run;
+       this.anim_duckwalkbackwards = this.anim_walk;
+       this.anim_duckwalkstrafeleft = this.anim_walk;
+       this.anim_duckwalkstraferight = this.anim_walk;
+       this.anim_duckwalkforwardright = this.anim_walk;
+       this.anim_duckwalkforwardleft = this.anim_walk;
+       this.anim_duckwalkbackright = this.anim_walk;
+       this.anim_duckwalkbackleft  = this.anim_walk;
 
        // these anims ought to stay until stopped explicitly by weaponsystem
-       e.anim_shoot_z = 0.001;
-       e.anim_melee_z = 0.001;
+       this.anim_shoot_z = 0.001;
+       this.anim_melee_z = 0.001;
 
        return true;
 }
@@ -217,9 +210,8 @@ vector animdecide_getloweranim(entity e)
                                return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
                        case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
                                return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
-                       default:
-                               return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
                }
+               return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
        }
        else
        {
@@ -243,12 +235,11 @@ vector animdecide_getloweranim(entity e)
                                return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
                        case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
                                return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
-                       default:
-                               return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
                }
+               return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
        }
        // can't get here
-       return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
+       //return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
 }
 
 void animdecide_setimplicitstate(entity e, float onground)
@@ -271,7 +262,7 @@ void animdecide_setimplicitstate(entity e, float onground)
        // it slightly less likely to "hit two keys at once", so let's do this
        // here too
 
-       if(vlen(v) > 10)
+       if(vdist(v, >, 10))
        {
                if(v.x >  fabs(v.y) * 0.5)
                        s |= ANIMIMPLICITSTATE_FORWARD;