o updated eclipse from ben

o crouched lerk flight plays flap animation
o crouched alien attack animations now play


git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@564 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
puzl 2006-08-04 01:05:11 +00:00
parent f5f42ace3a
commit 263bc79fec
3 changed files with 204 additions and 202 deletions

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@ -2295,8 +2295,10 @@ void CBasePlayer::PreThink(void)
// If trying to duck, already ducked, or in the process of ducking
if ((pev->button & IN_DUCK) || FBitSet(pev->flags,FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) )
Duck();
if ((pev->button & IN_DUCK) || FBitSet(pev->flags,FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) ) {
if ( AvHMUGetCanDuck(this->pev->iuser3) )
Duck();
}
if ( !FBitSet ( pev->flags, FL_ONGROUND ) )
{

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@ -1516,233 +1516,233 @@ void AvHPlayer::GetAnimationForActivity(int inActivity, char outAnimation[64], b
//bool theIsBlinking = this->GetIsBlinking();
switch(inActivity)
{
case ACT_RELOAD:
if(!theIsAlien)
switch(inActivity)
{
case ACT_RELOAD:
if(!theIsAlien)
{
strcat(outAnimation, this->m_szAnimExtention);
strcat(outAnimation, this->m_szAnimExtention);
strcat(outAnimation, "_reload");
theIsReloading = true;
};
break;
};
break;
// updated by Elven for TPRAs
case ACT_RELOAD_START:
if(!theIsAlien)
{
case ACT_RELOAD_START:
if(!theIsAlien)
{
strcat(outAnimation, this->m_szAnimExtention);
strcat(outAnimation, "_reload_start");
theIsReloading = true;
};
break;
case ACT_RELOAD_INSERT:
if(!theIsAlien)
{
strcat(outAnimation, this->m_szAnimExtention);
if(!theIsAlien)
{
strcat(outAnimation, this->m_szAnimExtention);
strcat(outAnimation, "_reload_insert");
theIsReloading = true;
};
break;
case ACT_RELOAD_END:
if(!theIsAlien)
{
if(!theIsAlien)
{
strcat(outAnimation, this->m_szAnimExtention);
strcat(outAnimation, "_reload_end");
theIsReloading = true;
};
break;
case ACT_RANGE_PRIME:
if(theCanCrouch && theIsCrouched)
{
strcpy(outAnimation, "crouch_" );
}
strcat(outAnimation, this->m_szAnimExtention);
strcat(outAnimation, "_prime");
break;
case ACT_RANGE_PRIME:
if(theCanCrouch && theIsCrouched)
{
strcpy(outAnimation, "crouch_" );
}
strcat(outAnimation, this->m_szAnimExtention);
strcat(outAnimation, "_prime");
break;
case ACT_RANGE_ATTACK1:
if(theCanCrouch && theIsCrouched)
{
strcpy(outAnimation, "crouch_" );
}
strcat(outAnimation, this->m_szAnimExtention);
if(theIsAlien)
{
strcat(outAnimation, "_alien");
}
else
{
strcat(outAnimation, "_fire");
}
break;
case ACT_RANGE_ATTACK1:
if(theCanCrouch && theIsCrouched && !theIsAlien )
{
strcpy(outAnimation, "crouch_" );
}
strcat(outAnimation, this->m_szAnimExtention);
if(theIsAlien)
{
strcat(outAnimation, "_alien");
}
else
{
strcat(outAnimation, "_fire");
}
break;
case ACT_HOP:
strcat(outAnimation, "jump");
break;
case ACT_HOP:
strcat(outAnimation, "jump");
break;
case ACT_WALK:
if(inGaitSequence || !strcmp(this->m_szAnimExtention, ""))
{
strcat(outAnimation, "walk");
}
else
{
if(theCanCrouch && theIsCrouched)
{
strcpy(outAnimation, "crouch_" );
}
strcat(outAnimation, this->m_szAnimExtention);
if(theCanCrouch)
{
if(theIsReloading)
{
strcat(outAnimation, "_reload");
}
else
{
strcat(outAnimation, "_look");
}
}
}
break;
case ACT_WALK:
if(inGaitSequence || !strcmp(this->m_szAnimExtention, ""))
{
strcat(outAnimation, "walk");
}
else
{
if(theCanCrouch && theIsCrouched)
{
strcpy(outAnimation, "crouch_" );
}
strcat(outAnimation, this->m_szAnimExtention);
if(theCanCrouch)
{
if(theIsReloading)
{
strcat(outAnimation, "_reload");
}
else
{
strcat(outAnimation, "_look");
}
}
}
break;
case ACT_RUN:
if(inGaitSequence || !strcmp(this->m_szAnimExtention, ""))
{
strcat(outAnimation, "run");
}
else
{
if(theCanCrouch && theIsCrouched)
{
strcpy(outAnimation, "crouch_" );
}
strcat(outAnimation, this->m_szAnimExtention);
if(theCanCrouch)
{
//if(theIsReloading)
//{
// strcat(outAnimation, "_reload");
//}
//else
//{
if(theIsReloading)
{
strcpy(outAnimation, this->m_szAnimExtention);
strcat(outAnimation, "_reload");
}
else
{
strcat(outAnimation, "_look");
}
//}
}
}
break;
case ACT_RUN:
if(inGaitSequence || !strcmp(this->m_szAnimExtention, ""))
{
strcat(outAnimation, "run");
}
else
{
if(theCanCrouch && theIsCrouched)
{
strcpy(outAnimation, "crouch_" );
}
strcat(outAnimation, this->m_szAnimExtention);
if(theCanCrouch)
{
//if(theIsReloading)
//{
// strcat(outAnimation, "_reload");
//}
//else
//{
if(theIsReloading)
{
strcpy(outAnimation, this->m_szAnimExtention);
strcat(outAnimation, "_reload");
}
else
{
strcat(outAnimation, "_look");
}
//}
}
}
break;
case ACT_CROUCHIDLE:
if(theCanCrouch)
{
if(inGaitSequence)
{
strcat(outAnimation, "crouch_idle");
}
}
break;
case ACT_CROUCH:
if(theCanCrouch)
{
if(inGaitSequence)
{
strcat(outAnimation, "crawl");
}
else
{
}
}
break;
case ACT_IDLE:
// Weird hack/fix for gyrating and ready room spazzing
//if(this->GetPlayMode() != PLAYMODE_READYROOM)
//{
if(inGaitSequence)
{
if(theIsReloading)
{
strcat(outAnimation, "_reload");
}
else
{
strcat(outAnimation, "idle1");
}
}
else
{
strcat(outAnimation, "look_idle");
}
//}
break;
case ACT_CROUCHIDLE:
if(theCanCrouch)
{
if(inGaitSequence)
{
strcat(outAnimation, "crouch_idle");
}
}
break;
case ACT_CROUCH:
if(theCanCrouch)
{
if(inGaitSequence)
{
strcat(outAnimation, "crawl");
}
else
{
}
}
break;
case ACT_IDLE:
// Weird hack/fix for gyrating and ready room spazzing
//if(this->GetPlayMode() != PLAYMODE_READYROOM)
//{
if(inGaitSequence)
{
if(theIsReloading)
{
strcat(outAnimation, "_reload");
}
else
{
strcat(outAnimation, "idle1");
}
}
else
{
strcat(outAnimation, "look_idle");
}
//}
break;
case ACT_DIESIMPLE:
case ACT_DIEVIOLENT:
if(this->pev->iuser3 == AVH_USER3_ALIEN_PLAYER3)
{
strcpy(outAnimation, "death1_die");
}
else
{
if(theIsCrouched)
{
strcpy(outAnimation, "crouch_die");
}
else
{
switch(RANDOM_LONG(0, 2))
{
case 0:
strcpy(outAnimation, "death1_die");
break;
case 1:
strcpy(outAnimation, "death2_die");
break;
case 2:
strcpy(outAnimation, "death3_die");
break;
}
}
}
theIsDeathAnim = true;
break;
case ACT_DIE_HEADSHOT:
strcpy(outAnimation, "head_die");
theIsDeathAnim = true;
break;
case ACT_DIE_GUTSHOT:
strcpy(outAnimation, "gut_die");
theIsDeathAnim = true;
break;
case ACT_DIEBACKWARD:
// Hack for skulk until artwork can be updated (it has no back_die)
if(this->pev->iuser3 != AVH_USER3_ALIEN_PLAYER1)
{
strcpy(outAnimation, "back_die");
}
else
{
strcpy(outAnimation, "gut_die");
}
theIsDeathAnim = true;
break;
case ACT_DIEFORWARD:
strcpy(outAnimation, "forward_die");
theIsDeathAnim = true;
break;
case ACT_SWIM:
// die
strcpy(outAnimation, "treadwater");
break;
}
case ACT_DIESIMPLE:
case ACT_DIEVIOLENT:
if(this->pev->iuser3 == AVH_USER3_ALIEN_PLAYER3)
{
strcpy(outAnimation, "death1_die");
}
else
{
if(theIsCrouched)
{
strcpy(outAnimation, "crouch_die");
}
else
{
switch(RANDOM_LONG(0, 2))
{
case 0:
strcpy(outAnimation, "death1_die");
break;
case 1:
strcpy(outAnimation, "death2_die");
break;
case 2:
strcpy(outAnimation, "death3_die");
break;
}
}
}
theIsDeathAnim = true;
break;
case ACT_DIE_HEADSHOT:
strcpy(outAnimation, "head_die");
theIsDeathAnim = true;
break;
case ACT_DIE_GUTSHOT:
strcpy(outAnimation, "gut_die");
theIsDeathAnim = true;
break;
case ACT_DIEBACKWARD:
// Hack for skulk until artwork can be updated (it has no back_die)
if(this->pev->iuser3 != AVH_USER3_ALIEN_PLAYER1)
{
strcpy(outAnimation, "back_die");
}
else
{
strcpy(outAnimation, "gut_die");
}
theIsDeathAnim = true;
break;
case ACT_DIEFORWARD:
strcpy(outAnimation, "forward_die");
theIsDeathAnim = true;
break;
case ACT_SWIM:
// die
strcpy(outAnimation, "treadwater");
break;
}
if(theIsGestating)
{