Bobbing + Player animations working again
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1 changed files with 133 additions and 3 deletions
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@ -79,17 +79,147 @@ class player:NSClientPlayer
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PREDICTED_INT(ammo_medkit)
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PREDICTED_INT(ammo_medkit)
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PREDICTED_INT(mode_silencer)
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PREDICTED_INT(mode_silencer)
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virtual void UpdatePlayerAnimation(float);
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#ifdef CLIENT
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#ifdef CLIENT
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virtual void(float,float) ReceiveEntity;
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virtual void UpdatePlayerAttachments(bool);
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virtual void(void) PredictPreFrame;
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virtual void ReceiveEntity(float,float);
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virtual void(void) PredictPostFrame;
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virtual void PredictPreFrame(void);
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virtual void PredictPostFrame(void);
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virtual void UpdateAliveCam(void);
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#else
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#else
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virtual void(void) EvaluateEntity;
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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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virtual float(entity, float) SendEntity;
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#endif
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#endif
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};
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};
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void Animation_PlayerUpdate(player);
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void Animation_TimerUpdate(player, float);
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void
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player::UpdatePlayerAnimation(float timelength)
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{
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/* calculate our skeletal progression */
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Animation_PlayerUpdate(this);
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/* advance animation timers */
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Animation_TimerUpdate(this, timelength);
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}
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#ifdef CLIENT
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#ifdef CLIENT
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void Camera_RunPosBob(vector angles, __inout vector camera_pos);
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void Camera_StrafeRoll(__inout vector camera_angle);
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void Shake_Update(NSClientPlayer);
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void
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player::UpdateAliveCam(void)
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{
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vector cam_pos = GetEyePos();
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Camera_RunPosBob(view_angles, cam_pos);
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g_view.SetCameraOrigin(cam_pos);
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Camera_StrafeRoll(view_angles);
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g_view.SetCameraAngle(view_angles);
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if (vehicle) {
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NSVehicle veh = (NSVehicle)vehicle;
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if (veh.UpdateView)
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veh.UpdateView();
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} else if (health) {
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if (autocvar_pm_thirdPerson == TRUE) {
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makevectors(view_angles);
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vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
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vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
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traceline(vStart, vEnd, FALSE, this);
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g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
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}
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}
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Shake_Update(this);
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g_view.AddPunchAngle(punchangle);
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}
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.string oldmodel;
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string Weapons_GetPlayermodel(player, int);
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void
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player::UpdatePlayerAttachments(bool visible)
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{
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/* draw the flashlight */
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if (gflags & GF_FLASHLIGHT) {
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vector src;
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vector ang;
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if (entnum != player_localentnum) {
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src = origin + view_ofs;
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ang = v_angle;
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} else {
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src = pSeat->m_vecPredictedOrigin + view_ofs;
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ang = view_angles;
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}
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makevectors(ang);
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traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
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if (serverkeyfloat("*bspversion") == BSPVER_HL) {
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dynamiclight_add(trace_endpos + (trace_plane_normal * 4), 128, [1,1,1]);
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} else {
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float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
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dynamiclight_set(p, LFIELD_ANGLES, ang);
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dynamiclight_set(p, LFIELD_FLAGS, 3);
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}
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}
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/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
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if (!visible)
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return;
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/* what's the current weapon model supposed to be anyway? */
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p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
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/* we changed weapons, update skeletonindex */
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if (p_model.model != p_model.oldmodel) {
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/* free memory */
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if (p_model.skeletonindex)
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skel_delete(p_model.skeletonindex);
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/* set the new model and mark us updated */
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setmodel(p_model, p_model.oldmodel);
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p_model.model = p_model.oldmodel;
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/* set the new skeletonindex */
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p_model.skeletonindex = skel_create(p_model.modelindex);
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/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
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if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
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setcustomskin(this, "", "geomset 0 2\n");
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else
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setcustomskin(this, "", "geomset 0 1\n");
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}
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/* follow thisayer at all times */
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setorigin(p_model, origin);
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p_model.angles = angles;
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skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
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/* we have to loop through all valid bones of the weapon model and match them
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* to the thisayer one */
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for (float i = 0; i < g_pbones.length; i++) {
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vector bpos;
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float pbone = gettagindex(this, g_pbones[i]);
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float wbone = gettagindex(p_model, g_pbones[i]);
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/* if the bone doesn't ignore in either skeletal mesh, ignore */
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if (wbone <= 0 || pbone <= 0)
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continue;
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bpos = gettaginfo(this, pbone);
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/* the most expensive bit */
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skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
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}
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}
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void Weapons_AmmoUpdate(entity);
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void Weapons_AmmoUpdate(entity);
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void HUD_AmmoNotify_Check(player pl);
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void HUD_AmmoNotify_Check(player pl);
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void HUD_ItemNotify_Check(player pl);
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void HUD_ItemNotify_Check(player pl);
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