Marco Hladik
8878715c85
Make player models run timers at the end of every predraw to ensure smooth animation.
130 lines
3.2 KiB
C++
Executable file
130 lines
3.2 KiB
C++
Executable file
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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.float subblend2frac;
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.float subblendfrac;
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.float baseframe1time;
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.float bonecontrol1;
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.float bonecontrol2;
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.float bonecontrol3;
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.float bonecontrol4;
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void Animation_Print(string sWow) {
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#ifdef CLIENT
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print(sprintf("[DEBUG] %s", sWow));
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#else
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bprint(PRINT_HIGH, sprintf("SSQC: %s", sWow) );
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#endif
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}
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void
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Animation_TimerUpdate(player pl, float ftime)
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{
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makevectors([0, pl.angles[1], 0]);
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/* top animation is always just being incremented */
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pl.anim_top_time += ftime;
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pl.anim_top_delay -= ftime;
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/* we may be walking backwards, thus decrement bottom */
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if (dotproduct(pl.velocity, v_forward) < 0) {
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pl.anim_bottom_time -= ftime;
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} else {
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pl.anim_bottom_time += ftime;
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}
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}
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/*
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=================
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Animation_PlayerUpdate
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Called every frame to update the animation sequences
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depending on what the player is doing
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=================
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*/
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void
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Animation_PlayerUpdate(player pl)
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{
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pl.basebone = gettagindex(pl, "Bip01 Spine1");
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if (pl.anim_top_delay <= 0.0f) {
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pl.anim_top = Weapons_GetAim(pl.activeweapon);
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}
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if (vlen(pl.velocity) == 0) {
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if (pl.flags & FL_CROUCHING) {
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pl.anim_bottom = ANIM_CROUCHIDLE;
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} else {
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pl.anim_bottom = ANIM_IDLE;
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}
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} else if (vlen(pl.velocity) < 150) {
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if (pl.flags & FL_CROUCHING) {
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pl.anim_bottom = ANIM_CRAWL;
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} else {
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pl.anim_bottom = ANIM_WALK;
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}
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} else if (vlen(pl.velocity) > 150) {
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if (pl.flags & FL_CROUCHING) {
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pl.anim_bottom = ANIM_CRAWL;
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} else {
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pl.anim_bottom = ANIM_RUN;
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}
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}
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pl.frame = pl.anim_top;
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pl.frame1time = pl.anim_top_time;
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pl.baseframe = pl.anim_bottom;
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pl.baseframe1time = pl.anim_bottom_time;
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/* hack, we can't play the animations in reverse the normal way */
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if (pl.frame1time < 0.0f) {
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pl.frame1time = 10.0f;
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}
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makevectors([0, pl.angles[1], 0]);
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float fCorrect = dotproduct(pl.velocity, v_right) * 0.25f;
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/* Turn torso */
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pl.bonecontrol1 = fCorrect;
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pl.bonecontrol2 = pl.bonecontrol1 * 0.5;
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pl.bonecontrol3 = pl.bonecontrol2 * 0.5;
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pl.bonecontrol4 = pl.bonecontrol3 * 0.5;
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/* Correct the legs */
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pl.angles[1] -= fCorrect;
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#ifdef SERVER
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pl.subblendfrac =
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pl.subblend2frac = pl.v_angle[0] / 90;
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#else
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pl.subblendfrac =
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pl.subblend2frac = pl.pitch / 90;
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#endif
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}
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void
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Animation_PlayerTop(player pl, float topanim, float timer)
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{
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pl.anim_top = topanim;
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pl.anim_top_time = 0.0f;
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pl.anim_top_delay = timer;
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}
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void
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Animation_PlayerBottom(player pl, float botanim, float timer)
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{
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pl.anim_bottom = botanim;
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}
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