jedi-academy/code/game/bg_panimate.cpp
2013-04-23 15:21:39 +10:00

7206 lines
210 KiB
C++

// this include must remain at the top of every bg_xxxx CPP file
#include "common_headers.h"
// define GAME_INCLUDE so that g_public.h does not define the
// short, server-visible gclient_t and gentity_t structures,
// because we define the full size ones in this file
#define GAME_INCLUDE
//#include "../renderer/tr_local.h"
#include "q_shared.h"
#include "g_shared.h"
#include "bg_local.h"
#include "../cgame/cg_local.h"
#include "anims.h"
#include "Q3_Interface.h"
#include "g_local.h"
#include "wp_saber.h"
#include "g_vehicles.h"
extern pmove_t *pm;
extern pml_t pml;
extern cvar_t *g_ICARUSDebug;
extern cvar_t *g_timescale;
extern cvar_t *g_synchSplitAnims;
extern cvar_t *g_AnimWarning;
extern cvar_t *g_noFootSlide;
extern cvar_t *g_noFootSlideRunScale;
extern cvar_t *g_noFootSlideWalkScale;
extern cvar_t *g_saberAnimSpeed;
extern cvar_t *g_saberAutoAim;
extern cvar_t *g_speederControlScheme;
extern cvar_t *g_saberNewControlScheme;
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
extern qboolean ValidAnimFileIndex ( int index );
extern qboolean PM_ControlledByPlayer( void );
extern qboolean PM_DroidMelee( int npc_class );
extern qboolean PM_PainAnim( int anim );
extern qboolean PM_JumpingAnim( int anim );
extern qboolean PM_FlippingAnim( int anim );
extern qboolean PM_RollingAnim( int anim );
extern qboolean PM_SwimmingAnim( int anim );
extern qboolean PM_InKnockDown( playerState_t *ps );
extern qboolean PM_InRoll( playerState_t *ps );
extern qboolean PM_DodgeAnim( int anim );
extern qboolean PM_InSlopeAnim( int anim );
extern qboolean PM_ForceAnim( int anim );
extern qboolean PM_InKnockDownOnGround( playerState_t *ps );
extern qboolean PM_InSpecialJump( int anim );
extern qboolean PM_RunningAnim( int anim );
extern qboolean PM_WalkingAnim( int anim );
extern qboolean PM_SwimmingAnim( int anim );
extern qboolean PM_JumpingAnim( int anim );
extern qboolean PM_SaberStanceAnim( int anim );
extern qboolean PM_SaberDrawPutawayAnim( int anim );
extern void PM_SetJumped( float height, qboolean force );
extern qboolean PM_InGetUpNoRoll( playerState_t *ps );
extern qboolean PM_CrouchAnim( int anim );
extern qboolean G_TryingKataAttack( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingCartwheel( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingSpecial( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingJumpAttack( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingJumpForwardAttack( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingLungeAttack( gentity_t *self, usercmd_t *cmd );
extern qboolean G_TryingPullAttack( gentity_t *self, usercmd_t *cmd, qboolean amPulling );
extern qboolean G_InCinematicSaberAnim( gentity_t *self );
extern qboolean G_ControlledByPlayer( gentity_t *self );
extern int g_crosshairEntNum;
int PM_AnimLength( int index, animNumber_t anim );
qboolean PM_LockedAnim( int anim );
qboolean PM_StandingAnim( int anim );
qboolean PM_InOnGroundAnim ( playerState_t *ps );
qboolean PM_SuperBreakWinAnim( int anim );
qboolean PM_SuperBreakLoseAnim( int anim );
qboolean PM_LockedAnim( int anim );
saberMoveName_t PM_SaberFlipOverAttackMove( void );
qboolean PM_CheckFlipOverAttackMove( qboolean checkEnemy );
saberMoveName_t PM_SaberJumpForwardAttackMove( void );
qboolean PM_CheckJumpForwardAttackMove( void );
saberMoveName_t PM_SaberBackflipAttackMove( void );
qboolean PM_CheckBackflipAttackMove( void );
saberMoveName_t PM_SaberDualJumpAttackMove( void );
qboolean PM_CheckDualJumpAttackMove( void );
saberMoveName_t PM_SaberLungeAttackMove( qboolean fallbackToNormalLunge );
qboolean PM_CheckLungeAttackMove( void );
// Okay, here lies the much-dreaded Pat-created FSM movement chart... Heretic II strikes again!
// Why am I inflicting this on you? Well, it's better than hardcoded states.
// Ideally this will be replaced with an external file or more sophisticated move-picker
// once the game gets out of prototype stage.
// Silly, but I'm replacing these macros so they are shorter!
#define AFLAG_IDLE (SETANIM_FLAG_NORMAL)
#define AFLAG_ACTIVE (SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS)
#define AFLAG_WAIT (SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS)
#define AFLAG_FINISH (SETANIM_FLAG_HOLD)
//FIXME: add the alternate anims for each style?
saberMoveData_t saberMoveData[LS_MOVE_MAX] = {// NB:randomized
// name anim(do all styles?)startQ endQ setanimflag blend, blocking chain_idle chain_attack trailLen
{"None", BOTH_STAND1, Q_R, Q_R, AFLAG_IDLE, 350, BLK_NO, LS_NONE, LS_NONE, 0 }, // LS_NONE = 0,
// General movements with saber
{"Ready", BOTH_STAND2, Q_R, Q_R, AFLAG_IDLE, 350, BLK_WIDE, LS_READY, LS_S_R2L, 0 }, // LS_READY,
{"Draw", BOTH_STAND1TO2, Q_R, Q_R, AFLAG_FINISH, 350, BLK_NO, LS_READY, LS_S_R2L, 0 }, // LS_DRAW,
{"Putaway", BOTH_STAND2TO1, Q_R, Q_R, AFLAG_FINISH, 350, BLK_NO, LS_READY, LS_S_R2L, 0 }, // LS_PUTAWAY,
// Attacks
//UL2LR
{"TL2BR Att", BOTH_A1_TL_BR, Q_TL, Q_BR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_TL2BR, LS_R_TL2BR, 200 }, // LS_A_TL2BR
//SLASH LEFT
{"L2R Att", BOTH_A1__L__R, Q_L, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_L2R, LS_R_L2R, 200 }, // LS_A_L2R
//LL2UR
{"BL2TR Att", BOTH_A1_BL_TR, Q_BL, Q_TR, AFLAG_ACTIVE, 50, BLK_TIGHT, LS_R_BL2TR, LS_R_BL2TR, 200 }, // LS_A_BL2TR
//LR2UL
{"BR2TL Att", BOTH_A1_BR_TL, Q_BR, Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_BR2TL, LS_R_BR2TL, 200 }, // LS_A_BR2TL
//SLASH RIGHT
{"R2L Att", BOTH_A1__R__L, Q_R, Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_R2L, LS_R_R2L, 200 },// LS_A_R2L
//UR2LL
{"TR2BL Att", BOTH_A1_TR_BL, Q_TR, Q_BL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_TR2BL, LS_R_TR2BL, 200 }, // LS_A_TR2BL
//SLASH DOWN
{"T2B Att", BOTH_A1_T__B_, Q_T, Q_B, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_T2B, LS_R_T2B, 200 }, // LS_A_T2B
//special attacks
{"Back Stab", BOTH_A2_STABBACK1, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_BACKSTAB
{"Back Att", BOTH_ATTACK_BACK, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_BACK
{"CR Back Att", BOTH_CROUCHATTACKBACK1,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_BACK_CR
{"RollStab", BOTH_ROLL_STAB, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_ROLL_STAB
{"Lunge Att", BOTH_LUNGE2_B__T_, Q_B, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_LUNGE
{"Jump Att", BOTH_FORCELEAP2_T__B_,Q_T, Q_B, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_JUMP_T__B_
{"Flip Stab", BOTH_JUMPFLIPSTABDOWN,Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_T___R, 200 }, // LS_A_FLIP_STAB
{"Flip Slash", BOTH_JUMPFLIPSLASHDOWN1,Q_L,Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__R_T_, 200 }, // LS_A_FLIP_SLASH
{"DualJump Atk",BOTH_JUMPATTACK6, Q_R, Q_BL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_BL_TR, 200 }, // LS_JUMPATTACK_DUAL
{"DualJumpAtkL_A",BOTH_ARIAL_LEFT, Q_R, Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_A_TL2BR, 200 }, // LS_JUMPATTACK_ARIAL_LEFT
{"DualJumpAtkR_A",BOTH_ARIAL_RIGHT, Q_R, Q_TR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_A_TR2BL, 200 }, // LS_JUMPATTACK_ARIAL_RIGHT
{"DualJumpAtkL_A",BOTH_CARTWHEEL_LEFT, Q_R,Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_TL_BR, 200 }, // LS_JUMPATTACK_CART_LEFT
{"DualJumpAtkR_A",BOTH_CARTWHEEL_RIGHT, Q_R,Q_TR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_TR_BL, 200 }, // LS_JUMPATTACK_CART_RIGHT
{"DualJumpAtkLStaff", BOTH_BUTTERFLY_FL1,Q_R,Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__L__R, 200 }, // LS_JUMPATTACK_STAFF_LEFT
{"DualJumpAtkRStaff", BOTH_BUTTERFLY_FR1,Q_R,Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__R__L, 200 }, // LS_JUMPATTACK_STAFF_RIGHT
{"ButterflyLeft", BOTH_BUTTERFLY_LEFT,Q_R,Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__L__R, 200 }, // LS_BUTTERFLY_LEFT
{"ButterflyRight", BOTH_BUTTERFLY_RIGHT,Q_R,Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__R__L, 200 }, // LS_BUTTERFLY_RIGHT
{"BkFlip Atk", BOTH_JUMPATTACK7, Q_B, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_T___R, 200 }, // LS_A_BACKFLIP_ATK
{"DualSpinAtk", BOTH_SPINATTACK6, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_SPINATTACK_DUAL
{"StfSpinAtk", BOTH_SPINATTACK7, Q_L, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_SPINATTACK
{"LngLeapAtk", BOTH_FORCELONGLEAP_ATTACK,Q_R,Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_LEAP_ATTACK
{"SwoopAtkR", BOTH_VS_ATR_S, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 200 }, // LS_SWOOP_ATTACK_RIGHT
{"SwoopAtkL", BOTH_VS_ATL_S, Q_L, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 200 }, // LS_SWOOP_ATTACK_LEFT
{"TauntaunAtkR",BOTH_VT_ATR_S, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_TAUNTAUN_ATTACK_RIGHT
{"TauntaunAtkL",BOTH_VT_ATL_S, Q_L, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_TAUNTAUN_ATTACK_LEFT
{"StfKickFwd", BOTH_A7_KICK_F, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_F
{"StfKickBack", BOTH_A7_KICK_B, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_B
{"StfKickRight",BOTH_A7_KICK_R, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_R
{"StfKickLeft", BOTH_A7_KICK_L, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_L
{"StfKickSpin", BOTH_A7_KICK_S, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_S_R2L, 200 }, // LS_KICK_S
{"StfKickBkFwd",BOTH_A7_KICK_BF, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_S_R2L, 200 }, // LS_KICK_BF
{"StfKickSplit",BOTH_A7_KICK_RL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_S_R2L, 200 }, // LS_KICK_RL
{"StfKickFwdAir",BOTH_A7_KICK_F_AIR,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_F_AIR
{"StfKickBackAir",BOTH_A7_KICK_B_AIR,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_B_AIR
{"StfKickRightAir",BOTH_A7_KICK_R_AIR,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_R_AIR
{"StfKickLeftAir",BOTH_A7_KICK_L_AIR,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_L_AIR
{"StabDown", BOTH_STABDOWN, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_STABDOWN
{"StabDownStf", BOTH_STABDOWN_STAFF,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_STABDOWN_STAFF
{"StabDownDual",BOTH_STABDOWN_DUAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_STABDOWN_DUAL
{"dualspinprot",BOTH_A6_SABERPROTECT,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 500 }, // LS_DUAL_SPIN_PROTECT
{"StfSoulCal", BOTH_A7_SOULCAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 500 }, // LS_STAFF_SOULCAL
{"specialfast", BOTH_A1_SPECIAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 2000}, // LS_A1_SPECIAL
{"specialmed", BOTH_A2_SPECIAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 2000}, // LS_A2_SPECIAL
{"specialstr", BOTH_A3_SPECIAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 2000}, // LS_A3_SPECIAL
{"upsidedwnatk",BOTH_FLIP_ATTACK7, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200}, // LS_UPSIDE_DOWN_ATTACK
{"pullatkstab", BOTH_PULL_IMPALE_STAB,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200}, // LS_PULL_ATTACK_STAB
{"pullatkswing",BOTH_PULL_IMPALE_SWING,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200}, // LS_PULL_ATTACK_SWING
{"AloraSpinAtk",BOTH_ALORA_SPIN_SLASH,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_SPINATTACK_ALORA
{"Dual FB Atk", BOTH_A6_FB, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_DUAL_FB
{"Dual LR Atk", BOTH_A6_LR, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_DUAL_LR
{"StfHiltBash", BOTH_A7_HILT, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_HILT_BASH
//starts
{"TL2BR St", BOTH_S1_S1_TL, Q_R, Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_TL2BR, LS_A_TL2BR, 200 }, // LS_S_TL2BR
{"L2R St", BOTH_S1_S1__L, Q_R, Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_L2R, LS_A_L2R, 200 }, // LS_S_L2R
{"BL2TR St", BOTH_S1_S1_BL, Q_R, Q_BL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_BL2TR, LS_A_BL2TR, 200 }, // LS_S_BL2TR
{"BR2TL St", BOTH_S1_S1_BR, Q_R, Q_BR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_BR2TL, LS_A_BR2TL, 200 }, // LS_S_BR2TL
{"R2L St", BOTH_S1_S1__R, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_R2L, LS_A_R2L, 200 }, // LS_S_R2L
{"TR2BL St", BOTH_S1_S1_TR, Q_R, Q_TR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_TR2BL, LS_A_TR2BL, 200 }, // LS_S_TR2BL
{"T2B St", BOTH_S1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_T2B, LS_A_T2B, 200 }, // LS_S_T2B
//returns
{"TL2BR Ret", BOTH_R1_BR_S1, Q_BR, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_TL2BR
{"L2R Ret", BOTH_R1__R_S1, Q_R, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_L2R
{"BL2TR Ret", BOTH_R1_TR_S1, Q_TR, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_BL2TR
{"BR2TL Ret", BOTH_R1_TL_S1, Q_TL, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_BR2TL
{"R2L Ret", BOTH_R1__L_S1, Q_L, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_R2L
{"TR2BL Ret", BOTH_R1_BL_S1, Q_BL, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_TR2BL
{"T2B Ret", BOTH_R1_B__S1, Q_B, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_T2B
//Transitions
{"BR2R Trans", BOTH_T1_BR__R, Q_BR, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc bottom right to right
{"BR2TR Trans", BOTH_T1_BR_TR, Q_BR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc bottom right to top right (use: BOTH_T1_TR_BR)
{"BR2T Trans", BOTH_T1_BR_T_, Q_BR, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc bottom right to top (use: BOTH_T1_T__BR)
{"BR2TL Trans", BOTH_T1_BR_TL, Q_BR, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast weak spin bottom right to top left
{"BR2L Trans", BOTH_T1_BR__L, Q_BR, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast weak spin bottom right to left
{"BR2BL Trans", BOTH_T1_BR_BL, Q_BR, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast weak spin bottom right to bottom left
{"R2BR Trans", BOTH_T1__R_BR, Q_R, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast arc right to bottom right (use: BOTH_T1_BR__R)
{"R2TR Trans", BOTH_T1__R_TR, Q_R, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc right to top right
{"R2T Trans", BOTH_T1__R_T_, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast ar right to top (use: BOTH_T1_T___R)
{"R2TL Trans", BOTH_T1__R_TL, Q_R, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc right to top left
{"R2L Trans", BOTH_T1__R__L, Q_R, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast weak spin right to left
{"R2BL Trans", BOTH_T1__R_BL, Q_R, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast weak spin right to bottom left
{"TR2BR Trans", BOTH_T1_TR_BR, Q_TR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast arc top right to bottom right
{"TR2R Trans", BOTH_T1_TR__R, Q_TR, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc top right to right (use: BOTH_T1__R_TR)
{"TR2T Trans", BOTH_T1_TR_T_, Q_TR, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc top right to top (use: BOTH_T1_T__TR)
{"TR2TL Trans", BOTH_T1_TR_TL, Q_TR, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc top right to top left
{"TR2L Trans", BOTH_T1_TR__L, Q_TR, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc top right to left
{"TR2BL Trans", BOTH_T1_TR_BL, Q_TR, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast weak spin top right to bottom left
{"T2BR Trans", BOTH_T1_T__BR, Q_T, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast arc top to bottom right
{"T2R Trans", BOTH_T1_T___R, Q_T, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc top to right
{"T2TR Trans", BOTH_T1_T__TR, Q_T, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc top to top right
{"T2TL Trans", BOTH_T1_T__TL, Q_T, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc top to top left
{"T2L Trans", BOTH_T1_T___L, Q_T, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc top to left
{"T2BL Trans", BOTH_T1_T__BL, Q_T, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast arc top to bottom left
{"TL2BR Trans", BOTH_T1_TL_BR, Q_TL, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast weak spin top left to bottom right
{"TL2R Trans", BOTH_T1_TL__R, Q_TL, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc top left to right (use: BOTH_T1__R_TL)
{"TL2TR Trans", BOTH_T1_TL_TR, Q_TL, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc top left to top right (use: BOTH_T1_TR_TL)
{"TL2T Trans", BOTH_T1_TL_T_, Q_TL, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc top left to top (use: BOTH_T1_T__TL)
{"TL2L Trans", BOTH_T1_TL__L, Q_TL, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc top left to left (use: BOTH_T1__L_TL)
{"TL2BL Trans", BOTH_T1_TL_BL, Q_TL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast arc top left to bottom left
{"L2BR Trans", BOTH_T1__L_BR, Q_L, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast weak spin left to bottom right
{"L2R Trans", BOTH_T1__L__R, Q_L, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast weak spin left to right
{"L2TR Trans", BOTH_T1__L_TR, Q_L, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc left to top right (use: BOTH_T1_TR__L)
{"L2T Trans", BOTH_T1__L_T_, Q_L, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc left to top (use: BOTH_T1_T___L)
{"L2TL Trans", BOTH_T1__L_TL, Q_L, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc left to top left
{"L2BL Trans", BOTH_T1__L_BL, Q_L, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast arc left to bottom left (use: BOTH_T1_BL__L)
{"BL2BR Trans", BOTH_T1_BL_BR, Q_BL, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast weak spin bottom left to bottom right
{"BL2R Trans", BOTH_T1_BL__R, Q_BL, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast weak spin bottom left to right
{"BL2TR Trans", BOTH_T1_BL_TR, Q_BL, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast weak spin bottom left to top right
{"BL2T Trans", BOTH_T1_BL_T_, Q_BL, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc bottom left to top (use: BOTH_T1_T__BL)
{"BL2TL Trans", BOTH_T1_BL_TL, Q_BL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc bottom left to top left (use: BOTH_T1_TL_BL)
{"BL2L Trans", BOTH_T1_BL__L, Q_BL, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc bottom left to left
//Bounces
{"Bounce BR", BOTH_B1_BR___, Q_BR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_T1_BR_TR, 150 },
{"Bounce R", BOTH_B1__R___, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_T1__R__L, 150 },
{"Bounce TR", BOTH_B1_TR___, Q_TR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_TR_TL, 150 },
{"Bounce T", BOTH_B1_T____, Q_T, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_T__BL, 150 },
{"Bounce TL", BOTH_B1_TL___, Q_TL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_T1_TL_TR, 150 },
{"Bounce L", BOTH_B1__L___, Q_L, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_T1__L__R, 150 },
{"Bounce BL", BOTH_B1_BL___, Q_BL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_T1_BL_TR, 150 },
//Deflected attacks (like bounces, but slide off enemy saber, not straight back)
{"Deflect BR", BOTH_D1_BR___, Q_BR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_T1_BR_TR, 150 },
{"Deflect R", BOTH_D1__R___, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_T1__R__L, 150 },
{"Deflect TR", BOTH_D1_TR___, Q_TR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_TR_TL, 150 },
{"Deflect T", BOTH_B1_T____, Q_T, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_T__BL, 150 },
{"Deflect TL", BOTH_D1_TL___, Q_TL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_T1_TL_TR, 150 },
{"Deflect L", BOTH_D1__L___, Q_L, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_T1__L__R, 150 },
{"Deflect BL", BOTH_D1_BL___, Q_BL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_T1_BL_TR, 150 },
{"Deflect B", BOTH_D1_B____, Q_B, Q_B, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_T__BL, 150 },
//Reflected attacks
{"Reflected BR",BOTH_V1_BR_S1, Q_BR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_BR
{"Reflected R", BOTH_V1__R_S1, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1__R
{"Reflected TR",BOTH_V1_TR_S1, Q_TR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_TR
{"Reflected T", BOTH_V1_T__S1, Q_T, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_T_
{"Reflected TL",BOTH_V1_TL_S1, Q_TL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_TL
{"Reflected L", BOTH_V1__L_S1, Q_L, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1__L
{"Reflected BL",BOTH_V1_BL_S1, Q_BL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_BL
{"Reflected B", BOTH_V1_B__S1, Q_B, Q_B, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_B_
// Broken parries
{"BParry Top", BOTH_H1_S1_T_, Q_T, Q_B, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_UP,
{"BParry UR", BOTH_H1_S1_TR, Q_TR, Q_BL, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_UR,
{"BParry UL", BOTH_H1_S1_TL, Q_TL, Q_BR, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_UL,
{"BParry LR", BOTH_H1_S1_BL, Q_BL, Q_TR, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_LR,
{"BParry Bot", BOTH_H1_S1_B_, Q_B, Q_T, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_LL
{"BParry LL", BOTH_H1_S1_BR, Q_BR, Q_TL, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_LL
// Knockaways
{"Knock Top", BOTH_K1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_T1_T__BR, 150 }, // LS_PARRY_UP,
{"Knock UR", BOTH_K1_S1_TR, Q_R, Q_TR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_T1_TR__R, 150 }, // LS_PARRY_UR,
{"Knock UL", BOTH_K1_S1_TL, Q_R, Q_TL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BR2TL, LS_T1_TL__L, 150 }, // LS_PARRY_UL,
{"Knock LR", BOTH_K1_S1_BL, Q_R, Q_BL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TL2BR, LS_T1_BL_TL, 150 }, // LS_PARRY_LR,
{"Knock LL", BOTH_K1_S1_BR, Q_R, Q_BR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TR2BL, LS_T1_BR_TR, 150 }, // LS_PARRY_LL
// Parry
{"Parry Top", BOTH_P1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_T2B, 150 }, // LS_PARRY_UP,
{"Parry UR", BOTH_P1_S1_TR, Q_R, Q_TL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_TR2BL, 150 }, // LS_PARRY_UR,
{"Parry UL", BOTH_P1_S1_TL, Q_R, Q_TR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BR2TL, LS_A_TL2BR, 150 }, // LS_PARRY_UL,
{"Parry LR", BOTH_P1_S1_BL, Q_R, Q_BR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TL2BR, LS_A_BR2TL, 150 }, // LS_PARRY_LR,
{"Parry LL", BOTH_P1_S1_BR, Q_R, Q_BL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TR2BL, LS_A_BL2TR, 150 }, // LS_PARRY_LL
// Reflecting a missile
{"Reflect Top", BOTH_P1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_T2B, 300 }, // LS_PARRY_UP,
{"Reflect UR", BOTH_P1_S1_TL, Q_R, Q_TR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BR2TL, LS_A_TL2BR, 300 }, // LS_PARRY_UR,
{"Reflect UL", BOTH_P1_S1_TR, Q_R, Q_TL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_TR2BL, 300 }, // LS_PARRY_UL,
{"Reflect LR", BOTH_P1_S1_BR, Q_R, Q_BL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TR2BL, LS_A_BL2TR, 300 }, // LS_PARRY_LR
{"Reflect LL", BOTH_P1_S1_BL, Q_R, Q_BR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TL2BR, LS_A_BR2TL, 300 }, // LS_PARRY_LL,
};
saberMoveName_t transitionMove[Q_NUM_QUADS][Q_NUM_QUADS] =
{
LS_NONE, //Can't transition to same pos!
LS_T1_BR__R,//40
LS_T1_BR_TR,
LS_T1_BR_T_,
LS_T1_BR_TL,
LS_T1_BR__L,
LS_T1_BR_BL,
LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any
LS_T1__R_BR,//46
LS_NONE, //Can't transition to same pos!
LS_T1__R_TR,
LS_T1__R_T_,
LS_T1__R_TL,
LS_T1__R__L,
LS_T1__R_BL,
LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any
LS_T1_TR_BR,//52
LS_T1_TR__R,
LS_NONE, //Can't transition to same pos!
LS_T1_TR_T_,
LS_T1_TR_TL,
LS_T1_TR__L,
LS_T1_TR_BL,
LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any
LS_T1_T__BR,//58
LS_T1_T___R,
LS_T1_T__TR,
LS_NONE, //Can't transition to same pos!
LS_T1_T__TL,
LS_T1_T___L,
LS_T1_T__BL,
LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any
LS_T1_TL_BR,//64
LS_T1_TL__R,
LS_T1_TL_TR,
LS_T1_TL_T_,
LS_NONE, //Can't transition to same pos!
LS_T1_TL__L,
LS_T1_TL_BL,
LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any
LS_T1__L_BR,//70
LS_T1__L__R,
LS_T1__L_TR,
LS_T1__L_T_,
LS_T1__L_TL,
LS_NONE, //Can't transition to same pos!
LS_T1__L_BL,
LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any
LS_T1_BL_BR,//76
LS_T1_BL__R,
LS_T1_BL_TR,
LS_T1_BL_T_,
LS_T1_BL_TL,
LS_T1_BL__L,
LS_NONE, //Can't transition to same pos!
LS_NONE, //No transitions to bottom, and no anims start there, so shouldn't need any
LS_T1_BL_BR,//NOTE: there are no transitions from bottom, so re-use the bottom right transitions
LS_T1_BR__R,
LS_T1_BR_TR,
LS_T1_BR_T_,
LS_T1_BR_TL,
LS_T1_BR__L,
LS_T1_BR_BL,
LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any
};
void PM_VelocityForSaberMove( playerState_t *ps, vec3_t throwDir )
{
vec3_t vForward, vRight, vUp, startQ, endQ;
AngleVectors( ps->viewangles, vForward, vRight, vUp );
switch ( saberMoveData[ps->saberMove].startQuad )
{
case Q_BR:
VectorScale( vRight, 1, startQ );
VectorMA( startQ, -1, vUp, startQ );
break;
case Q_R:
VectorScale( vRight, 2, startQ );
break;
case Q_TR:
VectorScale( vRight, 1, startQ );
VectorMA( startQ, 1, vUp, startQ );
break;
case Q_T:
VectorScale( vUp, 2, startQ );
break;
case Q_TL:
VectorScale( vRight, -1, startQ );
VectorMA( startQ, 1, vUp, startQ );
break;
case Q_L:
VectorScale( vRight, -2, startQ );
break;
case Q_BL:
VectorScale( vRight, -1, startQ );
VectorMA( startQ, -1, vUp, startQ );
break;
case Q_B:
VectorScale( vUp, -2, startQ );
break;
}
switch ( saberMoveData[ps->saberMove].endQuad )
{
case Q_BR:
VectorScale( vRight, 1, endQ );
VectorMA( endQ, -1, vUp, endQ );
break;
case Q_R:
VectorScale( vRight, 2, endQ );
break;
case Q_TR:
VectorScale( vRight, 1, endQ );
VectorMA( endQ, 1, vUp, endQ );
break;
case Q_T:
VectorScale( vUp, 2, endQ );
break;
case Q_TL:
VectorScale( vRight, -1, endQ );
VectorMA( endQ, 1, vUp, endQ );
break;
case Q_L:
VectorScale( vRight, -2, endQ );
break;
case Q_BL:
VectorScale( vRight, -1, endQ );
VectorMA( endQ, -1, vUp, endQ );
break;
case Q_B:
VectorScale( vUp, -2, endQ );
break;
}
VectorMA( endQ, 2, vForward, endQ );
VectorScale( throwDir, 125, throwDir );//FIXME: pass in the throw strength?
VectorSubtract( endQ, startQ, throwDir );
}
qboolean PM_VelocityForBlockedMove( playerState_t *ps, vec3_t throwDir )
{
vec3_t vForward, vRight, vUp;
AngleVectors( ps->viewangles, vForward, vRight, vUp );
switch ( ps->saberBlocked )
{
case BLOCKED_UPPER_RIGHT:
VectorScale( vRight, 1, throwDir );
VectorMA( throwDir, 1, vUp, throwDir );
break;
case BLOCKED_UPPER_LEFT:
VectorScale( vRight, -1, throwDir );
VectorMA( throwDir, 1, vUp, throwDir );
break;
case BLOCKED_LOWER_RIGHT:
VectorScale( vRight, 1, throwDir );
VectorMA( throwDir, -1, vUp, throwDir );
break;
case BLOCKED_LOWER_LEFT:
VectorScale( vRight, -1, throwDir );
VectorMA( throwDir, -1, vUp, throwDir );
break;
case BLOCKED_TOP:
VectorScale( vUp, 2, throwDir );
break;
default:
return qfalse;
break;
}
VectorMA( throwDir, 2, vForward, throwDir );
VectorScale( throwDir, 250, throwDir );//FIXME: pass in the throw strength?
return qtrue;
}
int PM_AnimLevelForSaberAnim( int anim )
{
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_D1_B____ )
{
return FORCE_LEVEL_1;
}
if ( anim >= BOTH_A2_T__B_ && anim <= BOTH_D2_B____ )
{
return FORCE_LEVEL_2;
}
if ( anim >= BOTH_A3_T__B_ && anim <= BOTH_D3_B____ )
{
return FORCE_LEVEL_3;
}
if ( anim >= BOTH_A4_T__B_ && anim <= BOTH_D4_B____ )
{//desann
return FORCE_LEVEL_4;
}
if ( anim >= BOTH_A5_T__B_ && anim <= BOTH_D5_B____ )
{//tavion
return FORCE_LEVEL_5;
}
if ( anim >= BOTH_A6_T__B_ && anim <= BOTH_D6_B____ )
{//dual
return SS_DUAL;
}
if ( anim >= BOTH_A7_T__B_ && anim <= BOTH_D7_B____ )
{//staff
return SS_STAFF;
}
return FORCE_LEVEL_0;
}
int PM_PowerLevelForSaberAnim( playerState_t *ps, int saberNum )
{
int anim = ps->torsoAnim;
int animTimeElapsed = PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)anim ) - ps->torsoAnimTimer;
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_D1_B____ )
{
//FIXME: these two need their own style
if ( ps->saber[0].type == SABER_LANCE )
{
return FORCE_LEVEL_4;
}
else if ( ps->saber[0].type == SABER_TRIDENT )
{
return FORCE_LEVEL_3;
}
return FORCE_LEVEL_1;
}
if ( anim >= BOTH_A2_T__B_ && anim <= BOTH_D2_B____ )
{
return FORCE_LEVEL_2;
}
if ( anim >= BOTH_A3_T__B_ && anim <= BOTH_D3_B____ )
{
return FORCE_LEVEL_3;
}
if ( anim >= BOTH_A4_T__B_ && anim <= BOTH_D4_B____ )
{//desann
return FORCE_LEVEL_4;
}
if ( anim >= BOTH_A5_T__B_ && anim <= BOTH_D5_B____ )
{//tavion
return FORCE_LEVEL_2;
}
if ( anim >= BOTH_A6_T__B_ && anim <= BOTH_D6_B____ )
{//dual
return FORCE_LEVEL_2;
}
if ( anim >= BOTH_A7_T__B_ && anim <= BOTH_D7_B____ )
{//staff
return FORCE_LEVEL_2;
}
if ( ( anim >= BOTH_P1_S1_T_ && anim <= BOTH_P1_S1_BR )
|| ( anim >= BOTH_P6_S6_T_ && anim <= BOTH_P6_S6_BR )
|| ( anim >= BOTH_P7_S7_T_ && anim <= BOTH_P7_S7_BR ) )
{//parries
switch ( ps->saberAnimLevel )
{
case SS_STRONG:
case SS_DESANN:
return FORCE_LEVEL_3;
break;
case SS_TAVION:
case SS_STAFF:
case SS_DUAL:
case SS_MEDIUM:
return FORCE_LEVEL_2;
break;
case SS_FAST:
return FORCE_LEVEL_1;
break;
default:
return FORCE_LEVEL_0;
break;
}
}
if ( ( anim >= BOTH_K1_S1_T_ && anim <= BOTH_K1_S1_BR )
|| ( anim >= BOTH_K6_S6_T_ && anim <= BOTH_K6_S6_BR )
|| ( anim >= BOTH_K7_S7_T_ && anim <= BOTH_K7_S7_BR ) )
{//knockaways
return FORCE_LEVEL_3;
}
if ( ( anim >= BOTH_V1_BR_S1 && anim <= BOTH_V1_B__S1 )
|| ( anim >= BOTH_V6_BR_S6 && anim <= BOTH_V6_B__S6 )
|| ( anim >= BOTH_V7_BR_S7 && anim <= BOTH_V7_B__S7 ) )
{//knocked-away attacks
return FORCE_LEVEL_1;
}
if ( ( anim >= BOTH_H1_S1_T_ && anim <= BOTH_H1_S1_BR )
|| ( anim >= BOTH_H6_S6_T_ && anim <= BOTH_H6_S6_BR )
|| ( anim >= BOTH_H7_S7_T_ && anim <= BOTH_H7_S7_BR ) )
{//broken parries
return FORCE_LEVEL_0;
}
switch ( anim )
{
case BOTH_A2_STABBACK1:
if ( ps->torsoAnimTimer < 450 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 400 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_ATTACK_BACK:
if ( ps->torsoAnimTimer < 500 )
{//end of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_CROUCHATTACKBACK1:
if ( ps->torsoAnimTimer < 800 )
{//end of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_BUTTERFLY_FL1:
case BOTH_BUTTERFLY_FR1:
//FIXME: break up?
return FORCE_LEVEL_3;
break;
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
//FIXME: break up?
return FORCE_LEVEL_3;
break;
case BOTH_K1_S1_T_: //# knockaway saber top
case BOTH_K1_S1_TR: //# knockaway saber top right
case BOTH_K1_S1_TL: //# knockaway saber top left
case BOTH_K1_S1_BL: //# knockaway saber bottom left
case BOTH_K1_S1_B_: //# knockaway saber bottom
case BOTH_K1_S1_BR: //# knockaway saber bottom right
//FIXME: break up?
return FORCE_LEVEL_3;
break;
case BOTH_LUNGE2_B__T_:
if ( ps->torsoAnimTimer < 400 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 150 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_FORCELEAP2_T__B_:
if ( ps->torsoAnimTimer < 400 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 550 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_VS_ATR_S:
case BOTH_VS_ATL_S:
case BOTH_VT_ATR_S:
case BOTH_VT_ATL_S:
return FORCE_LEVEL_3;//???
break;
case BOTH_JUMPFLIPSLASHDOWN1:
if ( ps->torsoAnimTimer <= 900 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 550 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_JUMPFLIPSTABDOWN:
if ( ps->torsoAnimTimer <= 1200 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed <= 250 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_JUMPATTACK6:
/*
if (pm->ps)
{
if ( ( pm->ps->legsAnimTimer >= 1450
&& PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - pm->ps->legsAnimTimer >= 400 )
||(pm->ps->legsAnimTimer >= 400
&& PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - pm->ps->legsAnimTimer >= 1100 ) )
{//pretty much sideways
return FORCE_LEVEL_3;
}
}
*/
if ( ( ps->torsoAnimTimer >= 1450
&& animTimeElapsed >= 400 )
||(ps->torsoAnimTimer >= 400
&& animTimeElapsed >= 1100 ) )
{//pretty much sideways
return FORCE_LEVEL_3;
}
return FORCE_LEVEL_0;
break;
case BOTH_JUMPATTACK7:
if ( ps->torsoAnimTimer <= 1200 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 200 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_SPINATTACK6:
if ( animTimeElapsed <= 200 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_SPINATTACK7:
if ( ps->torsoAnimTimer <= 500 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 500 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_FORCELONGLEAP_ATTACK:
if ( animTimeElapsed <= 200 )
{//1st four frames of anim
return FORCE_LEVEL_3;
}
break;
/*
case BOTH_A7_KICK_F://these kicks attack, too
case BOTH_A7_KICK_B:
case BOTH_A7_KICK_R:
case BOTH_A7_KICK_L:
//FIXME: break up
return FORCE_LEVEL_3;
break;
*/
case BOTH_STABDOWN:
if ( ps->torsoAnimTimer <= 900 )
{//end of anim
return FORCE_LEVEL_3;
}
break;
case BOTH_STABDOWN_STAFF:
if ( ps->torsoAnimTimer <= 850 )
{//end of anim
return FORCE_LEVEL_3;
}
break;
case BOTH_STABDOWN_DUAL:
if ( ps->torsoAnimTimer <= 900 )
{//end of anim
return FORCE_LEVEL_3;
}
break;
case BOTH_A6_SABERPROTECT:
if ( ps->torsoAnimTimer < 650 )
{//end of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_A7_SOULCAL:
if ( ps->torsoAnimTimer < 650 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 600 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_A1_SPECIAL:
if ( ps->torsoAnimTimer < 600 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 200 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_A2_SPECIAL:
if ( ps->torsoAnimTimer < 300 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 200 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_A3_SPECIAL:
if ( ps->torsoAnimTimer < 700 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 200 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_FLIP_ATTACK7:
return FORCE_LEVEL_3;
break;
case BOTH_PULL_IMPALE_STAB:
if ( ps->torsoAnimTimer < 1000 )
{//end of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_PULL_IMPALE_SWING:
if ( ps->torsoAnimTimer < 500 )//750 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 650 )//600 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_ALORA_SPIN_SLASH:
if ( ps->torsoAnimTimer < 900 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 250 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_A6_FB:
if ( ps->torsoAnimTimer < 250 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 250 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_A6_LR:
if ( ps->torsoAnimTimer < 250 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 250 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_3;
break;
case BOTH_A7_HILT:
return FORCE_LEVEL_0;
break;
//===SABERLOCK SUPERBREAKS START===========================================================================
case BOTH_LK_S_DL_T_SB_1_W:
if ( ps->torsoAnimTimer < 700 )
{//end of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_5;
break;
case BOTH_LK_S_ST_S_SB_1_W:
if ( ps->torsoAnimTimer < 300 )
{//end of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_5;
break;
case BOTH_LK_S_DL_S_SB_1_W:
case BOTH_LK_S_S_S_SB_1_W:
if ( ps->torsoAnimTimer < 700 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 400 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_5;
break;
case BOTH_LK_S_ST_T_SB_1_W:
case BOTH_LK_S_S_T_SB_1_W:
if ( ps->torsoAnimTimer < 150 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 400 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_5;
break;
case BOTH_LK_DL_DL_T_SB_1_W:
return FORCE_LEVEL_5;
break;
case BOTH_LK_DL_DL_S_SB_1_W:
case BOTH_LK_DL_ST_S_SB_1_W:
if ( animTimeElapsed < 1000 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_5;
break;
case BOTH_LK_DL_ST_T_SB_1_W:
if ( ps->torsoAnimTimer < 950 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 650 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_5;
break;
case BOTH_LK_DL_S_S_SB_1_W:
if ( saberNum != 0 )
{//only right hand saber does damage in this suberbreak
return FORCE_LEVEL_0;
}
if ( ps->torsoAnimTimer < 900 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 450 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_5;
break;
case BOTH_LK_DL_S_T_SB_1_W:
if ( saberNum != 0 )
{//only right hand saber does damage in this suberbreak
return FORCE_LEVEL_0;
}
if ( ps->torsoAnimTimer < 250 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 150 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_5;
break;
case BOTH_LK_ST_DL_S_SB_1_W:
return FORCE_LEVEL_5;
break;
case BOTH_LK_ST_DL_T_SB_1_W:
//special suberbreak - doesn't kill, just kicks them backwards
return FORCE_LEVEL_0;
break;
case BOTH_LK_ST_ST_S_SB_1_W:
case BOTH_LK_ST_S_S_SB_1_W:
if ( ps->torsoAnimTimer < 800 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 350 )
{//beginning of anim
return FORCE_LEVEL_0;
}
return FORCE_LEVEL_5;
break;
case BOTH_LK_ST_ST_T_SB_1_W:
case BOTH_LK_ST_S_T_SB_1_W:
return FORCE_LEVEL_5;
break;
//===SABERLOCK SUPERBREAKS START===========================================================================
case BOTH_HANG_ATTACK:
//FIME: break up
if ( ps->torsoAnimTimer < 1000 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( animTimeElapsed < 250 )
{//beginning of anim
return FORCE_LEVEL_0;
}
else
{//sweet spot
return FORCE_LEVEL_5;
}
break;
case BOTH_ROLL_STAB:
if ( animTimeElapsed > 400 )
{//end of anim
return FORCE_LEVEL_0;
}
else
{
return FORCE_LEVEL_3;
}
break;
}
return FORCE_LEVEL_0;
}
qboolean PM_InAnimForSaberMove( int anim, int saberMove )
{
switch ( anim )
{//special case anims
case BOTH_A2_STABBACK1:
case BOTH_ATTACK_BACK:
case BOTH_CROUCHATTACKBACK1:
case BOTH_ROLL_STAB:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_BUTTERFLY_FL1:
case BOTH_BUTTERFLY_FR1:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_LUNGE2_B__T_:
case BOTH_FORCELEAP2_T__B_:
case BOTH_JUMPFLIPSLASHDOWN1://#
case BOTH_JUMPFLIPSTABDOWN://#
case BOTH_JUMPATTACK6:
case BOTH_JUMPATTACK7:
case BOTH_SPINATTACK6:
case BOTH_SPINATTACK7:
case BOTH_VS_ATR_S:
case BOTH_VS_ATL_S:
case BOTH_VT_ATR_S:
case BOTH_VT_ATL_S:
case BOTH_FORCELONGLEAP_ATTACK:
case BOTH_A7_KICK_F:
case BOTH_A7_KICK_B:
case BOTH_A7_KICK_R:
case BOTH_A7_KICK_L:
case BOTH_A7_KICK_S:
case BOTH_A7_KICK_BF:
case BOTH_A7_KICK_RL:
case BOTH_A7_KICK_F_AIR:
case BOTH_A7_KICK_B_AIR:
case BOTH_A7_KICK_R_AIR:
case BOTH_A7_KICK_L_AIR:
case BOTH_STABDOWN:
case BOTH_STABDOWN_STAFF:
case BOTH_STABDOWN_DUAL:
case BOTH_A6_SABERPROTECT:
case BOTH_A7_SOULCAL:
case BOTH_A1_SPECIAL:
case BOTH_A2_SPECIAL:
case BOTH_A3_SPECIAL:
case BOTH_FLIP_ATTACK7:
case BOTH_PULL_IMPALE_STAB:
case BOTH_PULL_IMPALE_SWING:
case BOTH_ALORA_SPIN_SLASH:
case BOTH_A6_FB:
case BOTH_A6_LR:
case BOTH_A7_HILT:
case BOTH_LK_S_DL_S_SB_1_W:
case BOTH_LK_S_DL_T_SB_1_W:
case BOTH_LK_S_ST_S_SB_1_W:
case BOTH_LK_S_ST_T_SB_1_W:
case BOTH_LK_S_S_S_SB_1_W:
case BOTH_LK_S_S_T_SB_1_W:
case BOTH_LK_DL_DL_S_SB_1_W:
case BOTH_LK_DL_DL_T_SB_1_W:
case BOTH_LK_DL_ST_S_SB_1_W:
case BOTH_LK_DL_ST_T_SB_1_W:
case BOTH_LK_DL_S_S_SB_1_W:
case BOTH_LK_DL_S_T_SB_1_W:
case BOTH_LK_ST_DL_S_SB_1_W:
case BOTH_LK_ST_DL_T_SB_1_W:
case BOTH_LK_ST_ST_S_SB_1_W:
case BOTH_LK_ST_ST_T_SB_1_W:
case BOTH_LK_ST_S_S_SB_1_W:
case BOTH_LK_ST_S_T_SB_1_W:
case BOTH_HANG_ATTACK:
return qtrue;
}
if ( PM_SaberDrawPutawayAnim( anim ) )
{
if ( saberMove == LS_DRAW || saberMove == LS_PUTAWAY )
{
return qtrue;
}
return qfalse;
}
else if ( PM_SaberStanceAnim( anim ) )
{
if ( saberMove == LS_READY )
{
return qtrue;
}
return qfalse;
}
int animLevel = PM_AnimLevelForSaberAnim( anim );
if ( animLevel <= 0 )
{//NOTE: this will always return false for the ready poses and putaway/draw...
return qfalse;
}
//drop the anim to the first level and start the checks there
anim -= (animLevel-FORCE_LEVEL_1)*SABER_ANIM_GROUP_SIZE;
//check level 1
if ( anim == saberMoveData[saberMove].animToUse )
{
return qtrue;
}
//check level 2
anim += SABER_ANIM_GROUP_SIZE;
if ( anim == saberMoveData[saberMove].animToUse )
{
return qtrue;
}
//check level 3
anim += SABER_ANIM_GROUP_SIZE;
if ( anim == saberMoveData[saberMove].animToUse )
{
return qtrue;
}
//check level 4
anim += SABER_ANIM_GROUP_SIZE;
if ( anim == saberMoveData[saberMove].animToUse )
{
return qtrue;
}
//check level 5
anim += SABER_ANIM_GROUP_SIZE;
if ( anim == saberMoveData[saberMove].animToUse )
{
return qtrue;
}
if ( anim >= BOTH_P1_S1_T_ && anim <= BOTH_H1_S1_BR )
{//parries, knockaways and broken parries
return (anim==saberMoveData[saberMove].animToUse);
}
return qfalse;
}
qboolean PM_SaberInIdle( int move )
{
switch ( move )
{
case LS_NONE:
case LS_READY:
case LS_DRAW:
case LS_PUTAWAY:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SaberInSpecialAttack( int anim )
{
switch ( anim )
{
case BOTH_A2_STABBACK1:
case BOTH_ATTACK_BACK:
case BOTH_CROUCHATTACKBACK1:
case BOTH_ROLL_STAB:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_BUTTERFLY_FL1:
case BOTH_BUTTERFLY_FR1:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_LUNGE2_B__T_:
case BOTH_FORCELEAP2_T__B_:
case BOTH_JUMPFLIPSLASHDOWN1://#
case BOTH_JUMPFLIPSTABDOWN://#
case BOTH_JUMPATTACK6:
case BOTH_JUMPATTACK7:
case BOTH_SPINATTACK6:
case BOTH_SPINATTACK7:
case BOTH_FORCELONGLEAP_ATTACK:
case BOTH_VS_ATR_S:
case BOTH_VS_ATL_S:
case BOTH_VT_ATR_S:
case BOTH_VT_ATL_S:
case BOTH_A7_KICK_F:
case BOTH_A7_KICK_B:
case BOTH_A7_KICK_R:
case BOTH_A7_KICK_L:
case BOTH_A7_KICK_S:
case BOTH_A7_KICK_BF:
case BOTH_A7_KICK_RL:
case BOTH_A7_KICK_F_AIR:
case BOTH_A7_KICK_B_AIR:
case BOTH_A7_KICK_R_AIR:
case BOTH_A7_KICK_L_AIR:
case BOTH_STABDOWN:
case BOTH_STABDOWN_STAFF:
case BOTH_STABDOWN_DUAL:
case BOTH_A6_SABERPROTECT:
case BOTH_A7_SOULCAL:
case BOTH_A1_SPECIAL:
case BOTH_A2_SPECIAL:
case BOTH_A3_SPECIAL:
case BOTH_FLIP_ATTACK7:
case BOTH_PULL_IMPALE_STAB:
case BOTH_PULL_IMPALE_SWING:
case BOTH_ALORA_SPIN_SLASH:
case BOTH_A6_FB:
case BOTH_A6_LR:
case BOTH_A7_HILT:
case BOTH_LK_S_DL_S_SB_1_W:
case BOTH_LK_S_DL_T_SB_1_W:
case BOTH_LK_S_ST_S_SB_1_W:
case BOTH_LK_S_ST_T_SB_1_W:
case BOTH_LK_S_S_S_SB_1_W:
case BOTH_LK_S_S_T_SB_1_W:
case BOTH_LK_DL_DL_S_SB_1_W:
case BOTH_LK_DL_DL_T_SB_1_W:
case BOTH_LK_DL_ST_S_SB_1_W:
case BOTH_LK_DL_ST_T_SB_1_W:
case BOTH_LK_DL_S_S_SB_1_W:
case BOTH_LK_DL_S_T_SB_1_W:
case BOTH_LK_ST_DL_S_SB_1_W:
case BOTH_LK_ST_DL_T_SB_1_W:
case BOTH_LK_ST_ST_S_SB_1_W:
case BOTH_LK_ST_ST_T_SB_1_W:
case BOTH_LK_ST_S_S_SB_1_W:
case BOTH_LK_ST_S_T_SB_1_W:
case BOTH_HANG_ATTACK:
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInAttackPure( int move )
{
if ( move >= LS_A_TL2BR && move <= LS_A_T2B )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInAttack( int move )
{
if ( move >= LS_A_TL2BR && move <= LS_A_T2B )
{
return qtrue;
}
switch ( move )
{
case LS_A_BACK:
case LS_A_BACK_CR:
case LS_A_BACKSTAB:
case LS_ROLL_STAB:
case LS_A_LUNGE:
case LS_A_JUMP_T__B_:
case LS_A_FLIP_STAB:
case LS_A_FLIP_SLASH:
case LS_JUMPATTACK_DUAL:
case LS_JUMPATTACK_ARIAL_LEFT:
case LS_JUMPATTACK_ARIAL_RIGHT:
case LS_JUMPATTACK_CART_LEFT:
case LS_JUMPATTACK_CART_RIGHT:
case LS_JUMPATTACK_STAFF_LEFT:
case LS_JUMPATTACK_STAFF_RIGHT:
case LS_BUTTERFLY_LEFT:
case LS_BUTTERFLY_RIGHT:
case LS_A_BACKFLIP_ATK:
case LS_SPINATTACK_DUAL:
case LS_SPINATTACK:
case LS_LEAP_ATTACK:
case LS_SWOOP_ATTACK_RIGHT:
case LS_SWOOP_ATTACK_LEFT:
case LS_TAUNTAUN_ATTACK_RIGHT:
case LS_TAUNTAUN_ATTACK_LEFT:
case LS_KICK_F:
case LS_KICK_B:
case LS_KICK_R:
case LS_KICK_L:
case LS_KICK_S:
case LS_KICK_BF:
case LS_KICK_RL:
case LS_KICK_F_AIR:
case LS_KICK_B_AIR:
case LS_KICK_R_AIR:
case LS_KICK_L_AIR:
case LS_STABDOWN:
case LS_STABDOWN_STAFF:
case LS_STABDOWN_DUAL:
case LS_DUAL_SPIN_PROTECT:
case LS_STAFF_SOULCAL:
case LS_A1_SPECIAL:
case LS_A2_SPECIAL:
case LS_A3_SPECIAL:
case LS_UPSIDE_DOWN_ATTACK:
case LS_PULL_ATTACK_STAB:
case LS_PULL_ATTACK_SWING:
case LS_SPINATTACK_ALORA:
case LS_DUAL_FB:
case LS_DUAL_LR:
case LS_HILT_BASH:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SaberInTransition( int move )
{
if ( move >= LS_T1_BR__R && move <= LS_T1_BL__L )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInStart( int move )
{
if ( move >= LS_S_TL2BR && move <= LS_S_T2B )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInReturn( int move )
{
if ( move >= LS_R_TL2BR && move <= LS_R_T2B )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInTransitionAny( int move )
{
if ( PM_SaberInStart( move ) )
{
return qtrue;
}
else if ( PM_SaberInTransition( move ) )
{
return qtrue;
}
else if ( PM_SaberInReturn( move ) )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInBounce( int move )
{
if ( move >= LS_B1_BR && move <= LS_B1_BL )
{
return qtrue;
}
if ( move >= LS_D1_BR && move <= LS_D1_BL )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInBrokenParry( int move )
{
if ( move >= LS_V1_BR && move <= LS_V1_B_ )
{
return qtrue;
}
if ( move >= LS_H1_T_ && move <= LS_H1_BL )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInDeflect( int move )
{
if ( move >= LS_D1_BR && move <= LS_D1_B_ )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInParry( int move )
{
if ( move >= LS_PARRY_UP && move <= LS_PARRY_LL )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInKnockaway( int move )
{
if ( move >= LS_K1_T_ && move <= LS_K1_BL )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInReflect( int move )
{
if ( move >= LS_REFLECT_UP && move <= LS_REFLECT_LL )
{
return qtrue;
}
return qfalse;
}
qboolean PM_SaberInSpecial( int move )
{
switch( move )
{
case LS_A_BACK:
case LS_A_BACK_CR:
case LS_A_BACKSTAB:
case LS_ROLL_STAB:
case LS_A_LUNGE:
case LS_A_JUMP_T__B_:
case LS_A_FLIP_STAB:
case LS_A_FLIP_SLASH:
case LS_JUMPATTACK_DUAL:
case LS_JUMPATTACK_ARIAL_LEFT:
case LS_JUMPATTACK_ARIAL_RIGHT:
case LS_JUMPATTACK_CART_LEFT:
case LS_JUMPATTACK_CART_RIGHT:
case LS_JUMPATTACK_STAFF_LEFT:
case LS_JUMPATTACK_STAFF_RIGHT:
case LS_BUTTERFLY_LEFT:
case LS_BUTTERFLY_RIGHT:
case LS_A_BACKFLIP_ATK:
case LS_SPINATTACK_DUAL:
case LS_SPINATTACK:
case LS_LEAP_ATTACK:
case LS_SWOOP_ATTACK_RIGHT:
case LS_SWOOP_ATTACK_LEFT:
case LS_TAUNTAUN_ATTACK_RIGHT:
case LS_TAUNTAUN_ATTACK_LEFT:
case LS_KICK_F:
case LS_KICK_B:
case LS_KICK_R:
case LS_KICK_L:
case LS_KICK_S:
case LS_KICK_BF:
case LS_KICK_RL:
case LS_KICK_F_AIR:
case LS_KICK_B_AIR:
case LS_KICK_R_AIR:
case LS_KICK_L_AIR:
case LS_STABDOWN:
case LS_STABDOWN_STAFF:
case LS_STABDOWN_DUAL:
case LS_DUAL_SPIN_PROTECT:
case LS_STAFF_SOULCAL:
case LS_A1_SPECIAL:
case LS_A2_SPECIAL:
case LS_A3_SPECIAL:
case LS_UPSIDE_DOWN_ATTACK:
case LS_PULL_ATTACK_STAB:
case LS_PULL_ATTACK_SWING:
case LS_SPINATTACK_ALORA:
case LS_DUAL_FB:
case LS_DUAL_LR:
case LS_HILT_BASH:
return qtrue;
}
return qfalse;
}
qboolean PM_KickMove( int move )
{
switch( move )
{
case LS_KICK_F:
case LS_KICK_B:
case LS_KICK_R:
case LS_KICK_L:
case LS_KICK_S:
case LS_KICK_BF:
case LS_KICK_RL:
case LS_HILT_BASH:
case LS_KICK_F_AIR:
case LS_KICK_B_AIR:
case LS_KICK_R_AIR:
case LS_KICK_L_AIR:
return qtrue;
}
return qfalse;
}
qboolean PM_SaberCanInterruptMove( int move, int anim )
{
if ( PM_InAnimForSaberMove( anim, move ) )
{
switch( move )
{
case LS_A_BACK:
case LS_A_BACK_CR:
case LS_A_BACKSTAB:
case LS_ROLL_STAB:
case LS_A_LUNGE:
case LS_A_JUMP_T__B_:
case LS_A_FLIP_STAB:
case LS_A_FLIP_SLASH:
case LS_JUMPATTACK_DUAL:
case LS_JUMPATTACK_CART_LEFT:
case LS_JUMPATTACK_CART_RIGHT:
case LS_JUMPATTACK_STAFF_LEFT:
case LS_JUMPATTACK_STAFF_RIGHT:
case LS_BUTTERFLY_LEFT:
case LS_BUTTERFLY_RIGHT:
case LS_A_BACKFLIP_ATK:
case LS_SPINATTACK_DUAL:
case LS_SPINATTACK:
case LS_LEAP_ATTACK:
case LS_SWOOP_ATTACK_RIGHT:
case LS_SWOOP_ATTACK_LEFT:
case LS_TAUNTAUN_ATTACK_RIGHT:
case LS_TAUNTAUN_ATTACK_LEFT:
case LS_KICK_S:
case LS_KICK_BF:
case LS_KICK_RL:
case LS_STABDOWN:
case LS_STABDOWN_STAFF:
case LS_STABDOWN_DUAL:
case LS_DUAL_SPIN_PROTECT:
case LS_STAFF_SOULCAL:
case LS_A1_SPECIAL:
case LS_A2_SPECIAL:
case LS_A3_SPECIAL:
case LS_UPSIDE_DOWN_ATTACK:
case LS_PULL_ATTACK_STAB:
case LS_PULL_ATTACK_SWING:
case LS_SPINATTACK_ALORA:
case LS_DUAL_FB:
case LS_DUAL_LR:
case LS_HILT_BASH:
return qfalse;
}
if ( PM_SaberInAttackPure( move ) )
{
return qfalse;
}
if ( PM_SaberInStart( move ) )
{
return qfalse;
}
if ( PM_SaberInTransition( move ) )
{
return qfalse;
}
if ( PM_SaberInBounce( move ) )
{
return qfalse;
}
if ( PM_SaberInBrokenParry( move ) )
{
return qfalse;
}
if ( PM_SaberInDeflect( move ) )
{
return qfalse;
}
if ( PM_SaberInParry( move ) )
{
return qfalse;
}
if ( PM_SaberInKnockaway( move ) )
{
return qfalse;
}
if ( PM_SaberInReflect( move ) )
{
return qfalse;
}
}
switch ( anim )
{
case BOTH_A2_STABBACK1:
case BOTH_ATTACK_BACK:
case BOTH_CROUCHATTACKBACK1:
case BOTH_ROLL_STAB:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_BUTTERFLY_FL1:
case BOTH_BUTTERFLY_FR1:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_LUNGE2_B__T_:
case BOTH_FORCELEAP2_T__B_:
case BOTH_JUMPFLIPSLASHDOWN1://#
case BOTH_JUMPFLIPSTABDOWN://#
case BOTH_JUMPATTACK6:
case BOTH_JUMPATTACK7:
case BOTH_SPINATTACK6:
case BOTH_SPINATTACK7:
case BOTH_FORCELONGLEAP_ATTACK:
case BOTH_VS_ATR_S:
case BOTH_VS_ATL_S:
case BOTH_VT_ATR_S:
case BOTH_VT_ATL_S:
case BOTH_A7_KICK_S:
case BOTH_A7_KICK_BF:
case BOTH_A7_KICK_RL:
case BOTH_STABDOWN:
case BOTH_STABDOWN_STAFF:
case BOTH_STABDOWN_DUAL:
case BOTH_A6_SABERPROTECT:
case BOTH_A7_SOULCAL:
case BOTH_A1_SPECIAL:
case BOTH_A2_SPECIAL:
case BOTH_A3_SPECIAL:
case BOTH_FLIP_ATTACK7:
case BOTH_PULL_IMPALE_STAB:
case BOTH_PULL_IMPALE_SWING:
case BOTH_ALORA_SPIN_SLASH:
case BOTH_A6_FB:
case BOTH_A6_LR:
case BOTH_A7_HILT:
case BOTH_LK_S_DL_S_SB_1_W:
case BOTH_LK_S_DL_T_SB_1_W:
case BOTH_LK_S_ST_S_SB_1_W:
case BOTH_LK_S_ST_T_SB_1_W:
case BOTH_LK_S_S_S_SB_1_W:
case BOTH_LK_S_S_T_SB_1_W:
case BOTH_LK_DL_DL_S_SB_1_W:
case BOTH_LK_DL_DL_T_SB_1_W:
case BOTH_LK_DL_ST_S_SB_1_W:
case BOTH_LK_DL_ST_T_SB_1_W:
case BOTH_LK_DL_S_S_SB_1_W:
case BOTH_LK_DL_S_T_SB_1_W:
case BOTH_LK_ST_DL_S_SB_1_W:
case BOTH_LK_ST_DL_T_SB_1_W:
case BOTH_LK_ST_ST_S_SB_1_W:
case BOTH_LK_ST_ST_T_SB_1_W:
case BOTH_LK_ST_S_S_SB_1_W:
case BOTH_LK_ST_S_T_SB_1_W:
case BOTH_HANG_ATTACK:
return qfalse;
}
return qtrue;
}
saberMoveName_t PM_BrokenParryForAttack( int move )
{
//Our attack was knocked away by a knockaway parry
//FIXME: need actual anims for this
//FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center
switch ( saberMoveData[move].startQuad )
{
case Q_B:
return LS_V1_B_;
break;
case Q_BR:
return LS_V1_BR;
break;
case Q_R:
return LS_V1__R;
break;
case Q_TR:
return LS_V1_TR;
break;
case Q_T:
return LS_V1_T_;
break;
case Q_TL:
return LS_V1_TL;
break;
case Q_L:
return LS_V1__L;
break;
case Q_BL:
return LS_V1_BL;
break;
}
return LS_NONE;
}
saberMoveName_t PM_BrokenParryForParry( int move )
{
//FIXME: need actual anims for this
//FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center
switch ( move )
{
case LS_PARRY_UP:
//Hmm... since we don't know what dir the hit came from, randomly pick knock down or knock back
if ( Q_irand( 0, 1 ) )
{
return LS_H1_B_;
}
else
{
return LS_H1_T_;
}
break;
case LS_PARRY_UR:
return LS_H1_TR;
break;
case LS_PARRY_UL:
return LS_H1_TL;
break;
case LS_PARRY_LR:
return LS_H1_BR;
break;
case LS_PARRY_LL:
return LS_H1_BL;
break;
case LS_READY:
return LS_H1_B_;//???
break;
}
return LS_NONE;
}
saberMoveName_t PM_KnockawayForParry( int move )
{
//FIXME: need actual anims for this
//FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center
switch ( move )
{
case BLOCKED_TOP://LS_PARRY_UP:
return LS_K1_T_;//push up
break;
case BLOCKED_UPPER_RIGHT://LS_PARRY_UR:
default://case LS_READY:
return LS_K1_TR;//push up, slightly to right
break;
case BLOCKED_UPPER_LEFT://LS_PARRY_UL:
return LS_K1_TL;//push up and to left
break;
case BLOCKED_LOWER_RIGHT://LS_PARRY_LR:
return LS_K1_BR;//push down and to left
break;
case BLOCKED_LOWER_LEFT://LS_PARRY_LL:
return LS_K1_BL;//push down and to right
break;
}
//return LS_NONE;
}
saberMoveName_t PM_SaberBounceForAttack( int move )
{
switch ( saberMoveData[move].startQuad )
{
case Q_B:
case Q_BR:
return LS_B1_BR;
break;
case Q_R:
return LS_B1__R;
break;
case Q_TR:
return LS_B1_TR;
break;
case Q_T:
return LS_B1_T_;
break;
case Q_TL:
return LS_B1_TL;
break;
case Q_L:
return LS_B1__L;
break;
case Q_BL:
return LS_B1_BL;
break;
}
return LS_NONE;
}
saberMoveName_t PM_AttackMoveForQuad( int quad )
{
switch ( quad )
{
case Q_B:
case Q_BR:
return LS_A_BR2TL;
break;
case Q_R:
return LS_A_R2L;
break;
case Q_TR:
return LS_A_TR2BL;
break;
case Q_T:
return LS_A_T2B;
break;
case Q_TL:
return LS_A_TL2BR;
break;
case Q_L:
return LS_A_L2R;
break;
case Q_BL:
return LS_A_BL2TR;
break;
}
return LS_NONE;
}
int saberMoveTransitionAngle[Q_NUM_QUADS][Q_NUM_QUADS] =
{
0,//Q_BR,Q_BR,
45,//Q_BR,Q_R,
90,//Q_BR,Q_TR,
135,//Q_BR,Q_T,
180,//Q_BR,Q_TL,
215,//Q_BR,Q_L,
270,//Q_BR,Q_BL,
45,//Q_BR,Q_B,
45,//Q_R,Q_BR,
0,//Q_R,Q_R,
45,//Q_R,Q_TR,
90,//Q_R,Q_T,
135,//Q_R,Q_TL,
180,//Q_R,Q_L,
215,//Q_R,Q_BL,
90,//Q_R,Q_B,
90,//Q_TR,Q_BR,
45,//Q_TR,Q_R,
0,//Q_TR,Q_TR,
45,//Q_TR,Q_T,
90,//Q_TR,Q_TL,
135,//Q_TR,Q_L,
180,//Q_TR,Q_BL,
135,//Q_TR,Q_B,
135,//Q_T,Q_BR,
90,//Q_T,Q_R,
45,//Q_T,Q_TR,
0,//Q_T,Q_T,
45,//Q_T,Q_TL,
90,//Q_T,Q_L,
135,//Q_T,Q_BL,
180,//Q_T,Q_B,
180,//Q_TL,Q_BR,
135,//Q_TL,Q_R,
90,//Q_TL,Q_TR,
45,//Q_TL,Q_T,
0,//Q_TL,Q_TL,
45,//Q_TL,Q_L,
90,//Q_TL,Q_BL,
135,//Q_TL,Q_B,
215,//Q_L,Q_BR,
180,//Q_L,Q_R,
135,//Q_L,Q_TR,
90,//Q_L,Q_T,
45,//Q_L,Q_TL,
0,//Q_L,Q_L,
45,//Q_L,Q_BL,
90,//Q_L,Q_B,
270,//Q_BL,Q_BR,
215,//Q_BL,Q_R,
180,//Q_BL,Q_TR,
135,//Q_BL,Q_T,
90,//Q_BL,Q_TL,
45,//Q_BL,Q_L,
0,//Q_BL,Q_BL,
45,//Q_BL,Q_B,
45,//Q_B,Q_BR,
90,//Q_B,Q_R,
135,//Q_B,Q_TR,
180,//Q_B,Q_T,
135,//Q_B,Q_TL,
90,//Q_B,Q_L,
45,//Q_B,Q_BL,
0//Q_B,Q_B,
};
int PM_SaberAttackChainAngle( int move1, int move2 )
{
if ( move1 == -1 || move2 == -1 )
{
return -1;
}
return saberMoveTransitionAngle[saberMoveData[move1].endQuad][saberMoveData[move2].startQuad];
}
qboolean PM_SaberKataDone( int curmove = LS_NONE, int newmove = LS_NONE )
{
if ( pm->ps->forceRageRecoveryTime > level.time )
{//rage recovery, only 1 swing at a time (tired)
if ( pm->ps->saberAttackChainCount > 0 )
{//swung once
return qtrue;
}
else
{//allow one attack
return qfalse;
}
}
else if ( (pm->ps->forcePowersActive&(1<<FP_RAGE)) )
{//infinite chaining when raged
return qfalse;
}
else if ( pm->ps->saber[0].maxChain == -1 )
{
return qfalse;
}
else if ( pm->ps->saber[0].maxChain != 0 )
{
if ( pm->ps->saberAttackChainCount >= pm->ps->saber[0].maxChain )
{
return qtrue;
}
else
{
return qfalse;
}
}
if ( pm->ps->saberAnimLevel == SS_DESANN || pm->ps->saberAnimLevel == SS_TAVION )
{//desann and tavion can link up as many attacks as they want
return qfalse;
}
//FIXME: instead of random, apply some sort of logical conditions to whether or
// not you can chain? Like if you were completely missed, you can't chain as much, or...?
// And/Or based on FP_SABER_OFFENSE level? So number of attacks you can chain
// increases with your FP_SABER_OFFENSE skill?
if ( pm->ps->saberAnimLevel == SS_STAFF )
{
//TEMP: for now, let staff attacks infinitely chain
return qfalse;
/*
if ( pm->ps->saberAttackChainCount > Q_irand( 3, 4 ) )
{
return qtrue;
}
else if ( pm->ps->saberAttackChainCount > 0 )
{
int chainAngle = PM_SaberAttackChainAngle( curmove, newmove );
if ( chainAngle < 135 || chainAngle > 215 )
{//if trying to chain to a move that doesn't continue the momentum
if ( pm->ps->saberAttackChainCount > 1 )
{
return qtrue;
}
}
else if ( chainAngle == 180 )
{//continues the momentum perfectly, allow it to chain 66% of the time
if ( pm->ps->saberAttackChainCount > 2 )
{
return qtrue;
}
}
else
{//would continue the movement somewhat, 50% chance of continuing
if ( pm->ps->saberAttackChainCount > 3 )
{
return qtrue;
}
}
}
*/
}
else if ( pm->ps->saberAnimLevel == SS_DUAL )
{
//TEMP: for now, let staff attacks infinitely chain
return qfalse;
}
else if ( pm->ps->saberAnimLevel == FORCE_LEVEL_3 )
{
if ( curmove == LS_NONE || newmove == LS_NONE )
{
if ( pm->ps->saberAnimLevel >= FORCE_LEVEL_3 && pm->ps->saberAttackChainCount > Q_irand( 0, 1 ) )
{
return qtrue;
}
}
else if ( pm->ps->saberAttackChainCount > Q_irand( 2, 3 ) )
{
return qtrue;
}
else if ( pm->ps->saberAttackChainCount > 0 )
{
int chainAngle = PM_SaberAttackChainAngle( curmove, newmove );
if ( chainAngle < 135 || chainAngle > 215 )
{//if trying to chain to a move that doesn't continue the momentum
return qtrue;
}
else if ( chainAngle == 180 )
{//continues the momentum perfectly, allow it to chain 66% of the time
if ( pm->ps->saberAttackChainCount > 1 )
{
return qtrue;
}
}
else
{//would continue the movement somewhat, 50% chance of continuing
if ( pm->ps->saberAttackChainCount > 2 )
{
return qtrue;
}
}
}
}
else
{//FIXME: have chainAngle influence fast and medium chains as well?
if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_2 || pm->ps->saberAnimLevel == SS_DUAL)
&& pm->ps->saberAttackChainCount > Q_irand( 2, 5 ) )
{
return qtrue;
}
}
return qfalse;
}
qboolean PM_CheckEnemyInBack( float backCheckDist )
{
if ( !pm->gent || !pm->gent->client )
{
return qfalse;
}
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
&& !g_saberAutoAim->integer && pm->cmd.forwardmove >= 0 )
{//don't auto-backstab
return qfalse;
}
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
{//only when on ground
return qfalse;
}
trace_t trace;
vec3_t end, fwd, fwdAngles = {0,pm->ps->viewangles[YAW],0};
AngleVectors( fwdAngles, fwd, NULL, NULL );
VectorMA( pm->ps->origin, -backCheckDist, fwd, end );
pm->trace( &trace, pm->ps->origin, vec3_origin, vec3_origin, end, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY );
if ( trace.fraction < 1.0f && trace.entityNum < ENTITYNUM_WORLD )
{
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( traceEnt
&& traceEnt->health > 0
&& traceEnt->client
&& traceEnt->client->playerTeam == pm->gent->client->enemyTeam
&& traceEnt->client->ps.groundEntityNum != ENTITYNUM_NONE )
{
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{//player
if ( pm->gent )
{//set player enemy to traceEnt so he auto-aims at him
pm->gent->enemy = traceEnt;
}
}
return qtrue;
}
}
return qfalse;
}
saberMoveName_t PM_PickBackStab( void )
{
if ( !pm->gent || !pm->gent->client )
{
return LS_READY;
}
if ( pm->ps->dualSabers
&& pm->ps->saber[1].Active() )
{
if ( pm->ps->pm_flags & PMF_DUCKED )
{
return LS_A_BACK_CR;
}
else
{
return LS_A_BACK;
}
}
if ( pm->gent->client->ps.saberAnimLevel == SS_TAVION )
{
return LS_A_BACKSTAB;
}
else if ( pm->gent->client->ps.saberAnimLevel == SS_DESANN )
{
if ( pm->ps->saberMove == LS_READY || !Q_irand( 0, 3 ) )
{
return LS_A_BACKSTAB;
}
else if ( pm->ps->pm_flags & PMF_DUCKED )
{
return LS_A_BACK_CR;
}
else
{
return LS_A_BACK;
}
}
else if ( pm->ps->saberAnimLevel == FORCE_LEVEL_2
|| pm->ps->saberAnimLevel == SS_DUAL )
{//using medium attacks or dual sabers
if ( pm->ps->pm_flags & PMF_DUCKED )
{
return LS_A_BACK_CR;
}
else
{
return LS_A_BACK;
}
}
else
{
return LS_A_BACKSTAB;
}
}
saberMoveName_t PM_CheckStabDown( void )
{
if ( !pm->gent || !pm->gent->enemy || !pm->gent->enemy->client )
{
return LS_NONE;
}
if ( (pm->ps->saber[0].saberFlags&SFL_NO_STABDOWN) )
{
return LS_NONE;
}
if ( pm->ps->dualSabers
&& (pm->ps->saber[1].saberFlags&SFL_NO_STABDOWN) )
{
return LS_NONE;
}
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
{//player
if ( G_TryingKataAttack( pm->gent, &pm->cmd ) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
{//want to try a special
return LS_NONE;
}
}
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
{//player
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )//in air
{//sorry must be on ground (or have just jumped)
if ( level.time-pm->ps->lastOnGround <= 50 && (pm->ps->pm_flags&PMF_JUMPING) )
{//just jumped, it's okay
}
else
{
return LS_NONE;
}
}
/*
if ( pm->cmd.upmove > 0 )
{//trying to jump
}
else if ( pm->ps->groundEntityNum == ENTITYNUM_NONE //in air
&& level.time-pm->ps->lastOnGround <= 250 //just left ground
&& (pm->ps->pm_flags&PMF_JUMPING) )//jumped
{//just jumped
}
else
{
return LS_NONE;
}
*/
pm->ps->velocity[2] = 0;
pm->cmd.upmove = 0;
}
else if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
{//NPC
if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )//in air
{//sorry must be on ground (or have just jumped)
if ( level.time-pm->ps->lastOnGround <= 250 && (pm->ps->pm_flags&PMF_JUMPING) )
{//just jumped, it's okay
}
else
{
return LS_NONE;
}
}
if ( !pm->gent->NPC )
{//wtf???
return LS_NONE;
}
if ( Q_irand( 0, RANK_CAPTAIN ) > pm->gent->NPC->rank )
{//lower ranks do this less often
return LS_NONE;
}
}
vec3_t enemyDir, faceFwd, facingAngles = {0, pm->ps->viewangles[YAW], 0};
AngleVectors( facingAngles, faceFwd, NULL, NULL );
VectorSubtract( pm->gent->enemy->currentOrigin, pm->ps->origin, enemyDir );
float enemyZDiff = enemyDir[2];
enemyDir[2] = 0;
float enemyHDist = VectorNormalize( enemyDir )-(pm->gent->maxs[0]+pm->gent->enemy->maxs[0]);
float dot = DotProduct( enemyDir, faceFwd );
if ( //(pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer())
dot > 0.65f
//&& enemyHDist >= 32 //was 48
&& enemyHDist <= 164//was 112
&& PM_InKnockDownOnGround( &pm->gent->enemy->client->ps )//still on ground
&& !PM_InGetUpNoRoll( &pm->gent->enemy->client->ps )//not getting up yet
&& enemyZDiff <= 20 )
{//guy is on the ground below me, do a top-down attack
if ( pm->gent->enemy->s.number >= MAX_CLIENTS
|| !G_ControlledByPlayer( pm->gent->enemy ) )
{//don't get up while I'm doing this
//stop them from trying to get up for at least another 3 seconds
TIMER_Set( pm->gent->enemy, "noGetUpStraight", 3000 );
}
//pick the right anim
if ( pm->ps->saberAnimLevel == SS_DUAL
|| (pm->ps->dualSabers&&pm->ps->saber[1].Active()) )
{
return LS_STABDOWN_DUAL;
}
else if ( pm->ps->saberAnimLevel == SS_STAFF )
{
return LS_STABDOWN_STAFF;
}
else
{
return LS_STABDOWN;
}
}
return LS_NONE;
}
extern saberMoveName_t PM_NPCSaberAttackFromQuad( int quad );
saberMoveName_t PM_SaberFlipOverAttackMove( void );
saberMoveName_t PM_AttackForEnemyPos( qboolean allowFB, qboolean allowStabDown )
{
saberMoveName_t autoMove = LS_INVALID;
if( !pm->gent->enemy )
{
return LS_NONE;
}
vec3_t enemy_org, enemyDir, faceFwd, faceRight, faceUp, facingAngles = {0, pm->ps->viewangles[YAW], 0};
AngleVectors( facingAngles, faceFwd, faceRight, faceUp );
//FIXME: predict enemy position?
if ( pm->gent->enemy->client )
{
//VectorCopy( pm->gent->enemy->currentOrigin, enemy_org );
//HMM... using this will adjust for bbox size, so let's do that...
vec3_t size;
VectorSubtract( pm->gent->enemy->absmax, pm->gent->enemy->absmin, size );
VectorMA( pm->gent->enemy->absmin, 0.5, size, enemy_org );
VectorSubtract( pm->gent->enemy->client->renderInfo.eyePoint, pm->ps->origin, enemyDir );
}
else
{
if ( pm->gent->enemy->bmodel && VectorCompare( vec3_origin, pm->gent->enemy->currentOrigin ) )
{//a brush model without an origin brush
vec3_t size;
VectorSubtract( pm->gent->enemy->absmax, pm->gent->enemy->absmin, size );
VectorMA( pm->gent->enemy->absmin, 0.5, size, enemy_org );
}
else
{
VectorCopy( pm->gent->enemy->currentOrigin, enemy_org );
}
VectorSubtract( enemy_org, pm->ps->origin, enemyDir );
}
float enemyZDiff = enemyDir[2];
float enemyDist = VectorNormalize( enemyDir );
float dot = DotProduct( enemyDir, faceFwd );
if ( dot > 0 )
{//enemy is in front
if ( allowStabDown )
{//okay to try this
saberMoveName_t stabDownMove = PM_CheckStabDown();
if ( stabDownMove != LS_NONE )
{
return stabDownMove;
}
}
if ( (pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer())
&& dot > 0.65f
&& enemyDist <= 64 && pm->gent->enemy->client
&& (enemyZDiff <= 20 || PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) || PM_CrouchAnim( pm->gent->enemy->client->ps.legsAnim ) ) )
{//swing down at them
return LS_A_T2B;
}
if ( allowFB )
{//directly in front anim allowed
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_BACK_ATTACK)
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_BACK_ATTACK)) )
{//okay to do backstabs with this saber
if ( enemyDist > 200 || pm->gent->enemy->health <= 0 )
{//hmm, look in back for an enemy
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
{//player should never do this automatically
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//only when on ground
if ( pm->gent && pm->gent->client && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, pm->gent->NPC->rank ) > RANK_ENSIGN )
{//only fencers and higher can do this, higher rank does it more
if ( PM_CheckEnemyInBack( 100 ) )
{
return PM_PickBackStab();
}
}
}
}
}
}
//this is the default only if they're *right* in front...
if ( (pm->ps->clientNum&&!PM_ControlledByPlayer())
|| ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )
{//NPC or player not in 1st person
if ( PM_CheckFlipOverAttackMove( qtrue ) )
{//enemy must be close and in front
return PM_SaberFlipOverAttackMove();
}
}
if ( PM_CheckLungeAttackMove() )
{//NPC
autoMove = PM_SaberLungeAttackMove( qtrue );
}
else
{
autoMove = LS_A_T2B;
}
}
else
{//pick a random one
if ( Q_irand( 0, 1 ) )
{
autoMove = LS_A_TR2BL;
}
else
{
autoMove = LS_A_TL2BR;
}
}
float dotR = DotProduct( enemyDir, faceRight );
if ( dotR > 0.35 )
{//enemy is to far right
autoMove = LS_A_L2R;
}
else if ( dotR < -0.35 )
{//far left
autoMove = LS_A_R2L;
}
else if ( dotR > 0.15 )
{//enemy is to near right
autoMove = LS_A_TR2BL;
}
else if ( dotR < -0.15 )
{//near left
autoMove = LS_A_TL2BR;
}
if ( DotProduct( enemyDir, faceUp ) > 0.5 )
{//enemy is above me
if ( autoMove == LS_A_TR2BL )
{
autoMove = LS_A_BL2TR;
}
else if ( autoMove == LS_A_TL2BR )
{
autoMove = LS_A_BR2TL;
}
}
}
else if ( allowFB )
{//back attack allowed
//if ( !PM_InKnockDown( pm->ps ) )
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_BACK_ATTACK)
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_BACK_ATTACK)) )
{//okay to do backstabs with this saber
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//only when on ground
if ( !pm->gent->enemy->client || pm->gent->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//enemy not a client or is a client and on ground
if ( dot < -0.75f
&& enemyDist < 128
&& (pm->ps->saberAnimLevel == SS_FAST || pm->ps->saberAnimLevel == SS_STAFF || (pm->gent->client &&(pm->gent->client->NPC_class == CLASS_TAVION||pm->gent->client->NPC_class == CLASS_ALORA)&&Q_irand(0,2))) )
{//fast back-stab
if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 )
{//can't do it while ducked?
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || (pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG) )
{//only fencers and above can do this
autoMove = LS_A_BACKSTAB;
}
}
}
else if ( pm->ps->saberAnimLevel != SS_FAST
&& pm->ps->saberAnimLevel != SS_STAFF )
{//higher level back spin-attacks
if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )
{
if ( (pm->ps->pm_flags&PMF_DUCKED) || pm->cmd.upmove < 0 )
{
autoMove = LS_A_BACK_CR;
}
else
{
autoMove = LS_A_BACK;
}
}
}
}
}
}
}
return autoMove;
}
qboolean PM_InSecondaryStyle( void )
{
if ( pm->ps->saber[0].numBlades > 1
&& pm->ps->saber[0].singleBladeStyle
&& (pm->ps->saber[0].stylesForbidden&(1<<pm->ps->saber[0].singleBladeStyle))
&& pm->ps->saberAnimLevel == pm->ps->saber[0].singleBladeStyle )
{
return qtrue;
}
if ( pm->ps->dualSabers
&& !pm->ps->saber[1].Active() )//pm->ps->saberAnimLevel != SS_DUAL )
{
return qtrue;
}
return qfalse;
}
saberMoveName_t PM_SaberLungeAttackMove( qboolean fallbackToNormalLunge )
{
G_DrainPowerForSpecialMove( pm->gent, FP_SABER_OFFENSE, SABER_ALT_ATTACK_POWER_FB );
//see if we have an overridden (or cancelled) lunge move
if ( pm->ps->saber[0].lungeAtkMove != LS_INVALID )
{
if ( pm->ps->saber[0].lungeAtkMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[0].lungeAtkMove;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].lungeAtkMove != LS_INVALID )
{
if ( pm->ps->saber[1].lungeAtkMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[1].lungeAtkMove;
}
}
}
//no overrides, cancelled?
if ( pm->ps->saber[0].lungeAtkMove == LS_NONE )
{
return LS_NONE;
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].lungeAtkMove == LS_NONE )
{
return LS_NONE;
}
}
//do normal checks
if ( pm->gent->client->NPC_class == CLASS_ALORA && !Q_irand( 0, 3 ) )
{//alora NPC
return LS_SPINATTACK_ALORA;
}
else
{
if ( pm->ps->dualSabers )
{
return LS_SPINATTACK_DUAL;
}
switch ( pm->ps->saberAnimLevel )
{
case SS_DUAL:
return LS_SPINATTACK_DUAL;
break;
case SS_STAFF:
return LS_SPINATTACK;
break;
default://normal lunge
if ( fallbackToNormalLunge )
{
vec3_t fwdAngles, jumpFwd;
VectorCopy( pm->ps->viewangles, fwdAngles );
fwdAngles[PITCH] = fwdAngles[ROLL] = 0;
//do the lunge
AngleVectors( fwdAngles, jumpFwd, NULL, NULL );
VectorScale( jumpFwd, 150, pm->ps->velocity );
pm->ps->velocity[2] = 50;
PM_AddEvent( EV_JUMP );
return LS_A_LUNGE;
}
break;
}
}
return LS_NONE;
}
qboolean PM_CheckLungeAttackMove( void )
{
//check to see if it's cancelled?
if ( pm->ps->saber[0].lungeAtkMove == LS_NONE )
{
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].lungeAtkMove == LS_NONE
|| pm->ps->saber[1].lungeAtkMove == LS_INVALID )
{
return qfalse;
}
}
else
{
return qfalse;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].lungeAtkMove == LS_NONE )
{
if ( pm->ps->saber[0].lungeAtkMove == LS_NONE
|| pm->ps->saber[0].lungeAtkMove == LS_INVALID )
{
return qfalse;
}
}
}
//do normal checks
if ( pm->ps->saberAnimLevel == SS_FAST//fast
|| pm->ps->saberAnimLevel == SS_DUAL//dual
|| pm->ps->saberAnimLevel == SS_STAFF //staff
|| pm->ps->saberAnimLevel == SS_DESANN
|| pm->ps->dualSabers )
{//alt+back+attack using fast, dual or staff attacks
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
{//NPC
if ( pm->cmd.upmove < 0 || (pm->ps->pm_flags&PMF_DUCKED) )
{//ducking
if ( pm->ps->legsAnim == BOTH_STAND2
|| pm->ps->legsAnim == BOTH_SABERFAST_STANCE
|| pm->ps->legsAnim == BOTH_SABERSLOW_STANCE
|| pm->ps->legsAnim == BOTH_SABERSTAFF_STANCE
|| pm->ps->legsAnim == BOTH_SABERDUAL_STANCE
|| (level.time-pm->ps->lastStationary) <= 500 )
{//standing or just stopped standing
if ( pm->gent
&& pm->gent->NPC //NPC
&& pm->gent->NPC->rank >= RANK_LT_JG //high rank
&& ( pm->gent->NPC->rank == RANK_LT_JG || Q_irand( -3, pm->gent->NPC->rank ) >= RANK_LT_JG )//Q_irand( 0, pm->gent->NPC->rank ) >= RANK_LT_JG )
&& !Q_irand( 0, 3-g_spskill->integer ) )
{//only fencer and higher can do this
if ( pm->ps->saberAnimLevel == SS_DESANN )
{
if ( !Q_irand( 0, 4 ) )
{
return qtrue;
}
}
else
{
return qtrue;
}
}
}
}
}
else
{//player
if ( G_TryingLungeAttack( pm->gent, &pm->cmd )
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_FB*/ )//have enough force power to pull it off
{
return qtrue;
}
}
}
return qfalse;
}
saberMoveName_t PM_SaberJumpForwardAttackMove( void )
{
G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER_FB );
//see if we have an overridden (or cancelled) kata move
if ( pm->ps->saber[0].jumpAtkFwdMove != LS_INVALID )
{
if ( pm->ps->saber[0].jumpAtkFwdMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[0].jumpAtkFwdMove;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkFwdMove != LS_INVALID )
{
if ( pm->ps->saber[1].jumpAtkFwdMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[1].jumpAtkFwdMove;
}
}
}
//no overrides, cancelled?
if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE )
{
return LS_NONE;
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE )
{
return LS_NONE;
}
}
if ( pm->ps->saberAnimLevel == SS_DUAL
|| pm->ps->saberAnimLevel == SS_STAFF )
{
pm->cmd.upmove = 0;//no jump just yet
if ( pm->ps->saberAnimLevel == SS_STAFF )
{
if ( Q_irand(0, 1) )
{
return LS_JUMPATTACK_STAFF_LEFT;
}
else
{
return LS_JUMPATTACK_STAFF_RIGHT;
}
}
return LS_JUMPATTACK_DUAL;
}
else
{
vec3_t fwdAngles, jumpFwd;
VectorCopy( pm->ps->viewangles, fwdAngles );
fwdAngles[PITCH] = fwdAngles[ROLL] = 0;
AngleVectors( fwdAngles, jumpFwd, NULL, NULL );
VectorScale( jumpFwd, 200, pm->ps->velocity );
pm->ps->velocity[2] = 180;
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
//FIXME: NPCs yell?
PM_AddEvent( EV_JUMP );
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
pm->cmd.upmove = 0;
return LS_A_JUMP_T__B_;
}
}
qboolean PM_CheckJumpForwardAttackMove( void )
{
if ( pm->ps->clientNum < MAX_CLIENTS
&& PM_InSecondaryStyle() )
{
return qfalse;
}
//check to see if it's cancelled?
if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE )
{
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE
|| pm->ps->saber[1].jumpAtkFwdMove == LS_INVALID )
{
return qfalse;
}
}
else
{
return qfalse;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE )
{
if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE
|| pm->ps->saber[0].jumpAtkFwdMove == LS_INVALID )
{
return qfalse;
}
}
}
//do normal checks
if ( pm->cmd.forwardmove > 0 //going forward
&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
&& pm->gent && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
&& (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) //on ground or just jumped (if not player)
)
{
if ( pm->ps->saberAnimLevel == SS_DUAL
|| pm->ps->saberAnimLevel == SS_STAFF )
{//dual and staff
if ( !PM_SaberInTransitionAny( pm->ps->saberMove ) //not going to/from/between an attack anim
&& !PM_SaberInAttack( pm->ps->saberMove ) //not in attack anim
&& pm->ps->weaponTime <= 0//not busy
&& (pm->cmd.buttons&BUTTON_ATTACK) )//want to attack
{
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
{//NPC
if ( pm->cmd.upmove > 0 || (pm->ps->pm_flags&PMF_JUMPING) )//jumping NPC
{
if ( pm->gent
&& pm->gent->NPC
&& (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) )
{
return qtrue;
}
}
}
else
{//PLAYER
if ( G_TryingJumpForwardAttack( pm->gent, &pm->cmd )
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB ) )//have enough power to attack
{
return qtrue;
}
}
}
}
//check strong
else if ( pm->ps->saberAnimLevel == SS_STRONG //strong style
|| pm->ps->saberAnimLevel == SS_DESANN )//desann
{
if ( //&& !PM_InKnockDown( pm->ps )
!pm->ps->dualSabers
//&& (pm->ps->legsAnim == BOTH_STAND2||pm->ps->legsAnim == BOTH_SABERFAST_STANCE||pm->ps->legsAnim == BOTH_SABERSLOW_STANCE||level.time-pm->ps->lastStationary<=500)//standing or just started moving
)
{//strong attack: jump-hack
/*
if ( pm->ps->legsAnim == BOTH_STAND2
|| pm->ps->legsAnim == BOTH_SABERFAST_STANCE
|| pm->ps->legsAnim == BOTH_SABERSLOW_STANCE
|| level.time-pm->ps->lastStationary <= 250 )//standing or just started moving
*/
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
{//NPC
if ( pm->cmd.upmove > 0 || (pm->ps->pm_flags&PMF_JUMPING) )//NPC jumping
{
if ( pm->gent
&& pm->gent->NPC
&& (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) )
{//only acrobat or boss and higher can do this
if ( pm->ps->legsAnim == BOTH_STAND2
|| pm->ps->legsAnim == BOTH_SABERFAST_STANCE
|| pm->ps->legsAnim == BOTH_SABERSLOW_STANCE
|| level.time-pm->ps->lastStationary <= 250 )
{//standing or just started moving
if ( pm->gent->client
&& pm->gent->client->NPC_class == CLASS_DESANN )
{
if ( !Q_irand( 0, 1 ) )
{
return qtrue;
}
}
else
{
return qtrue;
}
}
}
}
}
else
{//player
if ( G_TryingJumpForwardAttack( pm->gent, &pm->cmd )
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB ) )
{
return qtrue;
}
}
}
}
}
return qfalse;
}
saberMoveName_t PM_SaberFlipOverAttackMove( void )
{
//see if we have an overridden (or cancelled) kata move
if ( pm->ps->saber[0].jumpAtkFwdMove != LS_INVALID )
{
if ( pm->ps->saber[0].jumpAtkFwdMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[0].jumpAtkFwdMove;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkFwdMove != LS_INVALID )
{
if ( pm->ps->saber[1].jumpAtkFwdMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[1].jumpAtkFwdMove;
}
}
}
//no overrides, cancelled?
if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE )
{
return LS_NONE;
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE )
{
return LS_NONE;
}
}
//FIXME: check above for room enough to jump!
//FIXME: while in this jump, keep velocity[2] at a minimum until the end of the anim
vec3_t fwdAngles, jumpFwd;
VectorCopy( pm->ps->viewangles, fwdAngles );
fwdAngles[PITCH] = fwdAngles[ROLL] = 0;
AngleVectors( fwdAngles, jumpFwd, NULL, NULL );
VectorScale( jumpFwd, 150, pm->ps->velocity );
pm->ps->velocity[2] = 250;
//250 is normalized for a standing enemy at your z level, about 64 tall... adjust for actual maxs[2]-mins[2] of enemy and for zdiff in origins
if ( pm->gent && pm->gent->enemy )
{ //go higher for taller enemies
pm->ps->velocity[2] *= (pm->gent->enemy->maxs[2]-pm->gent->enemy->mins[2])/64.0f;
//go higher for enemies higher than you, lower for those lower than you
float zDiff = pm->gent->enemy->currentOrigin[2] - pm->ps->origin[2];
pm->ps->velocity[2] += (zDiff)*1.5f;
//clamp to decent-looking values
//FIXME: still jump too low sometimes
if ( zDiff <= 0 && pm->ps->velocity[2] < 200 )
{//if we're on same level, don't let me jump so low, I clip into the ground
pm->ps->velocity[2] = 200;
}
else if ( pm->ps->velocity[2] < 50 )
{
pm->ps->velocity[2] = 50;
}
else if ( pm->ps->velocity[2] > 400 )
{
pm->ps->velocity[2] = 400;
}
}
pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
//FIXME: NPCs yell?
PM_AddEvent( EV_JUMP );
G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
pm->cmd.upmove = 0;
//FIXME: don't allow this to land on other people
pm->gent->angle = pm->ps->viewangles[YAW];//so we know what yaw we started this at
G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER_FB );
if ( Q_irand( 0, 1 ) )
{
return LS_A_FLIP_STAB;
}
else
{
return LS_A_FLIP_SLASH;
}
}
qboolean PM_CheckFlipOverAttackMove( qboolean checkEnemy )
{
if ( pm->ps->clientNum < MAX_CLIENTS
&& PM_InSecondaryStyle() )
{
return qfalse;
}
//check to see if it's cancelled?
if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE )
{
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE
|| pm->ps->saber[1].jumpAtkFwdMove == LS_INVALID )
{
return qfalse;
}
}
else
{
return qfalse;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE )
{
if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE
|| pm->ps->saber[0].jumpAtkFwdMove == LS_INVALID )
{
return qfalse;
}
}
}
//do normal checks
if ( (pm->ps->saberAnimLevel == SS_MEDIUM //medium
|| pm->ps->saberAnimLevel == SS_TAVION )//tavion
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
&& !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
&& (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) //on ground or just jumped
)
{
qboolean tryMove = qfalse;
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
{//NPC
if ( pm->cmd.upmove > 0//want to jump
|| (pm->ps->pm_flags&PMF_JUMPING) )//jumping
{//flip over-forward down-attack
if ( (pm->gent->NPC
&& (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT)
&& !Q_irand(0, 2) ) )//NPC who can do this, 33% chance
{//only player or acrobat or boss and higher can do this
tryMove = qtrue;
}
}
}
else
{//player
if ( G_TryingJumpForwardAttack( pm->gent, &pm->cmd )
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB ) )//have enough power
{
if ( !pm->cmd.rightmove )
{
if ( pm->ps->legsAnim == BOTH_JUMP1
|| pm->ps->legsAnim == BOTH_FORCEJUMP1
|| pm->ps->legsAnim == BOTH_INAIR1
|| pm->ps->legsAnim == BOTH_FORCEINAIR1 )
{//in a non-flip forward jump
tryMove = qtrue;
}
}
}
}
if ( tryMove )
{
if ( !checkEnemy )
{//based just on command input
return qtrue;
}
else
{//based on presence of enemy
if ( pm->gent->enemy )//have an enemy
{
vec3_t fwdAngles = {0,pm->ps->viewangles[YAW],0};
if ( pm->gent->enemy->health > 0
&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
&& pm->gent->enemy->maxs[2] > 12
&& (!pm->gent->enemy->client || !PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) )
&& DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ) < 10000
&& InFront( pm->gent->enemy->currentOrigin, pm->gent->currentOrigin, fwdAngles, 0.3f ) )
{//enemy must be alive, not low to ground, close and in front
return qtrue;
}
}
return qfalse;
}
}
}
return qfalse;
}
saberMoveName_t PM_SaberBackflipAttackMove( void )
{
//see if we have an overridden (or cancelled) kata move
if ( pm->ps->saber[0].jumpAtkBackMove != LS_INVALID )
{
if ( pm->ps->saber[0].jumpAtkBackMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[0].jumpAtkBackMove;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkBackMove != LS_INVALID )
{
if ( pm->ps->saber[1].jumpAtkBackMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[1].jumpAtkBackMove;
}
}
}
//no overrides, cancelled?
if ( pm->ps->saber[0].jumpAtkBackMove == LS_NONE )
{
return LS_NONE;
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkBackMove == LS_NONE )
{
return LS_NONE;
}
}
pm->cmd.upmove = 0;//no jump just yet
return LS_A_BACKFLIP_ATK;
}
qboolean PM_CheckBackflipAttackMove( void )
{
if ( pm->ps->clientNum < MAX_CLIENTS
&& PM_InSecondaryStyle() )
{
return qfalse;
}
//check to see if it's cancelled?
if ( pm->ps->saber[0].jumpAtkBackMove == LS_NONE )
{
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkBackMove == LS_NONE
|| pm->ps->saber[1].jumpAtkBackMove == LS_INVALID )
{
return qfalse;
}
}
else
{
return qfalse;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].jumpAtkBackMove == LS_NONE )
{
if ( pm->ps->saber[0].jumpAtkBackMove == LS_NONE
|| pm->ps->saber[0].jumpAtkBackMove == LS_INVALID )
{
return qfalse;
}
}
}
//do normal checks
if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
&& pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
&& pm->gent && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
//&& (pm->ps->legsAnim == BOTH_SABERSTAFF_STANCE || level.time-pm->ps->lastStationary<=250)//standing or just started moving
&& (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) )//on ground or just jumped (if not player)
{
if ( pm->cmd.forwardmove < 0 //moving backwards
&& pm->ps->saberAnimLevel == SS_STAFF //using staff
&& (pm->cmd.upmove > 0 || (pm->ps->pm_flags&PMF_JUMPING)) )//jumping
{//jumping backwards and using staff
if ( !PM_SaberInTransitionAny( pm->ps->saberMove ) //not going to/from/between an attack anim
&& !PM_SaberInAttack( pm->ps->saberMove ) //not in attack anim
&& pm->ps->weaponTime <= 0//not busy
&& (pm->cmd.buttons&BUTTON_ATTACK) )//want to attack
{//not already attacking
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
{//NPC
if ( pm->gent
&& pm->gent->NPC
&& (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) )
{//acrobat or boss and higher can do this
return qtrue;
}
}
else
{//player
return qtrue;
}
}
}
}
return qfalse;
}
saberMoveName_t PM_CheckDualSpinProtect( void )
{
if ( pm->ps->clientNum < MAX_CLIENTS
&& PM_InSecondaryStyle() )
{
return LS_NONE;
}
//see if we have an overridden (or cancelled) kata move
if ( pm->ps->saber[0].kataMove != LS_INVALID )
{
if ( pm->ps->saber[0].kataMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[0].kataMove;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].kataMove != LS_INVALID )
{
if ( pm->ps->saber[1].kataMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[1].kataMove;
}
}
}
//no overrides, cancelled?
if ( pm->ps->saber[0].kataMove == LS_NONE )
{
return LS_NONE;
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].kataMove == LS_NONE )
{
return LS_NONE;
}
}
//do normal checks
if ( pm->ps->saberMove == LS_READY//ready
//&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//PLAYER ONLY...?
//&& pm->ps->viewangles[0] > 30 //looking down
&& pm->ps->saberAnimLevel == SS_DUAL//using dual saber style
&& pm->ps->saber[0].Active() && pm->ps->saber[1].Active()//both sabers on
//&& pm->ps->forcePowerLevel[FP_PUSH]>=FORCE_LEVEL_3//force push 3
//&& ((pm->ps->forcePowersActive&(1<<FP_PUSH))||pm->ps->forcePowerDebounce[FP_PUSH]>level.time)//force-pushing
&& G_TryingKataAttack( pm->gent, &pm->cmd )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS)//holding focus
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER, qtrue )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER//DUAL_SPIN_PROTECT_POWER//force push 3
&& (pm->cmd.buttons&BUTTON_ATTACK)//pressing attack
)
{//FIXME: some NPC logic to do this?
/*
if ( (pm->ps->pm_flags&PMF_DUCKED||pm->cmd.upmove<0)//crouching
&& g_crosshairEntNum >= ENTITYNUM_WORLD )
*/
{
if ( pm->gent )
{
G_DrainPowerForSpecialMove( pm->gent, FP_PUSH, SABER_ALT_ATTACK_POWER, qtrue );//drain the required force power
}
return LS_DUAL_SPIN_PROTECT;
}
}
return LS_NONE;
}
saberMoveName_t PM_CheckStaffKata( void )
{
if ( pm->ps->clientNum < MAX_CLIENTS
&& PM_InSecondaryStyle() )
{
return LS_NONE;
}
//see if we have an overridden (or cancelled) kata move
if ( pm->ps->saber[0].kataMove != LS_INVALID )
{
if ( pm->ps->saber[0].kataMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[0].kataMove;
}
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].kataMove != LS_INVALID )
{
if ( pm->ps->saber[1].kataMove != LS_NONE )
{
return (saberMoveName_t)pm->ps->saber[1].kataMove;
}
}
}
//no overrides, cancelled?
if ( pm->ps->saber[0].kataMove == LS_NONE )
{
return LS_NONE;
}
if ( pm->ps->dualSabers )
{
if ( pm->ps->saber[1].kataMove == LS_NONE )
{
return LS_NONE;
}
}
//do normal checks
if ( pm->ps->saberMove == LS_READY//ready
//&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//PLAYER ONLY...?
//&& pm->ps->viewangles[0] > 30 //looking down
&& pm->ps->saberAnimLevel == SS_STAFF//using dual saber style
&& pm->ps->saber[0].Active()//saber on
//&& pm->ps->forcePowerLevel[FP_PUSH]>=FORCE_LEVEL_3//force push 3
//&& ((pm->ps->forcePowersActive&(1<<FP_PUSH))||pm->ps->forcePowerDebounce[FP_PUSH]>level.time)//force-pushing
&& G_TryingKataAttack( pm->gent, &pm->cmd )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS)//holding focus
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER, qtrue )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER//DUAL_SPIN_PROTECT_POWER//force push 3
&& (pm->cmd.buttons&BUTTON_ATTACK)//pressing attack
)
{//FIXME: some NPC logic to do this?
/*
if ( (pm->ps->pm_flags&PMF_DUCKED||pm->cmd.upmove<0)//crouching
&& g_crosshairEntNum >= ENTITYNUM_WORLD )
*/
{
if ( pm->gent )
{
G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER, qtrue );//drain the required force power
}
return LS_STAFF_SOULCAL;
}
}
return LS_NONE;
}
extern qboolean WP_ForceThrowable( gentity_t *ent, gentity_t *forwardEnt, gentity_t *self, qboolean pull, float cone, float radius, vec3_t forward );
saberMoveName_t PM_CheckPullAttack( void )
{
if ( pm->ps->clientNum < MAX_CLIENTS
&& PM_InSecondaryStyle() )
{
return LS_NONE;
}
if ( (pm->ps->saber[0].saberFlags&SFL_NO_PULL_ATTACK) )
{
return LS_NONE;
}
if ( pm->ps->dualSabers
&& (pm->ps->saber[1].saberFlags&SFL_NO_PULL_ATTACK) )
{
return LS_NONE;
}
if ( (pm->ps->saberMove == LS_READY||PM_SaberInReturn(pm->ps->saberMove)||PM_SaberInReflect(pm->ps->saberMove))//ready
//&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//PLAYER ONLY
&& pm->ps->saberAnimLevel >= SS_FAST//single saber styles - FIXME: Tavion?
&& pm->ps->saberAnimLevel <= SS_STRONG//single saber styles - FIXME: Tavion?
&& G_TryingPullAttack( pm->gent, &pm->cmd, qfalse )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS)//holding focus
//&& pm->cmd.forwardmove<0//pulling back
&& (pm->cmd.buttons&BUTTON_ATTACK)//attacking
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_FB//have enough power
)
{//FIXME: some NPC logic to do this?
qboolean doMove = g_saberNewControlScheme->integer?qtrue:qfalse;//in new control scheme, can always do this, even if there's no-one to do it to
if ( g_saberNewControlScheme->integer
|| g_crosshairEntNum < ENTITYNUM_WORLD )//in old control scheme, there has to be someone there
{
saberMoveName_t pullAttackMove = LS_NONE;
if ( pm->ps->saberAnimLevel == SS_FAST )
{
pullAttackMove = LS_PULL_ATTACK_STAB;
}
else
{
pullAttackMove = LS_PULL_ATTACK_SWING;
}
if ( g_crosshairEntNum < ENTITYNUM_WORLD
&& pm->gent && pm->gent->client )
{
gentity_t *targEnt = &g_entities[g_crosshairEntNum];
if ( targEnt->client
&& targEnt->health > 0
//FIXME: check other things like in knockdown, saberlock, uninterruptable anims, etc.
&& !PM_InOnGroundAnim( &targEnt->client->ps )
&& !PM_LockedAnim( targEnt->client->ps.legsAnim )
&& !PM_SuperBreakLoseAnim( targEnt->client->ps.legsAnim )
&& !PM_SuperBreakWinAnim( targEnt->client->ps.legsAnim )
&& targEnt->client->ps.saberLockTime <= 0
&& WP_ForceThrowable( targEnt, targEnt, pm->gent, qtrue, 1.0f, 0.0f, NULL ) )
{
if ( !g_saberNewControlScheme->integer )
{//in old control scheme, make sure they're close or far enough away for the move we'll be doing
float targDist = Distance( targEnt->currentOrigin, pm->ps->origin );
if ( pullAttackMove == LS_PULL_ATTACK_STAB )
{//must be closer than 512
if ( targDist > 384.0f )
{
return LS_NONE;
}
}
else//if ( pullAttackMove == LS_PULL_ATTACK_SWING )
{//must be farther than 256
if ( targDist > 512.0f )
{
return LS_NONE;
}
if ( targDist < 192.0f )
{
return LS_NONE;
}
}
}
vec3_t targAngles = {0,targEnt->client->ps.viewangles[YAW],0};
if ( InFront( pm->ps->origin, targEnt->currentOrigin, targAngles ) )
{
NPC_SetAnim( targEnt, SETANIM_BOTH, BOTH_PULLED_INAIR_F, SETANIM_FLAG_OVERRIDE, SETANIM_FLAG_HOLD );
}
else
{
NPC_SetAnim( targEnt, SETANIM_BOTH, BOTH_PULLED_INAIR_B, SETANIM_FLAG_OVERRIDE, SETANIM_FLAG_HOLD );
}
//hold the anim until I'm with done pull anim
targEnt->client->ps.legsAnimTimer = targEnt->client->ps.torsoAnimTimer = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, (animNumber_t)saberMoveData[pullAttackMove].animToUse );
//set pullAttackTime
pm->gent->client->ps.pullAttackTime = targEnt->client->ps.pullAttackTime = level.time+targEnt->client->ps.legsAnimTimer;
//make us know about each other
pm->gent->client->ps.pullAttackEntNum = g_crosshairEntNum;
targEnt->client->ps.pullAttackEntNum = pm->ps->clientNum;
//do effect and sound on me
pm->ps->powerups[PW_FORCE_PUSH] = level.time + 1000;
if ( pm->gent )
{
G_Sound( pm->gent, G_SoundIndex( "sound/weapons/force/pull.wav" ) );
}
doMove = qtrue;
}
}
if ( doMove )
{
if ( pm->gent )
{
G_DrainPowerForSpecialMove( pm->gent, FP_PULL, SABER_ALT_ATTACK_POWER_FB );
}
return pullAttackMove;
}
}
}
return LS_NONE;
}
saberMoveName_t PM_CheckPlayerAttackFromParry( int curmove )
{
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() )
{
if ( curmove >= LS_PARRY_UP
&& curmove <= LS_REFLECT_LL )
{//in a parry
switch ( saberMoveData[curmove].endQuad )
{
case Q_T:
return LS_A_T2B;
break;
case Q_TR:
return LS_A_TR2BL;
break;
case Q_TL:
return LS_A_TL2BR;
break;
case Q_BR:
return LS_A_BR2TL;
break;
case Q_BL:
return LS_A_BL2TR;
break;
//shouldn't be a parry that ends at L, R or B
}
}
}
return LS_NONE;
}
saberMoveName_t PM_SaberAttackForMovement( int forwardmove, int rightmove, int curmove )
{
qboolean noSpecials = qfalse;
if ( pm->ps->clientNum < MAX_CLIENTS
&& PM_InSecondaryStyle() )
{
noSpecials = qtrue;
}
saberMoveName_t overrideJumpRightAttackMove = LS_INVALID;
if ( pm->ps->saber[0].jumpAtkRightMove != LS_INVALID )
{
if ( pm->ps->saber[0].jumpAtkRightMove != LS_NONE )
{//actually overriding
overrideJumpRightAttackMove = (saberMoveName_t)pm->ps->saber[0].jumpAtkRightMove;
}
else if ( pm->ps->dualSabers
&& pm->ps->saber[1].jumpAtkRightMove > LS_NONE )
{//would be cancelling it, but check the second saber, too
overrideJumpRightAttackMove = (saberMoveName_t)pm->ps->saber[1].jumpAtkRightMove;
}
else
{//nope, just cancel it
overrideJumpRightAttackMove = LS_NONE;
}
}
else if ( pm->ps->dualSabers
&& pm->ps->saber[1].jumpAtkRightMove != LS_INVALID )
{//first saber not overridden, check second
overrideJumpRightAttackMove = (saberMoveName_t)pm->ps->saber[1].jumpAtkRightMove;
}
saberMoveName_t overrideJumpLeftAttackMove = LS_INVALID;
if ( pm->ps->saber[0].jumpAtkLeftMove != LS_INVALID )
{
if ( pm->ps->saber[0].jumpAtkLeftMove != LS_NONE )
{//actually overriding
overrideJumpLeftAttackMove = (saberMoveName_t)pm->ps->saber[0].jumpAtkLeftMove;
}
else if ( pm->ps->dualSabers
&& pm->ps->saber[1].jumpAtkLeftMove > LS_NONE )
{//would be cancelling it, but check the second saber, too
overrideJumpLeftAttackMove = (saberMoveName_t)pm->ps->saber[1].jumpAtkLeftMove;
}
else
{//nope, just cancel it
overrideJumpLeftAttackMove = LS_NONE;
}
}
else if ( pm->ps->dualSabers
&& pm->ps->saber[1].jumpAtkLeftMove != LS_INVALID )
{//first saber not overridden, check second
overrideJumpLeftAttackMove = (saberMoveName_t)pm->ps->saber[1].jumpAtkLeftMove;
}
#ifdef _XBOX
if ( rightmove > 64 )
#else
if ( rightmove > 0 )
#endif // _XBOX
{//moving right
if ( !noSpecials
&& overrideJumpRightAttackMove != LS_NONE
&& (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) //on ground or just jumped
&& (pm->cmd.buttons&BUTTON_ATTACK)//hitting attack
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0//have force jump 1 at least
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_LR )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_LR//have enough power
&& (((pm->ps->clientNum>=MAX_CLIENTS&&!PM_ControlledByPlayer())&&pm->cmd.upmove > 0)//jumping NPC
||((pm->ps->clientNum<MAX_CLIENTS||PM_ControlledByPlayer())&&G_TryingCartwheel(pm->gent, &pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/)) )//focus-holding player
{//cartwheel right
vec3_t right, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
if ( pm->gent )
{
G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER_LR );
}
pm->cmd.upmove = 0;
if ( overrideJumpRightAttackMove != LS_INVALID )
{//overridden with another move
return overrideJumpRightAttackMove;
}
else if ( pm->ps->saberAnimLevel == SS_STAFF )
{
AngleVectors( fwdAngles, NULL, right, NULL );
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, 190, right, pm->ps->velocity );
return LS_BUTTERFLY_RIGHT;
}
else
{
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_CARTWHEELS)
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_CARTWHEELS)) )
{//okay to do cartwheels with this saber
/*
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//still on ground
VectorClear( pm->ps->velocity );
return LS_JUMPATTACK_CART_RIGHT;
}
else
*/
{//in air
AngleVectors( fwdAngles, NULL, right, NULL );
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, 190, right, pm->ps->velocity );
PM_SetJumped( JUMP_VELOCITY, qtrue );
return LS_JUMPATTACK_ARIAL_RIGHT;
}
}
}
}
else if ( pm->ps->legsAnim != BOTH_CARTWHEEL_RIGHT
&& pm->ps->legsAnim != BOTH_ARIAL_RIGHT )
{//not in a cartwheel/arial
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
{//player
if ( G_TryingSpecial(pm->gent, &pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/ )//Holding focus
{//if no special worked, do nothing
return LS_NONE;
}
}
//checked all special attacks, if we're in a parry, attack from that move
saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
if ( parryAttackMove != LS_NONE )
{
return parryAttackMove;
}
//check regular attacks
if ( forwardmove > 0 )
{//forward right = TL2BR slash
return LS_A_TL2BR;
}
else if ( forwardmove < 0 )
{//backward right = BL2TR uppercut
return LS_A_BL2TR;
}
else
{//just right is a left slice
return LS_A_L2R;
}
}
}
#ifdef _XBOX
else if ( rightmove < -64 )
#else
else if ( rightmove < 0 )
#endif // _XBOX
{//moving left
if ( !noSpecials
&& overrideJumpLeftAttackMove != LS_NONE
&& (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) //on ground or just jumped
&& (pm->cmd.buttons&BUTTON_ATTACK)//hitting attack
&& pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0//have force jump 1 at least
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_LR )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_LR//have enough power
&& (((pm->ps->clientNum>=MAX_CLIENTS&&!PM_ControlledByPlayer())&&pm->cmd.upmove > 0)//jumping NPC
||((pm->ps->clientNum<MAX_CLIENTS||PM_ControlledByPlayer())&&G_TryingCartwheel(pm->gent, &pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/)) )//focus-holding player
{//cartwheel left
vec3_t right, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
if ( pm->gent )
{
G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER_LR );
}
pm->cmd.upmove = 0;
if ( overrideJumpRightAttackMove != LS_INVALID )
{//overridden with another move
return overrideJumpRightAttackMove;
}
else if ( pm->ps->saberAnimLevel == SS_STAFF )
{
AngleVectors( fwdAngles, NULL, right, NULL );
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -190, right, pm->ps->velocity );
return LS_BUTTERFLY_LEFT;
}
else
{
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_CARTWHEELS)
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_CARTWHEELS)) )
{//okay to do cartwheels with this saber
/*
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//still on ground
VectorClear( pm->ps->velocity );
return LS_JUMPATTACK_ARIAL_LEFT;
}
else
*/
{
AngleVectors( fwdAngles, NULL, right, NULL );
pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
VectorMA( pm->ps->velocity, -190, right, pm->ps->velocity );
PM_SetJumped( JUMP_VELOCITY, qtrue );
return LS_JUMPATTACK_CART_LEFT;
}
}
}
}
else if ( pm->ps->legsAnim != BOTH_CARTWHEEL_LEFT
&& pm->ps->legsAnim != BOTH_ARIAL_LEFT )
{//not in a left cartwheel/arial
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
{//player
if ( G_TryingSpecial(pm->gent, &pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/ )//Holding focus
{//if no special worked, do nothing
return LS_NONE;
}
}
//checked all special attacks, if we're in a parry, attack from that move
saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
if ( parryAttackMove != LS_NONE )
{
return parryAttackMove;
}
//check regular attacks
if ( forwardmove > 0 )
{//forward left = TR2BL slash
return LS_A_TR2BL;
}
else if ( forwardmove < 0 )
{//backward left = BR2TL uppercut
return LS_A_BR2TL;
}
else
{//just left is a right slice
return LS_A_R2L;
}
}
}
else
{//not moving left or right
#ifdef _XBOX
if ( forwardmove > 64 )
#else
if ( forwardmove > 0 )
#endif // _XBOX
{//forward= T2B slash
saberMoveName_t stabDownMove = noSpecials?LS_NONE:PM_CheckStabDown();
if ( stabDownMove != LS_NONE )
{
return stabDownMove;
}
if ( ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )//player in third person, not zoomed in
{//player in thirdperson, not zoomed in
//flip-over attack logic
if ( !noSpecials && PM_CheckFlipOverAttackMove( qfalse ) )
{//flip over-forward down-attack
return PM_SaberFlipOverAttackMove();
}
//lunge attack logic
else if ( PM_CheckLungeAttackMove() )
{
return PM_SaberLungeAttackMove( qtrue );
}
//jump forward attack logic
else if ( !noSpecials && PM_CheckJumpForwardAttackMove() )
{
return PM_SaberJumpForwardAttackMove();
}
}
//player NPC with enemy: autoMove logic
if ( pm->gent
&& pm->gent->enemy
&& pm->gent->enemy->client )
{//I have an active enemy
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() )
{//a player who is running at an enemy
//if the enemy is not a jedi, don't use top-down, pick a diagonal or side attack
if ( pm->gent->enemy->s.weapon != WP_SABER
&& pm->gent->enemy->client->NPC_class != CLASS_REMOTE//too small to do auto-aiming accurately
&& pm->gent->enemy->client->NPC_class != CLASS_SEEKER//too small to do auto-aiming accurately
&& pm->gent->enemy->client->NPC_class != CLASS_GONK//too short to do auto-aiming accurately
&& pm->gent->enemy->client->NPC_class != CLASS_HOWLER//too short to do auto-aiming accurately
&& g_saberAutoAim->integer )
{
saberMoveName_t autoMove = PM_AttackForEnemyPos( qfalse, (qboolean)(pm->ps->clientNum>=MAX_CLIENTS&&!PM_ControlledByPlayer()) );
if ( autoMove != LS_INVALID )
{
return autoMove;
}
}
}
if ( pm->ps->clientNum>=MAX_CLIENTS && !PM_ControlledByPlayer() ) //NPC ONLY
{//NPC
if ( PM_CheckFlipOverAttackMove( qtrue ) )
{
return PM_SaberFlipOverAttackMove();
}
}
}
//Regular NPCs
if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() ) //NPC ONLY
{//NPC or player in third person, not zoomed in
//fwd jump attack logic
if ( PM_CheckJumpForwardAttackMove() )
{
return PM_SaberJumpForwardAttackMove();
}
//lunge attack logic
else if ( PM_CheckLungeAttackMove() )
{
return PM_SaberLungeAttackMove( qtrue );
}
}
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
{//player
if ( G_TryingSpecial(pm->gent,&pm->cmd) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
{//if no special worked, do nothing
return LS_NONE;
}
}
//checked all special attacks, if we're in a parry, attack from that move
saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
if ( parryAttackMove != LS_NONE )
{
return parryAttackMove;
}
//check regular attacks
return LS_A_T2B;
}
#ifdef _XBOX
else if ( forwardmove < -64 )
#else
else if ( forwardmove < 0 )
#endif // _XBOX
{//backward= T2B slash//B2T uppercut?
if ( g_saberNewControlScheme->integer )
{
saberMoveName_t pullAtk = PM_CheckPullAttack();
if ( pullAtk != LS_NONE )
{
return pullAtk;
}
}
if ( g_saberNewControlScheme->integer
&& (pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer()) //PLAYER ONLY
&& (pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus, trying special backwards attacks
{//player lunge attack logic
if ( ( pm->ps->dualSabers //or dual
|| pm->ps->saberAnimLevel == SS_STAFF )//pm->ps->SaberStaff() )//or staff
&& G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_FB*/ )//have enough force power to pull it off
{//alt+back+attack using fast, dual or staff attacks
PM_SaberLungeAttackMove( qfalse );
}
}
else if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) //NPC
|| ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )//player in third person, not zooomed
{//NPC or player in third person, not zoomed
if ( PM_CheckBackflipAttackMove() )
{
return PM_SaberBackflipAttackMove();//backflip attack
}
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
{//player
if ( G_TryingSpecial(pm->gent,&pm->cmd) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
{//if no special worked, do nothing
return LS_NONE;
}
}
//if ( !PM_InKnockDown( pm->ps ) )
//check backstabs
if ( !(pm->ps->saber[0].saberFlags&SFL_NO_BACK_ATTACK)
&& (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_BACK_ATTACK)) )
{//okay to do backstabs with this saber
if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
{//only when on ground
if ( pm->gent && pm->gent->enemy )
{//FIXME: or just trace for a valid enemy standing behind me? And no enemy in front?
vec3_t enemyDir, faceFwd, facingAngles = {0, pm->ps->viewangles[YAW], 0};
AngleVectors( facingAngles, faceFwd, NULL, NULL );
VectorSubtract( pm->gent->enemy->currentOrigin, pm->ps->origin, enemyDir );
float dot = DotProduct( enemyDir, faceFwd );
if ( dot < 0 )
{//enemy is behind me
if ( dot < -0.75f
&& DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ) < 16384//128 squared
&& (pm->ps->saberAnimLevel == SS_FAST || pm->ps->saberAnimLevel == SS_STAFF || (pm->gent->client &&(pm->gent->client->NPC_class == CLASS_TAVION||pm->gent->client->NPC_class == CLASS_ALORA)&&Q_irand(0,1))) )
{//fast attacks and Tavion
if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 )
{//can't do it while ducked?
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || (pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG) )
{//only fencers and above can do this
return LS_A_BACKSTAB;
}
}
}
else if ( pm->ps->saberAnimLevel != SS_FAST
&& pm->ps->saberAnimLevel != SS_STAFF )
{//medium and higher attacks
if ( (pm->ps->pm_flags&PMF_DUCKED) || pm->cmd.upmove < 0 )
{
return LS_A_BACK_CR;
}
else
{
return LS_A_BACK;
}
}
}
else
{//enemy in front
float enemyDistSq = DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin );
if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_1||pm->ps->saberAnimLevel == SS_STAFF||pm->gent->client->NPC_class==CLASS_TAVION||pm->gent->client->NPC_class == CLASS_ALORA||(pm->gent->client->NPC_class==CLASS_DESANN&&!Q_irand(0,3))) && enemyDistSq > 16384 || pm->gent->enemy->health <= 0 )//128 squared
{//my enemy is pretty far in front of me and I'm using fast attacks
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) ||
( pm->gent && pm->gent->client && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, pm->gent->NPC->rank ) > RANK_ENSIGN ) )
{//only fencers and higher can do this, higher rank does it more
if ( PM_CheckEnemyInBack( 128 ) )
{
return PM_PickBackStab();
}
}
}
else if ( (pm->ps->saberAnimLevel >= FORCE_LEVEL_2 || pm->gent->client->NPC_class == CLASS_DESANN) && enemyDistSq > 40000 || pm->gent->enemy->health <= 0 )//200 squared
{//enemy is very faw away and I'm using medium/strong attacks
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) ||
( pm->gent && pm->gent->client && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, pm->gent->NPC->rank ) > RANK_ENSIGN ) )
{//only fencers and higher can do this, higher rank does it more
if ( PM_CheckEnemyInBack( 164 ) )
{
return PM_PickBackStab();
}
}
}
}
}
else
{//no current enemy
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->gent && pm->gent->client )
{//only player
if ( PM_CheckEnemyInBack( 128 ) )
{
return PM_PickBackStab();
}
}
}
}
}
}
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
{//player
if ( G_TryingSpecial( pm->gent, &pm->cmd ) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
{//if no special worked, do nothing
return LS_NONE;
}
}
//checked all special attacks, if we're in a parry, attack from that move
saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
if ( parryAttackMove != LS_NONE )
{
return parryAttackMove;
}
//check regular attacks
//else just swing down
return LS_A_T2B;
}
else
{//not moving in any direction
if ( PM_SaberInBounce( curmove ) )
{//bounces should go to their default attack if you don't specify a direction but are attacking
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
{//player
if ( G_TryingSpecial(pm->gent,&pm->cmd) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
{//if no special worked, do nothing
return LS_NONE;
}
}
saberMoveName_t newmove;
if ( pm->ps->clientNum && !PM_ControlledByPlayer() && Q_irand( 0, 3 ) )
{//use NPC random
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
}
else
{//player uses chain-attack
newmove = saberMoveData[curmove].chain_attack;
}
if ( PM_SaberKataDone( curmove, newmove ) )
{
return saberMoveData[curmove].chain_idle;
}
else
{
return newmove;
}
}
else if ( PM_SaberInKnockaway( curmove ) )
{//bounces should go to their default attack if you don't specify a direction but are attacking
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
{//player
if ( G_TryingSpecial( pm->gent, &pm->cmd ) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
{//if no special worked, do nothing
return LS_NONE;
}
}
saberMoveName_t newmove;
if ( pm->ps->clientNum && !PM_ControlledByPlayer() && Q_irand( 0, 3 ) )
{//use NPC random
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
}
else
{
if ( pm->ps->saberAnimLevel == SS_FAST ||
pm->ps->saberAnimLevel == SS_TAVION )
{//player is in fast attacks, so come right back down from the same spot
newmove = PM_AttackMoveForQuad( saberMoveData[curmove].endQuad );
}
else
{//use a transition to wrap to another attack from a different dir
newmove = saberMoveData[curmove].chain_attack;
}
}
if ( PM_SaberKataDone( curmove, newmove ) )
{
return saberMoveData[curmove].chain_idle;
}
else
{
return newmove;
}
}
else if ( curmove == LS_READY
|| curmove == LS_A_FLIP_STAB
|| curmove == LS_A_FLIP_SLASH
|| ( curmove >= LS_PARRY_UP
&& curmove <= LS_REFLECT_LL ) )
{//Not moving at all, not too busy to attack
//push + lookdown + attack + dual sabers = LS_DUAL_SPIN_PROTECT
if ( g_saberNewControlScheme->integer )
{
if ( PM_CheckDualSpinProtect() )
{
return LS_DUAL_SPIN_PROTECT;
}
if ( PM_CheckStaffKata() )
{
return LS_STAFF_SOULCAL;
}
}
if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
{//player
if ( G_TryingSpecial( pm->gent, &pm->cmd ) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
{//if no special worked, do nothing
return LS_NONE;
}
}
//checked all special attacks, if we're in a parry, attack from that move
saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
if ( parryAttackMove != LS_NONE )
{
return parryAttackMove;
}
//check regular attacks
if ( pm->ps->clientNum || g_saberAutoAim->integer )
{//auto-aim
if ( pm->gent && pm->gent->enemy )
{//based on enemy position, pick a proper attack
saberMoveName_t autoMove = PM_AttackForEnemyPos( qtrue, (qboolean)(pm->ps->clientNum>=MAX_CLIENTS) );
if ( autoMove != LS_INVALID )
{
return autoMove;
}
}
else if ( fabs(pm->ps->viewangles[0]) > 30 )
{//looking far up or far down uses the top to bottom attack, presuming you want a vertical attack
return LS_A_T2B;
}
}
else
{//for now, just pick a random attack
return ((saberMoveName_t)Q_irand( LS_A_TL2BR, LS_A_T2B ));
}
}
}
}
//FIXME: pick a return?
return LS_NONE;
}
saberMoveName_t PM_SaberAnimTransitionMove( saberMoveName_t curmove, saberMoveName_t newmove )
{
//FIXME: take FP_SABER_OFFENSE into account here somehow?
int retmove = newmove;
if ( curmove == LS_READY )
{//just standing there
switch ( newmove )
{
case LS_A_TL2BR:
case LS_A_L2R:
case LS_A_BL2TR:
case LS_A_BR2TL:
case LS_A_R2L:
case LS_A_TR2BL:
case LS_A_T2B:
//transition is the start
retmove = LS_S_TL2BR + (newmove-LS_A_TL2BR);
break;
}
}
else
{
switch ( newmove )
{
//transitioning to ready pose
case LS_READY:
switch ( curmove )
{
//transitioning from an attack
case LS_A_TL2BR:
case LS_A_L2R:
case LS_A_BL2TR:
case LS_A_BR2TL:
case LS_A_R2L:
case LS_A_TR2BL:
case LS_A_T2B:
//transition is the return
retmove = LS_R_TL2BR + (newmove-LS_A_TL2BR);
break;
}
break;
//transitioning to an attack
case LS_A_TL2BR:
case LS_A_L2R:
case LS_A_BL2TR:
case LS_A_BR2TL:
case LS_A_R2L:
case LS_A_TR2BL:
case LS_A_T2B:
if ( newmove == curmove )
{//FIXME: need a spin or something or go to next level, but for now, just play the return
//going into another attack...
//allow endless chaining in level 1 attacks, several in level 2 and only one or a few in level 3
//FIXME: don't let strong attacks chain to an attack in the opposite direction ( > 45 degrees?)
if ( PM_SaberKataDone( curmove, newmove ) )
{//done with this kata, must return to ready before attack again
retmove = LS_R_TL2BR + (newmove-LS_A_TL2BR);
}
else
{//okay to chain to another attack
retmove = transitionMove[saberMoveData[curmove].endQuad][saberMoveData[newmove].startQuad];
}
}
else if ( saberMoveData[curmove].endQuad == saberMoveData[newmove].startQuad )
{//new move starts from same quadrant
retmove = newmove;
}
else
{
switch ( curmove )
{
//transitioning from an attack
case LS_A_TL2BR:
case LS_A_L2R:
case LS_A_BL2TR:
case LS_A_BR2TL:
case LS_A_R2L:
case LS_A_TR2BL:
case LS_A_T2B:
case LS_D1_BR:
case LS_D1__R:
case LS_D1_TR:
case LS_D1_T_:
case LS_D1_TL:
case LS_D1__L:
case LS_D1_BL:
case LS_D1_B_:
retmove = transitionMove[saberMoveData[curmove].endQuad][saberMoveData[newmove].startQuad];
break;
//transitioning from a return
case LS_R_TL2BR:
case LS_R_L2R:
case LS_R_BL2TR:
case LS_R_BR2TL:
case LS_R_R2L:
case LS_R_TR2BL:
case LS_R_T2B:
//transitioning from a bounce
/*
case LS_BOUNCE_UL2LL:
case LS_BOUNCE_LL2UL:
case LS_BOUNCE_L2LL:
case LS_BOUNCE_L2UL:
case LS_BOUNCE_UR2LR:
case LS_BOUNCE_LR2UR:
case LS_BOUNCE_R2LR:
case LS_BOUNCE_R2UR:
case LS_BOUNCE_TOP:
case LS_OVER_UR2UL:
case LS_OVER_UL2UR:
case LS_BOUNCE_UR:
case LS_BOUNCE_UL:
case LS_BOUNCE_LR:
case LS_BOUNCE_LL:
*/
//transitioning from a parry/reflection/knockaway/broken parry
case LS_PARRY_UP:
case LS_PARRY_UR:
case LS_PARRY_UL:
case LS_PARRY_LR:
case LS_PARRY_LL:
case LS_REFLECT_UP:
case LS_REFLECT_UR:
case LS_REFLECT_UL:
case LS_REFLECT_LR:
case LS_REFLECT_LL:
case LS_K1_T_:
case LS_K1_TR:
case LS_K1_TL:
case LS_K1_BR:
case LS_K1_BL:
case LS_V1_BR:
case LS_V1__R:
case LS_V1_TR:
case LS_V1_T_:
case LS_V1_TL:
case LS_V1__L:
case LS_V1_BL:
case LS_V1_B_:
case LS_H1_T_:
case LS_H1_TR:
case LS_H1_TL:
case LS_H1_BR:
case LS_H1_BL:
retmove = transitionMove[saberMoveData[curmove].endQuad][saberMoveData[newmove].startQuad];
break;
//NB: transitioning from transitions is fine
}
}
break;
//transitioning to any other anim is not supported
}
}
if ( retmove == LS_NONE )
{
return newmove;
}
return ((saberMoveName_t)retmove);
}
/*
-------------------------
PM_LegsAnimForFrame
Returns animNumber for current frame
-------------------------
*/
int PM_LegsAnimForFrame( gentity_t *ent, int legsFrame )
{
//Must be a valid client
if ( ent->client == NULL )
return -1;
//Must have a file index entry
if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse )
return -1;
animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations;
int glaIndex = gi.G2API_GetAnimIndex(&(ent->ghoul2[0]));
for ( int animation = 0; animation < BOTH_CIN_1; animation++ ) //first anim after last legs
{
if ( animation >= TORSO_DROPWEAP1 && animation < LEGS_TURN1 ) //first legs only anim
{//not a possible legs anim
continue;
}
if ( animations[animation].glaIndex != glaIndex )
{
continue;
}
if ( animations[animation].firstFrame > legsFrame )
{//This anim starts after this frame
continue;
}
if ( animations[animation].firstFrame + animations[animation].numFrames < legsFrame )
{//This anim ends before this frame
continue;
}
//else, must be in this anim!
return animation;
}
//Not in ANY torsoAnim? SHOULD NEVER HAPPEN
// assert(0);
return -1;
}
int PM_ValidateAnimRange( const int startFrame, const int endFrame, const float animSpeed )
{//given a startframe and endframe, see if that lines up with any known animation
animation_t *animations = level.knownAnimFileSets[0].animations;
for ( int anim = 0; anim < MAX_ANIMATIONS; anim++ )
{
if ( animSpeed < 0 )
{//playing backwards
if ( animations[anim].firstFrame == endFrame )
{
if ( animations[anim].numFrames + animations[anim].firstFrame == startFrame )
{
//Com_Printf( "valid reverse anim: %s\n", animTable[anim].name );
return anim;
}
}
}
else
{//playing forwards
if ( animations[anim].firstFrame == startFrame )
{//This anim starts on this frame
if ( animations[anim].firstFrame + animations[anim].numFrames == endFrame )
{//This anim ends on this frame
//Com_Printf( "valid forward anim: %s\n", animTable[anim].name );
return anim;
}
}
}
//else, must not be this anim!
}
//Not in ANY anim? SHOULD NEVER HAPPEN
Com_Printf( "invalid anim range %d to %d, speed %4.2f\n", startFrame, endFrame, animSpeed );
return -1;
}
/*
-------------------------
PM_TorsoAnimForFrame
Returns animNumber for current frame
-------------------------
*/
int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame )
{
//Must be a valid client
if ( ent->client == NULL )
return -1;
//Must have a file index entry
if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse )
return -1;
animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations;
int glaIndex = gi.G2API_GetAnimIndex(&(ent->ghoul2[0]));
for ( int animation = 0; animation < LEGS_TURN1; animation++ ) //first legs only anim
{
if ( animations[animation].glaIndex != glaIndex )
{
continue;
}
if ( animations[animation].firstFrame > torsoFrame )
{//This anim starts after this frame
continue;
}
if ( animations[animation].firstFrame + animations[animation].numFrames < torsoFrame )
{//This anim ends before this frame
continue;
}
//else, must be in this anim!
return animation;
}
//Not in ANY torsoAnim? SHOULD NEVER HAPPEN
// assert(0);
return -1;
}
qboolean PM_FinishedCurrentLegsAnim( gentity_t *self )
{
int junk, curFrame;
float currentFrame, animSpeed;
if ( !self->client )
{
return qtrue;
}
gi.G2API_GetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone, (cg.time?cg.time:level.time), &currentFrame, &junk, &junk, &junk, &animSpeed, NULL );
curFrame = floor( currentFrame );
int legsAnim = self->client->ps.legsAnim;
animation_t *animations = level.knownAnimFileSets[self->client->clientInfo.animFileIndex].animations;
if ( curFrame >= animations[legsAnim].firstFrame + (animations[legsAnim].numFrames - 2) )
{
return qtrue;
}
return qfalse;
}
/*
-------------------------
PM_HasAnimation
-------------------------
*/
qboolean PM_HasAnimation( gentity_t *ent, int animation )
{
//Must be a valid client
if ( !ent || ent->client == NULL )
return qfalse;
//must be a valid anim number
if ( animation < 0 || animation >= MAX_ANIMATIONS )
{
return qfalse;
}
//Must have a file index entry
if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse )
return qfalse;
animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations;
//No frames, no anim
if ( animations[animation].numFrames == 0 )
return qfalse;
//Has the sequence
return qtrue;
}
int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim )
{
int anim;
int count = 0;
if ( !self )
{
return Q_irand(minAnim, maxAnim);
}
do
{
anim = Q_irand(minAnim, maxAnim);
count++;
}
while ( !PM_HasAnimation( self, anim ) && count < 1000 );
return anim;
}
/*
-------------------------
PM_AnimLength
-------------------------
*/
int PM_AnimLength( int index, animNumber_t anim )
{
if ( ValidAnimFileIndex( index ) == false )
return 0;
return level.knownAnimFileSets[index].animations[anim].numFrames * abs(level.knownAnimFileSets[index].animations[anim].frameLerp);
}
/*
-------------------------
PM_SetLegsAnimTimer
-------------------------
*/
void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time )
{
*legsAnimTimer = time;
if ( *legsAnimTimer < 0 && time != -1 )
{//Cap timer to 0 if was counting down, but let it be -1 if that was intentional
*legsAnimTimer = 0;
}
if ( !*legsAnimTimer && ent && Q3_TaskIDPending( ent, TID_ANIM_LOWER ) )
{//Waiting for legsAnimTimer to complete, and it just got set to zero
if ( !Q3_TaskIDPending( ent, TID_ANIM_BOTH) )
{//Not waiting for top
Q3_TaskIDComplete( ent, TID_ANIM_LOWER );
}
else
{//Waiting for both to finish before complete
Q3_TaskIDClear( &ent->taskID[TID_ANIM_LOWER] );//Bottom is done, regardless
if ( !Q3_TaskIDPending( ent, TID_ANIM_UPPER) )
{//top is done and we're done
Q3_TaskIDComplete( ent, TID_ANIM_BOTH );
}
}
}
}
/*
-------------------------
PM_SetTorsoAnimTimer
-------------------------
*/
void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time )
{
*torsoAnimTimer = time;
if ( *torsoAnimTimer < 0 && time != -1 )
{//Cap timer to 0 if was counting down, but let it be -1 if that was intentional
*torsoAnimTimer = 0;
}
if ( !*torsoAnimTimer && ent && Q3_TaskIDPending( ent, TID_ANIM_UPPER ) )
{//Waiting for torsoAnimTimer to complete, and it just got set to zero
if ( !Q3_TaskIDPending( ent, TID_ANIM_BOTH) )
{//Not waiting for bottom
Q3_TaskIDComplete( ent, TID_ANIM_UPPER );
}
else
{//Waiting for both to finish before complete
Q3_TaskIDClear( &ent->taskID[TID_ANIM_UPPER] );//Top is done, regardless
if ( !Q3_TaskIDPending( ent, TID_ANIM_LOWER) )
{//lower is done and we're done
Q3_TaskIDComplete( ent, TID_ANIM_BOTH );
}
}
}
}
extern qboolean PM_SpinningSaberAnim( int anim );
extern float saberAnimSpeedMod[NUM_FORCE_POWER_LEVELS];
void PM_SaberStartTransAnim( int saberAnimLevel, int anim, float *animSpeed, gentity_t *gent )
{
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_ROLL_STAB )
{
if ( g_saberAnimSpeed->value != 1.0f )
{
*animSpeed *= g_saberAnimSpeed->value;
}
else if ( gent && gent->client && gent->client->ps.weapon == WP_SABER )
{
if ( gent->client->ps.saber[0].animSpeedScale != 1.0f )
{
*animSpeed *= gent->client->ps.saber[0].animSpeedScale;
}
if ( gent->client->ps.dualSabers
&& gent->client->ps.saber[1].animSpeedScale != 1.0f )
{
*animSpeed *= gent->client->ps.saber[1].animSpeedScale;
}
}
}
if ( gent
&& gent->client
&& gent->client->ps.stats[STAT_WEAPONS]&(1<<WP_SCEPTER)
&& gent->client->ps.dualSabers
&& saberAnimLevel == SS_DUAL
&& gent->weaponModel[1] )
{//using a scepter and dual style, slow down anims
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_H7_S7_BR )
{
*animSpeed *= 0.75;
}
}
if ( gent && gent->client && gent->client->ps.forceRageRecoveryTime > level.time )
{//rage recovery
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_H1_S1_BR )
{//animate slower
*animSpeed *= 0.75;
}
}
else if ( gent && gent->NPC && gent->NPC->rank == RANK_CIVILIAN )
{//grunt reborn
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_R1_TR_S1 )
{//his fast attacks are slower
if ( !PM_SpinningSaberAnim( anim ) )
{
*animSpeed *= 0.75;
}
return;
}
}
else if ( gent && gent->client )
{
if ( gent->client->ps.saber[0].type == SABER_LANCE || gent->client->ps.saber[0].type == SABER_TRIDENT )
{//FIXME: hack for now - these use the fast anims, but slowed down. Should have own style
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_R1_TR_S1 )
{//his fast attacks are slower
if ( !PM_SpinningSaberAnim( anim ) )
{
*animSpeed *= 0.75;
}
return;
}
}
}
if ( ( anim >= BOTH_T1_BR__R &&
anim <= BOTH_T1_BL_TL ) ||
( anim >= BOTH_T3_BR__R &&
anim <= BOTH_T3_BL_TL ) ||
( anim >= BOTH_T5_BR__R &&
anim <= BOTH_T5_BL_TL ) )
{
if ( saberAnimLevel == FORCE_LEVEL_1 || saberAnimLevel == FORCE_LEVEL_5 )
{//FIXME: should not be necc for FORCE_LEVEL_1's
*animSpeed *= 1.5;
}
else if ( saberAnimLevel == FORCE_LEVEL_3 )
{
*animSpeed *= 0.75;
}
}
}
/*
void PM_SaberStartTransAnim( int anim, int entNum, int saberOffenseLevel, float *animSpeed )
{
//check starts
if ( ( anim >= BOTH_S1_S1_T_ &&
anim <= BOTH_S1_S1_TR ) ||
( anim >= BOTH_S1_S1_T_ &&
anim <= BOTH_S1_S1_TR ) ||
( anim >= BOTH_S3_S1_T_ &&
anim <= BOTH_S3_S1_TR ) )
{
if ( entNum == 0 )
{
*animSpeed *= saberAnimSpeedMod[FORCE_LEVEL_3];
}
else
{
*animSpeed *= saberAnimSpeedMod[saberOffenseLevel];
}
}
//Check transitions
else if ( PM_SpinningSaberAnim( anim ) )
{//spins stay normal speed
return;
}
else if ( ( anim >= BOTH_T1_BR__R &&
anim <= BOTH_T1_BL_TL ) ||
( anim >= BOTH_T2_BR__R &&
anim <= BOTH_T2_BL_TL ) ||
( anim >= BOTH_T3_BR__R &&
anim <= BOTH_T3_BL_TL ) )
{//slow down the transitions
if ( entNum == 0 && saberOffenseLevel <= FORCE_LEVEL_2 )
{
*animSpeed *= saberAnimSpeedMod[saberOffenseLevel];
}
else
{
*animSpeed *= saberAnimSpeedMod[saberOffenseLevel]/2.0f;
}
}
return;
}
*/
extern qboolean player_locked;
extern qboolean MatrixMode;
float PM_GetTimeScaleMod( gentity_t *gent )
{
if ( g_timescale->value )
{
if ( !MatrixMode
&& gent->client->ps.legsAnim != BOTH_FORCELONGLEAP_START
&& gent->client->ps.legsAnim != BOTH_FORCELONGLEAP_ATTACK
&& gent->client->ps.legsAnim != BOTH_FORCELONGLEAP_LAND )
{
if ( gent && gent->s.clientNum == 0 && !player_locked && gent->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
return (1.0 / g_timescale->value);
}
else if ( gent && gent->client && gent->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
return (1.0 / g_timescale->value);
}
}
}
return 1.0f;
}
static inline qboolean PM_IsHumanoid( CGhoul2Info *ghlInfo )
{
char *GLAName;
GLAName = gi.G2API_GetGLAName( ghlInfo );
assert(GLAName);
if ( !Q_stricmp( "models/players/_humanoid/_humanoid", GLAName ) )
{
return qtrue;
}
return qfalse;
}
/*
-------------------------
PM_SetAnimFinal
-------------------------
*/
#define G2_DEBUG_TIMING (0)
void PM_SetAnimFinal(int *torsoAnim,int *legsAnim,
int setAnimParts,int anim,int setAnimFlags,
int *torsoAnimTimer,int *legsAnimTimer,
gentity_t *gent,int blendTime) // default blendTime=350
{
// BASIC SETUP AND SAFETY CHECKING
//=================================
// If It Is A Busted Entity, Don't Do Anything Here.
//---------------------------------------------------
if (!gent || !gent->client)
{
return;
}
// Make Sure This Character Has Such An Anim And A Model
//-------------------------------------------------------
if (anim<0 || anim>=MAX_ANIMATIONS || !ValidAnimFileIndex(gent->client->clientInfo.animFileIndex))
{
#ifndef FINAL_BUILD
if (g_AnimWarning->integer)
{
if (anim<0 || anim>=MAX_ANIMATIONS)
{
gi.Printf(S_COLOR_RED"PM_SetAnimFinal: Invalid Anim Index (%d)!\n", anim);
}
else
{
gi.Printf(S_COLOR_RED"PM_SetAnimFinal: Invalid Anim File Index (%d)!\n", gent->client->clientInfo.animFileIndex);
}
}
#endif
return;
}
// Get Global Time Properties
//----------------------------
float timeScaleMod = PM_GetTimeScaleMod( gent );
const int actualTime = (cg.time?cg.time:level.time);
const animation_t* animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations;
const animation_t& curAnim = animations[anim];
// Make Sure This Character Has Such An Anim And A Model
//-------------------------------------------------------
if (animations[anim].numFrames==0)
{
static int LastAnimWarningNum=0;
#ifndef FINAL_BUILD
if (LastAnimWarningNum!=anim)
{
if ((cg_debugAnim.integer==3) || // 3 = do everyone
(cg_debugAnim.integer==1 && gent->s.number==0) || // 1 = only the player
(cg_debugAnim.integer==2 && gent->s.number!=0) || // 2 = only everyone else
(cg_debugAnim.integer==4 && gent->s.number!=cg_debugAnimTarget.integer) // 4 = specific entnum
)
{
gi.Printf(S_COLOR_RED"PM_SetAnimFinal: Anim %s does not exist in this model (%s)!\n", animTable[anim].name, gent->NPC_type );
}
}
LastAnimWarningNum = anim;
#endif
return;
}
// If It's Not A Ghoul 2 Model, Just Remember The Anims And Stop, Because Everything Beyond This Is Ghoul2
//---------------------------------------------------------------------------------------------------------
if (!gi.G2API_HaveWeGhoul2Models(gent->ghoul2))
{
if (setAnimParts&SETANIM_TORSO)
{
(*torsoAnim) = anim;
}
if (setAnimParts&SETANIM_LEGS)
{
(*legsAnim) = anim;
}
return;
}
// Lower Offensive Skill Slows Down The Saber Start Attack Animations
//--------------------------------------------------------------------
PM_SaberStartTransAnim( gent->client->ps.saberAnimLevel, anim, &timeScaleMod, gent );
// SETUP VALUES FOR INCOMMING ANIMATION
//======================================
const bool animFootMove = (PM_WalkingAnim(anim) || PM_RunningAnim(anim) || anim==BOTH_CROUCH1WALK || anim==BOTH_CROUCH1WALKBACK);
const bool animHoldless = (setAnimFlags&SETANIM_FLAG_HOLDLESS)!=0;
const bool animHold = (setAnimFlags&SETANIM_FLAG_HOLD)!=0;
const bool animRestart = (setAnimFlags&SETANIM_FLAG_RESTART)!=0;
const bool animOverride = (setAnimFlags&SETANIM_FLAG_OVERRIDE)!=0;
const bool animSync = (g_synchSplitAnims->integer!=0 && !animRestart);
float animCurrent = (-1.0f);
float animSpeed = (50.0f / curAnim.frameLerp * timeScaleMod); // animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
const float animFPS = (fabsf(curAnim.frameLerp));
const int animDurMSec = (int)(((curAnim.numFrames - 1) * animFPS) / timeScaleMod);
const int animHoldMSec = ((animHoldless && timeScaleMod==1.0f)?((animDurMSec>1)?(animDurMSec-1):(animFPS)):(animDurMSec));
int animFlags = (curAnim.loopFrames!=-1)?(BONE_ANIM_OVERRIDE_LOOP):(BONE_ANIM_OVERRIDE_FREEZE);
int animStart = (curAnim.firstFrame);
int animEnd = (curAnim.firstFrame)+(animations[anim].numFrames);
// If We Have A Blend Timer, Add The Blend Flag
//----------------------------------------------
if (blendTime > 0)
{
animFlags |= BONE_ANIM_BLEND;
}
// If Animation Is Going Backwards, Swap Last And First Frames
//-------------------------------------------------------------
if (animSpeed<0.0f)
{
// #ifndef FINAL_BUILD
#if 0
if (g_AnimWarning->integer==1)
{
if (animFlags&BONE_ANIM_OVERRIDE_LOOP)
{
gi.Printf(S_COLOR_YELLOW"PM_SetAnimFinal: WARNING: Anim (%s) looping backwards!\n", animTable[anim].name);
}
}
#endif
int temp = animEnd;
animEnd = animStart;
animStart = temp;
blendTime = 0;
}
// If The Animation Is Walking Or Running, Attempt To Scale The Playback Speed To Match
//--------------------------------------------------------------------------------------
if (g_noFootSlide->integer
&& animFootMove
&& !(animSpeed<0.0f)
//FIXME: either read speed from animation.cfg or only do this for NPCs
// for whom we've specifically determined the proper numbers!
&& gent->client->NPC_class != CLASS_HOWLER
&& gent->client->NPC_class != CLASS_WAMPA
&& gent->client->NPC_class != CLASS_GONK
&& gent->client->NPC_class != CLASS_HOWLER
&& gent->client->NPC_class != CLASS_MOUSE
&& gent->client->NPC_class != CLASS_PROBE
&& gent->client->NPC_class != CLASS_PROTOCOL
&& gent->client->NPC_class != CLASS_R2D2
&& gent->client->NPC_class != CLASS_R5D2
&& gent->client->NPC_class != CLASS_SEEKER)
{
bool Walking = !!PM_WalkingAnim(anim);
bool HasDual = (gent->client->ps.saberAnimLevel==SS_DUAL);
bool HasStaff = (gent->client->ps.saberAnimLevel==SS_STAFF);
float moveSpeedOfAnim = 150.0f;//g_noFootSlideRunScale->value;
if (anim==BOTH_CROUCH1WALK || anim==BOTH_CROUCH1WALKBACK)
{
moveSpeedOfAnim = 75.0f;
}
else
{
if (gent->client->NPC_class == CLASS_HAZARD_TROOPER)
{
moveSpeedOfAnim = 50.0f;
}
else if (gent->client->NPC_class == CLASS_RANCOR)
{
moveSpeedOfAnim = 173.0f;
}
else
{
if (Walking)
{
if (HasDual || HasStaff)
{
moveSpeedOfAnim = 100.0f;
}
else
{
moveSpeedOfAnim = 50.0f;// g_noFootSlideWalkScale->value;
}
}
else
{
if (HasStaff)
{
moveSpeedOfAnim = 250.0f;
}
else
{
moveSpeedOfAnim = 150.0f;
}
}
}
}
animSpeed *= (gent->resultspeed/moveSpeedOfAnim);
if (animSpeed<0.01f)
{
animSpeed = 0.01f;
}
// Make Sure Not To Play Too Fast An Anim
//----------------------------------------
float maxPlaybackSpeed = (1.5f * timeScaleMod);
if (animSpeed>maxPlaybackSpeed)
{
animSpeed = maxPlaybackSpeed;
}
}
// GET VALUES FOR EXISTING BODY ANIMATION
//==========================================
float bodySpeed = 0.0f;
float bodyCurrent = 0.0f;
int bodyStart = 0;
int bodyEnd = 0;
int bodyFlags = 0;
int bodyAnim = (*legsAnim);
int bodyBone = (gent->rootBone);
bool bodyTimerOn = ((*legsAnimTimer>0) || (*legsAnimTimer)==-1);
bool bodyPlay = ((setAnimParts&SETANIM_LEGS) && (bodyBone!=-1) && (animOverride || !bodyTimerOn));
bool bodyAnimating = !!gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel], bodyBone, actualTime, &bodyCurrent, &bodyStart, &bodyEnd, &bodyFlags, &bodySpeed, NULL);
bool bodyOnAnimNow = (bodyAnimating && bodyAnim==anim && bodyStart==animStart && bodyEnd==animEnd);
bool bodyMatchTorsFrame = false;
// GET VALUES FOR EXISTING TORSO ANIMATION
//===========================================
float torsSpeed = 0.0f;
float torsCurrent = 0.0f;
int torsStart = 0;
int torsEnd = 0;
int torsFlags = 0;
int torsAnim = (*torsoAnim);
int torsBone = (gent->lowerLumbarBone);
bool torsTimerOn = ((*torsoAnimTimer)>0 || (*torsoAnimTimer)==-1);
bool torsPlay = (gent->client->NPC_class!=CLASS_RANCOR && (setAnimParts&SETANIM_TORSO) && (torsBone!=-1) && (animOverride || !torsTimerOn));
bool torsAnimating = !!gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel], torsBone, actualTime, &torsCurrent, &torsStart, &torsEnd, &torsFlags, &torsSpeed, NULL);
bool torsOnAnimNow = (torsAnimating && torsAnim==anim && torsStart==animStart && torsEnd==animEnd);
bool torsMatchBodyFrame = false;
// APPLY SYNC TO TORSO
//=====================
if (animSync && torsPlay && !bodyPlay && bodyOnAnimNow && (!torsOnAnimNow || torsCurrent!=bodyCurrent))
{
torsMatchBodyFrame = true;
animCurrent = bodyCurrent;
}
if (animSync && bodyPlay && !torsPlay && torsOnAnimNow && (!bodyOnAnimNow || bodyCurrent!=torsCurrent))
{
bodyMatchTorsFrame = true;
animCurrent = torsCurrent;
}
// If Already Doing These Exact Parameters, Then Don't Play
//----------------------------------------------------------
if (!animRestart)
{
torsPlay &= !(torsOnAnimNow && torsSpeed==animSpeed && !torsMatchBodyFrame);
bodyPlay &= !(bodyOnAnimNow && bodySpeed==animSpeed && !bodyMatchTorsFrame);
}
#ifndef FINAL_BUILD
if ((cg_debugAnim.integer==3) || // 3 = do everyone
(cg_debugAnim.integer==1 && gent->s.number==0) || // 1 = only the player
(cg_debugAnim.integer==2 && gent->s.number!=0) || // 2 = only everyone else
(cg_debugAnim.integer==4 && gent->s.number!=cg_debugAnimTarget.integer) // 4 = specific entnum
)
{
if (bodyPlay || torsPlay)
{
char* entName = gent->targetname;
char* location;
// Select Entity Name
//--------------------
if (!entName || !entName[0])
{
entName = gent->NPC_targetname;
}
if (!entName || !entName[0])
{
entName = gent->NPC_type;
}
if (!entName || !entName[0])
{
entName = gent->classname;
}
if (!entName || !entName[0])
{
entName = "UNKNOWN";
}
// Select Play Location
//----------------------
if (bodyPlay && torsPlay)
{
location = "BOTH ";
}
else if (bodyPlay)
{
location = "LEGS ";
}
else
{
location = "TORSO";
}
// Print It!
//-----------
Com_Printf("[%10d] ent[%3d-%18s] %s anim[%3d] - %s\n",
actualTime,
gent->s.number,
entName,
location,
anim,
animTable[anim].name );
}
}
#endif
// PLAY ON THE TORSO
//========================
if (torsPlay)
{
*torsoAnim = anim;
float oldAnimCurrent = animCurrent;
if (animCurrent!=bodyCurrent && torsOnAnimNow && !animRestart && !torsMatchBodyFrame)
{
animCurrent = torsCurrent;
}
gi.G2API_SetAnimIndex(&gent->ghoul2[gent->playerModel], curAnim.glaIndex);
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], torsBone,
animStart,
animEnd,
(torsOnAnimNow && !animRestart)?(animFlags&~BONE_ANIM_BLEND):(animFlags),
animSpeed,
actualTime,
animCurrent,
blendTime);
if (gent->motionBone!=-1)
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone,
animStart,
animEnd,
(torsOnAnimNow && !animRestart)?(animFlags&~BONE_ANIM_BLEND):(animFlags),
animSpeed,
actualTime,
animCurrent,
blendTime);
}
animCurrent = oldAnimCurrent;
// If This Animation Is To Be Locked And Held, Calculate The Duration And Set The Timer
//--------------------------------------------------------------------------------------
if (animHold || animHoldless)
{
PM_SetTorsoAnimTimer(gent, torsoAnimTimer, animHoldMSec);
}
}
// PLAY ON THE WHOLE BODY
//========================
if (bodyPlay)
{
*legsAnim = anim;
if (bodyOnAnimNow && !animRestart && !bodyMatchTorsFrame)
{
animCurrent = bodyCurrent;
}
gi.G2API_SetAnimIndex(&gent->ghoul2[gent->playerModel], curAnim.glaIndex);
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], bodyBone,
animStart,
animEnd,
(bodyOnAnimNow && !animRestart)?(animFlags&~BONE_ANIM_BLEND):(animFlags),
animSpeed,
actualTime,
animCurrent,
blendTime);
// If This Animation Is To Be Locked And Held, Calculate The Duration And Set The Timer
//--------------------------------------------------------------------------------------
if (animHold || animHoldless)
{
PM_SetLegsAnimTimer(gent, legsAnimTimer, animHoldMSec);
}
}
// PRINT SOME DEBUG TEXT OF EXISTING VALUES
//==========================================
if (false)
{
gi.Printf("PLAYANIM: (%3d) Speed(%4.2f) ", anim, animSpeed);
if (bodyAnimating)
{
gi.Printf("BODY: (%4.2f) (%4.2f) ", bodyCurrent, bodySpeed);
}
else
{
gi.Printf(" ");
}
if (torsAnimating)
{
gi.Printf("TORS: (%4.2f) (%4.2f)\n", torsCurrent, torsSpeed);
}
else
{
gi.Printf("\n");
}
}
}
void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime)
{ // FIXME : once torsoAnim and legsAnim are in the same structure for NPC and Players
// rename PM_SetAnimFinal to PM_SetAnim and have both NPC and Players call PM_SetAnim
if ( pm->ps->pm_type >= PM_DEAD )
{//FIXME: sometimes we'll want to set anims when your dead... twitches, impacts, etc.
return;
}
if ( pm->gent == NULL )
{
return;
}
if ( !pm->gent || pm->gent->health > 0 )
{//don't lock anims if the guy is dead
if ( pm->ps->torsoAnimTimer
&& PM_LockedAnim( pm->ps->torsoAnim )
&& !PM_LockedAnim( anim ) )
{//nothing can override these special anims
setAnimParts &= ~SETANIM_TORSO;
}
if ( pm->ps->legsAnimTimer
&& PM_LockedAnim( pm->ps->legsAnim )
&& !PM_LockedAnim( anim ) )
{//nothing can override these special anims
setAnimParts &= ~SETANIM_LEGS;
}
}
if ( !setAnimParts )
{
return;
}
if (setAnimFlags&SETANIM_FLAG_OVERRIDE)
{
// pm->ps->animationTimer = 0;
if (setAnimParts & SETANIM_TORSO)
{
if( (setAnimFlags & SETANIM_FLAG_RESTART) || pm->ps->torsoAnim != anim )
{
PM_SetTorsoAnimTimer( pm->gent, &pm->ps->torsoAnimTimer, 0 );
}
}
if (setAnimParts & SETANIM_LEGS)
{
if( (setAnimFlags & SETANIM_FLAG_RESTART) || pm->ps->legsAnim != anim )
{
PM_SetLegsAnimTimer( pm->gent, &pm->ps->legsAnimTimer, 0 );
}
}
}
PM_SetAnimFinal(&pm->ps->torsoAnim,&pm->ps->legsAnim,setAnimParts,anim,setAnimFlags,&pm->ps->torsoAnimTimer,&pm->ps->legsAnimTimer,&g_entities[pm->ps->clientNum],blendTime);//was pm->gent
}
bool TorsoAgainstWindTest( gentity_t* ent )
{
if (ent&&//valid ent
ent->client&&//a client
(ent->client->ps.weapon!=WP_SABER||ent->client->ps.saberMove==LS_READY)&&//either not holding a saber or the saber is in the ready pose
(ent->s.number<MAX_CLIENTS||G_ControlledByPlayer(ent)) &&
gi.WE_GetWindGusting(ent->currentOrigin) &&
gi.WE_IsOutside(ent->currentOrigin) )
{
if (Q_stricmp(level.mapname, "t2_wedge")!=0)
{
vec3_t fwd;
vec3_t windDir;
if (gi.WE_GetWindVector(windDir, ent->currentOrigin))
{
VectorScale(windDir, -1.0f, windDir);
AngleVectors(pm->gent->currentAngles, fwd, 0, 0);
if (DotProduct(fwd, windDir)>0.65f)
{
if (ent->client && ent->client->ps.torsoAnim!=BOTH_WIND)
{
NPC_SetAnim(ent, SETANIM_TORSO, BOTH_WIND, SETANIM_FLAG_NORMAL, 400);
}
return true;
}
}
}
}
return false;
}
/*
-------------------------
PM_TorsoAnimLightsaber
-------------------------
*/
// Note that this function is intended to set the animation for the player, but
// only does idle-ish anims. Anything that has a timer associated, such as attacks and blocks,
// are set by PM_WeaponLightsaber()
extern Vehicle_t *G_IsRidingVehicle( gentity_t *pEnt );
extern qboolean PM_LandingAnim( int anim );
extern qboolean PM_JumpingAnim( int anim );
qboolean PM_InCartwheel( int anim );
void PM_TorsoAnimLightsaber()
{
// *********************************************************
// WEAPON_READY
// *********************************************************
if ( pm->ps->forcePowersActive&(1<<FP_GRIP) && pm->ps->forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//holding an enemy aloft with force-grip
return;
}
if ( pm->ps->forcePowersActive&(1<<FP_LIGHTNING) && pm->ps->forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
{//lightning
return;
}
if ( pm->ps->forcePowersActive&(1<<FP_DRAIN) )
{//drain
return;
}
if ( pm->ps->saber[0].blade[0].active
&& pm->ps->saber[0].blade[0].length < 3
&& !(pm->ps->saberEventFlags&SEF_HITWALL)
&& pm->ps->weaponstate == WEAPON_RAISING )
{
if (!G_IsRidingVehicle(pm->gent))
{
PM_SetSaberMove(LS_DRAW);
}
return;
}
else if ( !pm->ps->SaberActive() && pm->ps->SaberLength() )
{
if (!G_IsRidingVehicle(pm->gent))
{
PM_SetSaberMove(LS_PUTAWAY);
}
return;
}
if (pm->ps->weaponTime > 0)
{ // weapon is already busy.
if ( pm->ps->torsoAnim == BOTH_TOSS1
|| pm->ps->torsoAnim == BOTH_TOSS2 )
{//in toss
if ( !pm->ps->torsoAnimTimer )
{//weird, get out of it, I guess
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
}
return;
}
if ( pm->ps->weaponstate == WEAPON_READY ||
pm->ps->weaponstate == WEAPON_CHARGING ||
pm->ps->weaponstate == WEAPON_CHARGING_ALT )
{//ready
if ( pm->ps->weapon == WP_SABER && (pm->ps->SaberLength()) )
{//saber is on
// Select the proper idle Lightsaber attack move from the chart.
if (pm->ps->saberMove > LS_READY && pm->ps->saberMove < LS_MOVE_MAX)
{
PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle);
}
else
{
if ( PM_JumpingAnim( pm->ps->legsAnim )
|| PM_LandingAnim( pm->ps->legsAnim )
|| PM_InCartwheel( pm->ps->legsAnim )
|| PM_FlippingAnim( pm->ps->legsAnim ))
{
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
{//using something
if ( !pm->ps->useTime )
{//stopped holding it, release
PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}//else still holding, leave it as it is
}
else
{
if ( (PM_RunningAnim( pm->ps->legsAnim )
|| pm->ps->legsAnim == BOTH_WALK_STAFF
|| pm->ps->legsAnim == BOTH_WALK_DUAL
|| pm->ps->legsAnim == BOTH_WALKBACK_STAFF
|| pm->ps->legsAnim == BOTH_WALKBACK_DUAL )
&& pm->ps->saberBlockingTime < cg.time )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetSaberMove(LS_READY);
}
}
}
}
/*
if ( PM_JumpingAnim( pm->ps->legsAnim )
|| PM_LandingAnim( pm->ps->legsAnim )
|| PM_InCartwheel( pm->ps->legsAnim )
|| PM_FlippingAnim( pm->ps->legsAnim ))
{//jumping, landing cartwheel, flipping
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetSaberMove( LS_READY );
}
*/
}
else if (TorsoAgainstWindTest(pm->gent))
{
}
else if( pm->ps->legsAnim == BOTH_RUN1 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN1,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_RUN2 )//&& pm->ps->saberAnimLevel != SS_STAFF )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_RUN_STAFF )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN_STAFF,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_RUN_DUAL )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN_DUAL,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_WALK1 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK1,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_WALK2 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK2,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_WALK_STAFF )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK_STAFF,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_WALK_DUAL )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK_DUAL,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_CROUCH1IDLE && pm->ps->clientNum != 0 )//player falls through
{
//??? Why nothing? What if you were running???
//PM_SetAnim(pm,SETANIM_TORSO,BOTH_CROUCH1IDLE,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_JUMP1 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_JUMP1,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else
{//Used to default to both_stand1 which is an arms-down anim
// PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONREADY1
// Select the next proper pose for the lightsaber assuming that there are no attacks.
if (pm->ps->saberMove > LS_READY && pm->ps->saberMove < LS_MOVE_MAX)
{
PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle);
}
else
{
if ( PM_JumpingAnim( pm->ps->legsAnim )
|| PM_LandingAnim( pm->ps->legsAnim )
|| PM_InCartwheel( pm->ps->legsAnim )
|| PM_FlippingAnim( pm->ps->legsAnim ))
{
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
{//using something
if ( !pm->ps->useTime )
{//stopped holding it, release
PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}//else still holding, leave it as it is
}
else
{
PM_SetSaberMove(LS_READY);
}
}
}
}
}
// *********************************************************
// WEAPON_IDLE
// *********************************************************
else if ( pm->ps->weaponstate == WEAPON_IDLE )
{
if (TorsoAgainstWindTest(pm->gent))
{
}
else if( pm->ps->legsAnim == BOTH_GUARD_LOOKAROUND1 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_LOOKAROUND1,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_GUARD_IDLE1 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_IDLE1,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_STAND1IDLE1
|| pm->ps->legsAnim == BOTH_STAND2IDLE1
|| pm->ps->legsAnim == BOTH_STAND2IDLE2
|| pm->ps->legsAnim == BOTH_STAND3IDLE1
|| pm->ps->legsAnim == BOTH_STAND5IDLE1 )
{
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_STAND2TO4 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2TO4,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_STAND4TO2 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4TO2,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_STAND4 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else
{
// This is now set in SetSaberMove.
// Idle for Lightsaber
if ( pm->gent && pm->gent->client )
{
// pm->gent->client->saberTrail.inAction = qfalse;
}
qboolean saberInAir = qtrue;
if ( pm->ps->saberInFlight )
{//guiding saber
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're stuck in a broken parry
saberInAir = qfalse;
}
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
}
if ( pm->ps->saberInFlight
&& saberInAir
&& (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
{
if ( !PM_ForceAnim( pm->ps->torsoAnim )
|| pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
|| !pm->ps->torsoAnimTimer )
{
PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
else
{//saber is on
// Idle for Lightsaber
if ( pm->gent && pm->gent->client )
{
if ( !G_InCinematicSaberAnim( pm->gent ) )
{
pm->gent->client->ps.SaberDeactivateTrail( 0 );
}
}
// Idle for idle/ready Lightsaber
// PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONIDLE1
// Select the proper idle Lightsaber attack move from the chart.
if (pm->ps->saberMove > LS_READY && pm->ps->saberMove < LS_MOVE_MAX)
{
PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle);
}
else
{
if ( PM_JumpingAnim( pm->ps->legsAnim )
|| PM_LandingAnim( pm->ps->legsAnim )
|| PM_InCartwheel( pm->ps->legsAnim )
|| PM_FlippingAnim( pm->ps->legsAnim ))
{
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
{//using something
if ( !pm->ps->useTime )
{//stopped holding it, release
PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}//else still holding, leave it as it is
}
else
{
if ( (PM_RunningAnim( pm->ps->legsAnim )
|| pm->ps->legsAnim == BOTH_WALK_STAFF
|| pm->ps->legsAnim == BOTH_WALK_DUAL
|| pm->ps->legsAnim == BOTH_WALKBACK_STAFF
|| pm->ps->legsAnim == BOTH_WALKBACK_DUAL )
&& pm->ps->saberBlockingTime < cg.time )
{//running w/1-handed weapon uses full-body anim
int setFlags = SETANIM_FLAG_NORMAL;
if ( PM_LandingAnim( pm->ps->torsoAnim ) )
{
setFlags = SETANIM_FLAG_OVERRIDE;
}
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,setFlags);
}
else
{
PM_SetSaberMove(LS_READY);
}
}
}
}
}
}
}
}
/*
-------------------------
PM_TorsoAnimation
-------------------------
*/
void PM_TorsoAnimation( void )
{//FIXME: Write a much smarter and more appropriate anim picking routine logic...
// int oldAnim;
if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
{//in knockdown
return;
}
if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
{
return;
}
if ( (pm->ps->eFlags&EF_FORCE_DRAINED) )
{//being drained
//PM_SetAnim( pm, SETANIM_TORSO, BOTH_HUGGEE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
return;
}
if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN))
&& pm->ps->forceDrainEntityNum < ENTITYNUM_WORLD )
{//draining
//PM_SetAnim( pm, SETANIM_TORSO, BOTH_HUGGER1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
return;
}
if( pm->gent && pm->gent->NPC && (pm->gent->NPC->scriptFlags & SCF_FORCED_MARCH) )
{
return;
}
if(pm->gent != NULL && pm->gent->client)
{
pm->gent->client->renderInfo.torsoFpsMod = 1.0f;
}
if ( pm->gent && pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
{
if ( pm->gent->owner && pm->gent->owner->e_UseFunc == useF_emplaced_gun_use )//ugly way to tell, but...
{//full body
PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
}
else
{//torso
PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
}
return;
}
/* else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE && pm->ps->clientNum < MAX_CLIENTS && (m_pVehicleInfo[((CVehicleNPC *)pm->gent->NPC)->m_iVehicleTypeID].numHands == 2 || g_speederControlScheme->value == 2) )
{//can't look around
PM_SetAnim(pm,SETANIM_TORSO,m_pVehicleInfo[((CVehicleNPC *)pm->gent->NPC)->m_iVehicleTypeID].riderAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
return;
}*/
if ( pm->ps->taunting > level.time )
{
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA )
{
PM_SetAnim(pm,SETANIM_BOTH,BOTH_ALORA_TAUNT,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
}
else if ( pm->ps->weapon == WP_SABER && pm->ps->saberAnimLevel == SS_DUAL && PM_HasAnimation( pm->gent, BOTH_DUAL_TAUNT ) )
{
PM_SetAnim(pm,SETANIM_BOTH,BOTH_DUAL_TAUNT,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
}
else if ( pm->ps->weapon == WP_SABER
&& pm->ps->saberAnimLevel == SS_STAFF )//pm->ps->saber[0].type == SABER_STAFF )
{//turn on the blades
if ( PM_HasAnimation( pm->gent, BOTH_STAFF_TAUNT ) )
{
PM_SetAnim(pm,SETANIM_BOTH,BOTH_STAFF_TAUNT,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
}
/*
else
{
if ( !pm->ps->saber[0].blade[0].active )
{//first blade is off
//turn it on
pm->ps->SaberBladeActivate( 0, 0, qtrue );
if ( !pm->ps->saber[0].blade[1].active )
{//second blade is also off, extend time of this taunt so we have enough time to turn them both on
pm->ps->taunting = level.time + 3000;
}
}
else if ( (pm->ps->taunting - level.time) < 1500 )
{//only 1500ms left in taunt
if ( !pm->ps->saber[0].blade[1].active )
{//second blade is off
//turn it on
pm->ps->SaberBladeActivate( 0, 1, qtrue );
}
}
//pose
PM_SetAnim(pm,SETANIM_BOTH,BOTH_SABERSTAFF_STANCE,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
pm->ps->torsoAnimTimer = pm->ps->legsAnimTimer = (pm->ps->taunting - level.time);
}
*/
}
else if ( PM_HasAnimation( pm->gent, BOTH_GESTURE1 ) )
{
PM_SetAnim(pm,SETANIM_BOTH,BOTH_GESTURE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
pm->gent->client->ps.SaberActivateTrail( 100 );
//FIXME: will this reset?
//FIXME: force-control (yellow glow) effect on hand and saber?
}
else
{
//PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE1,SETANIM_FLAG_NORMAL);
}
return;
}
if (pm->ps->weapon == WP_SABER ) // WP_LIGHTSABER
{
qboolean saberInAir = qfalse;
if ( pm->ps->SaberLength() && !pm->ps->saberInFlight )
{
PM_TorsoAnimLightsaber();
}
else
{
if ( pm->ps->forcePowersActive&(1<<FP_GRIP) && pm->ps->forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//holding an enemy aloft with force-grip
return;
}
if ( pm->ps->forcePowersActive&(1<<FP_LIGHTNING) && pm->ps->forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
{//lightning
return;
}
if ( pm->ps->forcePowersActive&(1<<FP_DRAIN) )
{//drain
return;
}
saberInAir = qtrue;
if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
{//we're stuck in a broken parry
PM_TorsoAnimLightsaber();
}
else
{
if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground and we're not trying to pull it back
saberInAir = qfalse;
}
}
if ( pm->ps->saberInFlight
&& saberInAir
&& (!pm->ps->dualSabers //not using 2 sabers
|| !pm->ps->saber[1].Active() //left one off
|| pm->ps->torsoAnim == BOTH_SABERDUAL_STANCE//not attacking
|| pm->ps->torsoAnim == BOTH_SABERPULL//not attacking
|| pm->ps->torsoAnim == BOTH_STAND1//not attacking
|| PM_RunningAnim( pm->ps->torsoAnim ) //not attacking
|| PM_WalkingAnim( pm->ps->torsoAnim ) //not attacking
|| PM_JumpingAnim( pm->ps->torsoAnim )//not attacking
|| PM_SwimmingAnim( pm->ps->torsoAnim ) )//not attacking
)
{
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
|| !pm->ps->torsoAnimTimer )
{
PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
else
{
if ( PM_InSlopeAnim( pm->ps->legsAnim ) )
{//HMM... this probably breaks the saber putaway and select anims
if ( pm->ps->SaberLength() > 0 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
else
{
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
{//using something
if ( !pm->ps->useTime )
{//stopped holding it, release
PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}//else still holding, leave it as it is
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
}
}
}
}
if (pm->ps->weaponTime<= 0 && (pm->ps->saberMove==LS_READY || pm->ps->SaberLength()==0) && !saberInAir)
{
TorsoAgainstWindTest(pm->gent);
}
return;
}
if ( PM_ForceAnim( pm->ps->torsoAnim )
&& pm->ps->torsoAnimTimer > 0 )
{//in a force anim, don't do a stand anim
return;
}
qboolean weaponBusy = qfalse;
if ( pm->ps->weapon == WP_NONE )
{
weaponBusy = qfalse;
}
else if ( pm->ps->weaponstate == WEAPON_FIRING || pm->ps->weaponstate == WEAPON_CHARGING || pm->ps->weaponstate == WEAPON_CHARGING_ALT )
{
weaponBusy = qtrue;
}
else if ( pm->ps->lastShotTime > level.time - 3000 )
{
weaponBusy = qtrue;
}
else if ( pm->ps->weaponTime > 0 )
{
weaponBusy = qtrue;
}
else if ( pm->gent && pm->gent->client->fireDelay > 0 )
{
weaponBusy = qtrue;
}
else if ( TorsoAgainstWindTest(pm->gent) )
{
return;
}
else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.zoomTime > cg.time - 5000 )
{//if we used binoculars recently, aim weapon
weaponBusy = qtrue;
pm->ps->weaponstate = WEAPON_IDLE;
}
else if ( pm->ps->pm_flags & PMF_DUCKED )
{//ducking is considered on alert... plus looks stupid to have arms hanging down when crouched
weaponBusy = qtrue;
}
if ( pm->ps->weapon == WP_NONE ||
pm->ps->weaponstate == WEAPON_READY ||
pm->ps->weaponstate == WEAPON_CHARGING ||
pm->ps->weaponstate == WEAPON_CHARGING_ALT )
{
if ( pm->ps->weapon == WP_SABER && pm->ps->SaberLength() )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONREADY1
}
else if( pm->ps->legsAnim == BOTH_RUN1 && !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN1,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_RUN2 && !weaponBusy )//&& pm->ps->saberAnimLevel != SS_STAFF )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_RUN4 && !weaponBusy )//&& pm->ps->saberAnimLevel != SS_STAFF )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN4,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_RUN_STAFF && !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN_STAFF,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_RUN_DUAL && !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN_DUAL,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_WALK1 && !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK1,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_WALK2 && !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK2,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_WALK_STAFF && !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK_STAFF,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_WALK_DUAL&& !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK_DUAL,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_CROUCH1IDLE && pm->ps->clientNum != 0 )//player falls through
{
//??? Why nothing? What if you were running???
//PM_SetAnim(pm,SETANIM_TORSO,BOTH_CROUCH1IDLE,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_JUMP1 && !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_JUMP1,SETANIM_FLAG_NORMAL, 100); // Only blend over 100ms
}
else if( pm->ps->legsAnim == BOTH_SWIM_IDLE1 && !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_SWIMFORWARD && !weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL);
}
else if ( pm->ps->weapon == WP_NONE )
{
int legsAnim = pm->ps->legsAnim;
/*
if ( PM_RollingAnim( legsAnim ) ||
PM_FlippingAnim( legsAnim ) ||
PM_JumpingAnim( legsAnim ) ||
PM_PainAnim( legsAnim ) ||
PM_SwimmingAnim( legsAnim ) )
*/
{
PM_SetAnim(pm, SETANIM_TORSO, legsAnim, SETANIM_FLAG_NORMAL );
}
}
else
{//Used to default to both_stand1 which is an arms-down anim
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
{//using something
if ( !pm->ps->useTime )
{//stopped holding it, release
PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}//else still holding, leave it as it is
}
else if ( pm->gent != NULL
&& (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent))
&& pm->ps->weaponstate != WEAPON_CHARGING
&& pm->ps->weaponstate != WEAPON_CHARGING_ALT )
{//PLayer- temp hack for weapon frame
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
{//ignore
}
else if ( pm->ps->weapon == WP_MELEE )
{//hehe
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
else if ( PM_InSpecialJump( pm->ps->legsAnim ) )
{//use legs anim
//FIXME: or just use whatever's currently playing?
//PM_SetAnim( pm, SETANIM_TORSO, pm->ps->legsAnim, SETANIM_FLAG_NORMAL );
}
else
{
switch(pm->ps->weapon)
{
// ********************************************************
case WP_SABER: // WP_LIGHTSABER
// Ready pose for Lightsaber
// PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONREADY1
// Select the next proper pose for the lightsaber assuming that there are no attacks.
if (pm->ps->saberMove > LS_NONE && pm->ps->saberMove < LS_MOVE_MAX)
{
PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle);
}
break;
// ********************************************************
case WP_BRYAR_PISTOL:
//FIXME: if recently fired, hold the ready!
if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
}
else if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
}
break;
case WP_BLASTER_PISTOL:
if ( pm->gent
&& pm->gent->weaponModel[1] > 0 )
{//dual pistols
if ( weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUNSIT1,SETANIM_FLAG_NORMAL);
}
else if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL);
}
}
else
{//single pistols
if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
}
else if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
}
}
break;
case WP_NONE:
//NOTE: should never get here
break;
case WP_MELEE:
if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
{//ignore
}
else if ( pm->gent && pm->gent->client && !PM_DroidMelee( pm->gent->client->NPC_class ) )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
break;
case WP_TUSKEN_STAFF:
if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm, SETANIM_TORSO, BOTH_STAND3, SETANIM_FLAG_NORMAL);
}
break;
case WP_NOGHRI_STICK:
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
//PM_SetAnim(pm,SETANIM_LEGS,BOTH_ATTACK2,SETANIM_FLAG_NORMAL);
break;
case WP_BLASTER:
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
//PM_SetAnim(pm,SETANIM_LEGS,BOTH_ATTACK2,SETANIM_FLAG_NORMAL);
break;
case WP_DISRUPTOR:
case WP_TUSKEN_RIFLE:
if ( (pm->ps->weaponstate != WEAPON_FIRING
&& pm->ps->weaponstate != WEAPON_CHARGING
&& pm->ps->weaponstate != WEAPON_CHARGING_ALT)
|| PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running sniper weapon uses normal ready
if ( pm->ps->clientNum )
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
}
}
else
{
if ( pm->ps->clientNum )
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//TORSO_WEAPONREADY4//SETANIM_FLAG_RESTART|
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_NORMAL );
}
}
break;
case WP_BOT_LASER:
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
case WP_THERMAL:
if ( pm->ps->weaponstate != WEAPON_FIRING
&& pm->ps->weaponstate != WEAPON_CHARGING
&& pm->ps->weaponstate != WEAPON_CHARGING_ALT
&& (PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim )) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && (pm->ps->weaponstate == WEAPON_CHARGING || pm->ps->weaponstate == WEAPON_CHARGING_ALT) )
{//player pulling back to throw
if ( PM_StandingAnim( pm->ps->legsAnim ) )
{
PM_SetAnim( pm, SETANIM_LEGS, BOTH_THERMAL_READY, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else if ( pm->ps->legsAnim == BOTH_THERMAL_READY )
{//sigh... hold it so pm_footsteps doesn't override
if ( pm->ps->legsAnimTimer < 100 )
{
pm->ps->legsAnimTimer = 100;
}
}
PM_SetAnim( pm, SETANIM_TORSO, BOTH_THERMAL_READY, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else
{
if ( weaponBusy )
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY10, SETANIM_FLAG_NORMAL );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL );
}
}
}
break;
case WP_REPEATER:
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{//
if ( pm->gent->alt_fire )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL);
}
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
}
break;
case WP_TRIP_MINE:
case WP_DET_PACK:
if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
if ( weaponBusy )
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL );
}
}
break;
default:
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
break;
}
}
}
}
else if ( pm->ps->weaponstate == WEAPON_IDLE )
{
if( pm->ps->legsAnim == BOTH_GUARD_LOOKAROUND1 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_LOOKAROUND1,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_GUARD_IDLE1 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_IDLE1,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_STAND1IDLE1
|| pm->ps->legsAnim == BOTH_STAND2IDLE1
|| pm->ps->legsAnim == BOTH_STAND2IDLE2
|| pm->ps->legsAnim == BOTH_STAND3IDLE1
|| pm->ps->legsAnim == BOTH_STAND5IDLE1 )
{
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
pm->ps->saberMove = LS_READY;
}
else if( pm->ps->legsAnim == BOTH_STAND2TO4 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2TO4,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_STAND4TO2 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4TO2,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_STAND4 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_SWIM_IDLE1 )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
}
else if( pm->ps->legsAnim == BOTH_SWIMFORWARD )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL);
}
else if ( PM_InSpecialJump( pm->ps->legsAnim ) )
{//use legs anim
//FIXME: or just use whatever's currently playing?
//PM_SetAnim( pm, SETANIM_TORSO, pm->ps->legsAnim, SETANIM_FLAG_NORMAL );
}
else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
{//using something
if ( !pm->ps->useTime )
{//stopped holding it, release
PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}//else still holding, leave it as it is
}
else
{
if ( !weaponBusy
&& pm->ps->weapon != WP_BOWCASTER
&& pm->ps->weapon != WP_REPEATER
&& pm->ps->weapon != WP_FLECHETTE
&& pm->ps->weapon != WP_ROCKET_LAUNCHER
&& pm->ps->weapon != WP_CONCUSSION
&& ( PM_RunningAnim( pm->ps->legsAnim )
|| (PM_WalkingAnim( pm->ps->legsAnim ) && (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()))
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) ) )
{//running w/1-handed or light 2-handed weapon uses full-body anim if you're not using the weapon right now
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
switch ( pm->ps->weapon )
{
// ********************************************************
case WP_SABER: // WP_LIGHTSABER
// Shouldn't get here, should go to TorsoAnimLightsaber
break;
// ********************************************************
case WP_BRYAR_PISTOL:
if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
}
else if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL);
}
break;
case WP_BLASTER_PISTOL:
if ( pm->gent
&& pm->gent->weaponModel[1] > 0 )
{//dual pistols
if ( weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUNSIT1,SETANIM_FLAG_NORMAL);
}
else if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
else
{//single pistols
if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
}
else if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL);
}
}
break;
case WP_NONE:
//NOTE: should never get here
break;
case WP_MELEE:
if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
{//ignore
}
else if ( pm->gent && pm->gent->client && !PM_DroidMelee( pm->gent->client->NPC_class ) )
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
}
}
break;
case WP_TUSKEN_STAFF:
if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm, SETANIM_TORSO, BOTH_STAND3, SETANIM_FLAG_NORMAL);
}
break;
case WP_NOGHRI_STICK:
if ( weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
}
break;
case WP_BLASTER:
if ( weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
}
break;
case WP_DISRUPTOR:
case WP_TUSKEN_RIFLE:
if ( (pm->ps->weaponstate != WEAPON_FIRING
&& pm->ps->weaponstate != WEAPON_CHARGING
&& pm->ps->weaponstate != WEAPON_CHARGING_ALT)
|| PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running sniper weapon uses normal ready
if ( pm->ps->clientNum )
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
}
}
else
{
if ( pm->ps->clientNum )
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_NORMAL );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_NORMAL );
}
}
break;
case WP_BOT_LASER:
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
break;
case WP_THERMAL:
if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
if ( weaponBusy )
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONIDLE10, SETANIM_FLAG_NORMAL );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL );
}
}
break;
case WP_REPEATER:
if ( weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
}
break;
case WP_TRIP_MINE:
case WP_DET_PACK:
if ( PM_RunningAnim( pm->ps->legsAnim )
|| PM_WalkingAnim( pm->ps->legsAnim )
|| PM_JumpingAnim( pm->ps->legsAnim )
|| PM_SwimmingAnim( pm->ps->legsAnim ) )
{//running w/1-handed weapon uses full-body anim
PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
}
else
{
if ( weaponBusy )
{
PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONIDLE3, SETANIM_FLAG_NORMAL );
}
else
{
PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL );
}
}
break;
default:
if ( weaponBusy )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
}
break;
}
}
}
}
}
//=========================================================================
// Anim checking utils
//=========================================================================
int PM_GetTurnAnim( gentity_t *gent, int anim )
{
if ( !gent )
{
return -1;
}
switch( anim )
{
case BOTH_STAND1: //# Standing idle: no weapon: hands down
case BOTH_STAND1IDLE1: //# Random standing idle
case BOTH_STAND2: //# Standing idle with a weapon
case BOTH_SABERFAST_STANCE:
case BOTH_SABERSLOW_STANCE:
case BOTH_STAND2IDLE1: //# Random standing idle
case BOTH_STAND2IDLE2: //# Random standing idle
case BOTH_STAND3: //# Standing hands behind back: at ease: etc.
case BOTH_STAND3IDLE1: //# Random standing idle
case BOTH_STAND4: //# two handed: gun down: relaxed stand
case BOTH_STAND5: //# standing idle, no weapon, hand down, back straight
case BOTH_STAND5IDLE1: //# Random standing idle
case BOTH_STAND6: //# one handed: gun at side: relaxed stand
case BOTH_STAND2TO4: //# Transition from stand2 to stand4
case BOTH_STAND4TO2: //# Transition from stand4 to stand2
case BOTH_GESTURE1: //# Generic gesture: non-specific
case BOTH_GESTURE2: //# Generic gesture: non-specific
case BOTH_TALK1: //# Generic talk anim
case BOTH_TALK2: //# Generic talk anim
if ( PM_HasAnimation( gent, LEGS_TURN1 ) )
{
return LEGS_TURN1;
}
else
{
return -1;
}
break;
case BOTH_ATTACK1: //# Attack with generic 1-handed weapon
case BOTH_ATTACK2: //# Attack with generic 2-handed weapon
case BOTH_ATTACK3: //# Attack with heavy 2-handed weapon
case BOTH_ATTACK4: //# Attack with ???
case BOTH_MELEE1: //# First melee attack
case BOTH_MELEE2: //# Second melee attack
case BOTH_GUARD_LOOKAROUND1: //# Cradling weapon and looking around
case BOTH_GUARD_IDLE1: //# Cradling weapon and standing
if ( PM_HasAnimation( gent, LEGS_TURN2 ) )
{
return LEGS_TURN2;
}
else
{
return -1;
}
break;
default:
return -1;
break;
}
}
int PM_TurnAnimForLegsAnim( gentity_t *gent, int anim )
{
if ( !gent )
{
return -1;
}
switch( anim )
{
case BOTH_STAND1: //# Standing idle: no weapon: hands down
case BOTH_STAND1IDLE1: //# Random standing idle
if ( PM_HasAnimation( gent, BOTH_TURNSTAND1 ) )
{
return BOTH_TURNSTAND1;
}
else
{
return -1;
}
break;
case BOTH_STAND2: //# Standing idle with a weapon
case BOTH_SABERFAST_STANCE:
case BOTH_SABERSLOW_STANCE:
case BOTH_STAND2IDLE1: //# Random standing idle
case BOTH_STAND2IDLE2: //# Random standing idle
if ( PM_HasAnimation( gent, BOTH_TURNSTAND2 ) )
{
return BOTH_TURNSTAND2;
}
else
{
return -1;
}
break;
case BOTH_STAND3: //# Standing hands behind back: at ease: etc.
case BOTH_STAND3IDLE1: //# Random standing idle
if ( PM_HasAnimation( gent, BOTH_TURNSTAND3 ) )
{
return BOTH_TURNSTAND3;
}
else
{
return -1;
}
break;
case BOTH_STAND4: //# two handed: gun down: relaxed stand
if ( PM_HasAnimation( gent, BOTH_TURNSTAND4 ) )
{
return BOTH_TURNSTAND4;
}
else
{
return -1;
}
break;
case BOTH_STAND5: //# standing idle, no weapon, hand down, back straight
case BOTH_STAND5IDLE1: //# Random standing idle
if ( PM_HasAnimation( gent, BOTH_TURNSTAND5 ) )
{
return BOTH_TURNSTAND5;
}
else
{
return -1;
}
break;
case BOTH_CROUCH1: //# Transition from standing to crouch
case BOTH_CROUCH1IDLE: //# Crouching idle
/*
case BOTH_UNCROUCH1: //# Transition from crouch to standing
case BOTH_CROUCH2TOSTAND1: //# going from crouch2 to stand1
case BOTH_CROUCH3: //# Desann crouching down to Kyle (cin 9)
case BOTH_UNCROUCH3: //# Desann uncrouching down to Kyle (cin 9)
case BOTH_CROUCH4: //# Slower version of crouch1 for cinematics
case BOTH_UNCROUCH4: //# Slower version of uncrouch1 for cinematics
*/
if ( PM_HasAnimation( gent, BOTH_TURNCROUCH1 ) )
{
return BOTH_TURNCROUCH1;
}
else
{
return -1;
}
break;
default:
return -1;
break;
}
}
qboolean PM_InOnGroundAnim ( playerState_t *ps )
{
switch( ps->legsAnim )
{
case BOTH_DEAD1:
case BOTH_DEAD2:
case BOTH_DEAD3:
case BOTH_DEAD4:
case BOTH_DEAD5:
case BOTH_DEADFORWARD1:
case BOTH_DEADBACKWARD1:
case BOTH_DEADFORWARD2:
case BOTH_DEADBACKWARD2:
case BOTH_LYINGDEATH1:
case BOTH_LYINGDEAD1:
case BOTH_SLEEP1: //# laying on back-rknee up-rhand on torso
return qtrue;
break;
case BOTH_KNOCKDOWN1: //#
case BOTH_KNOCKDOWN2: //#
case BOTH_KNOCKDOWN3: //#
case BOTH_KNOCKDOWN4: //#
case BOTH_KNOCKDOWN5: //#
case BOTH_LK_DL_ST_T_SB_1_L:
case BOTH_RELEASED:
if ( ps->legsAnimTimer < 500 )
{//pretty much horizontal by this point
return qtrue;
}
break;
case BOTH_PLAYER_PA_3_FLY:
if ( ps->legsAnimTimer < 300 )
{//pretty much horizontal by this point
return qtrue;
}
/*
else if ( ps->clientNum < MAX_CLIENTS
&& ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
{
return qtrue;
}
*/
break;
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_GETUP_CROUCH_F1:
case BOTH_GETUP_CROUCH_B1:
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
case BOTH_FORCE_GETUP_B6:
if ( ps->legsAnimTimer > PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim )-400 )
{//still pretty much horizontal at this point
return qtrue;
}
break;
}
return qfalse;
}
qboolean PM_InSpecialDeathAnim( int anim )
{
switch( pm->ps->legsAnim )
{
case BOTH_DEATH_ROLL: //# Death anim from a roll
case BOTH_DEATH_FLIP: //# Death anim from a flip
case BOTH_DEATH_SPIN_90_R: //# Death anim when facing 90 degrees right
case BOTH_DEATH_SPIN_90_L: //# Death anim when facing 90 degrees left
case BOTH_DEATH_SPIN_180: //# Death anim when facing backwards
case BOTH_DEATH_LYING_UP: //# Death anim when lying on back
case BOTH_DEATH_LYING_DN: //# Death anim when lying on front
case BOTH_DEATH_FALLING_DN: //# Death anim when falling on face
case BOTH_DEATH_FALLING_UP: //# Death anim when falling on back
case BOTH_DEATH_CROUCHED: //# Death anim when crouched
return qtrue;
break;
default:
return qfalse;
break;
}
}
qboolean PM_InDeathAnim ( void )
{//Purposely does not cover stumbledeath and falldeath...
switch( pm->ps->legsAnim )
{
case BOTH_DEATH1: //# First Death anim
case BOTH_DEATH2: //# Second Death anim
case BOTH_DEATH3: //# Third Death anim
case BOTH_DEATH4: //# Fourth Death anim
case BOTH_DEATH5: //# Fifth Death anim
case BOTH_DEATH6: //# Sixth Death anim
case BOTH_DEATH7: //# Seventh Death anim
case BOTH_DEATH8: //#
case BOTH_DEATH9: //#
case BOTH_DEATH10: //#
case BOTH_DEATH11: //#
case BOTH_DEATH12: //#
case BOTH_DEATH13: //#
case BOTH_DEATH14: //#
case BOTH_DEATH14_UNGRIP: //# Desann's end death (cin #35)
case BOTH_DEATH14_SITUP: //# Tavion sitting up after having been thrown (cin #23)
case BOTH_DEATH15: //#
case BOTH_DEATH16: //#
case BOTH_DEATH17: //#
case BOTH_DEATH18: //#
case BOTH_DEATH19: //#
case BOTH_DEATH20: //#
case BOTH_DEATH21: //#
case BOTH_DEATH22: //#
case BOTH_DEATH23: //#
case BOTH_DEATH24: //#
case BOTH_DEATH25: //#
case BOTH_DEATHFORWARD1: //# First Death in which they get thrown forward
case BOTH_DEATHFORWARD2: //# Second Death in which they get thrown forward
case BOTH_DEATHFORWARD3: //# Tavion's falling in cin# 23
case BOTH_DEATHBACKWARD1: //# First Death in which they get thrown backward
case BOTH_DEATHBACKWARD2: //# Second Death in which they get thrown backward
case BOTH_DEATH1IDLE: //# Idle while close to death
case BOTH_LYINGDEATH1: //# Death to play when killed lying down
case BOTH_STUMBLEDEATH1: //# Stumble forward and fall face first death
case BOTH_FALLDEATH1: //# Fall forward off a high cliff and splat death - start
case BOTH_FALLDEATH1INAIR: //# Fall forward off a high cliff and splat death - loop
case BOTH_FALLDEATH1LAND: //# Fall forward off a high cliff and splat death - hit bottom
//# #sep case BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
case BOTH_DEAD1: //# First Death finished pose
case BOTH_DEAD2: //# Second Death finished pose
case BOTH_DEAD3: //# Third Death finished pose
case BOTH_DEAD4: //# Fourth Death finished pose
case BOTH_DEAD5: //# Fifth Death finished pose
case BOTH_DEAD6: //# Sixth Death finished pose
case BOTH_DEAD7: //# Seventh Death finished pose
case BOTH_DEAD8: //#
case BOTH_DEAD9: //#
case BOTH_DEAD10: //#
case BOTH_DEAD11: //#
case BOTH_DEAD12: //#
case BOTH_DEAD13: //#
case BOTH_DEAD14: //#
case BOTH_DEAD15: //#
case BOTH_DEAD16: //#
case BOTH_DEAD17: //#
case BOTH_DEAD18: //#
case BOTH_DEAD19: //#
case BOTH_DEAD20: //#
case BOTH_DEAD21: //#
case BOTH_DEAD22: //#
case BOTH_DEAD23: //#
case BOTH_DEAD24: //#
case BOTH_DEAD25: //#
case BOTH_DEADFORWARD1: //# First thrown forward death finished pose
case BOTH_DEADFORWARD2: //# Second thrown forward death finished pose
case BOTH_DEADBACKWARD1: //# First thrown backward death finished pose
case BOTH_DEADBACKWARD2: //# Second thrown backward death finished pose
case BOTH_LYINGDEAD1: //# Killed lying down death finished pose
case BOTH_STUMBLEDEAD1: //# Stumble forward death finished pose
case BOTH_FALLDEAD1LAND: //# Fall forward and splat death finished pose
//# #sep case BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
case BOTH_DEADFLOP1: //# React to being shot from First Death finished pose
case BOTH_DEADFLOP2: //# React to being shot from Second Death finished pose
case BOTH_DISMEMBER_HEAD1: //#
case BOTH_DISMEMBER_TORSO1: //#
case BOTH_DISMEMBER_LLEG: //#
case BOTH_DISMEMBER_RLEG: //#
case BOTH_DISMEMBER_RARM: //#
case BOTH_DISMEMBER_LARM: //#
return qtrue;
break;
default:
return PM_InSpecialDeathAnim( pm->ps->legsAnim );
break;
}
}
qboolean PM_InCartwheel( int anim )
{
switch ( anim )
{
case BOTH_ARIAL_LEFT:
case BOTH_ARIAL_RIGHT:
case BOTH_ARIAL_F1:
case BOTH_CARTWHEEL_LEFT:
case BOTH_CARTWHEEL_RIGHT:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_InButterfly( int anim )
{
switch ( anim )
{
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_BUTTERFLY_FL1:
case BOTH_BUTTERFLY_FR1:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_StandingAnim( int anim )
{//NOTE: does not check idles or special (cinematic) stands
switch ( anim )
{
case BOTH_STAND1:
case BOTH_STAND2:
case BOTH_STAND3:
case BOTH_STAND4:
case BOTH_ATTACK3:
return qtrue;
break;
}
return qfalse;
}
qboolean PM_InAirKickingAnim( int anim )
{
switch ( anim )
{
case BOTH_A7_KICK_F_AIR:
case BOTH_A7_KICK_B_AIR:
case BOTH_A7_KICK_R_AIR:
case BOTH_A7_KICK_L_AIR:
return qtrue;
}
return qfalse;
}
qboolean PM_KickingAnim( int anim )
{
switch ( anim )
{
case BOTH_A7_KICK_F:
case BOTH_A7_KICK_B:
case BOTH_A7_KICK_R:
case BOTH_A7_KICK_L:
case BOTH_A7_KICK_S:
case BOTH_A7_KICK_BF:
case BOTH_A7_KICK_RL:
//NOT a kick, but acts like one:
case BOTH_A7_HILT:
//NOT kicks, but do kick traces anyway
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
return qtrue;
break;
default:
return PM_InAirKickingAnim( anim );
break;
}
//return qfalse;
}
qboolean PM_StabDownAnim( int anim )
{
switch ( anim )
{
case BOTH_STABDOWN:
case BOTH_STABDOWN_STAFF:
case BOTH_STABDOWN_DUAL:
return qtrue;
}
return qfalse;
}
qboolean PM_GoingToAttackDown( playerState_t *ps )
{
if ( PM_StabDownAnim( ps->torsoAnim )//stabbing downward
|| ps->saberMove == LS_A_LUNGE//lunge
|| ps->saberMove == LS_A_JUMP_T__B_//death from above
|| ps->saberMove == LS_A_T2B//attacking top to bottom
|| ps->saberMove == LS_S_T2B//starting at attack downward
|| (PM_SaberInTransition( ps->saberMove ) && saberMoveData[ps->saberMove].endQuad == Q_T) )//transitioning to a top to bottom attack
{
return qtrue;
}
return qfalse;
}
qboolean PM_ForceUsingSaberAnim( int anim )
{//saber/acrobatic anims that should prevent you from recharging force power while you're in them...
switch ( anim )
{
case BOTH_JUMPFLIPSLASHDOWN1:
case BOTH_JUMPFLIPSTABDOWN:
case BOTH_FORCELEAP2_T__B_:
case BOTH_JUMPATTACK6:
case BOTH_JUMPATTACK7:
case BOTH_FORCELONGLEAP_START:
case BOTH_FORCELONGLEAP_ATTACK:
case BOTH_FORCEWALLRUNFLIP_START:
case BOTH_FORCEWALLRUNFLIP_END:
case BOTH_FORCEWALLRUNFLIP_ALT:
case BOTH_FORCEWALLREBOUND_FORWARD:
case BOTH_FORCEWALLREBOUND_LEFT:
case BOTH_FORCEWALLREBOUND_BACK:
case BOTH_FORCEWALLREBOUND_RIGHT:
case BOTH_FLIP_ATTACK7:
case BOTH_FLIP_HOLD7:
case BOTH_FLIP_LAND:
case BOTH_PULL_IMPALE_STAB:
case BOTH_PULL_IMPALE_SWING:
case BOTH_A6_SABERPROTECT:
case BOTH_A7_SOULCAL:
case BOTH_A1_SPECIAL:
case BOTH_A2_SPECIAL:
case BOTH_A3_SPECIAL:
case BOTH_ARIAL_LEFT:
case BOTH_ARIAL_RIGHT:
case BOTH_CARTWHEEL_LEFT:
case BOTH_CARTWHEEL_RIGHT:
case BOTH_FLIP_LEFT:
case BOTH_FLIP_BACK1:
case BOTH_FLIP_BACK2:
case BOTH_FLIP_BACK3:
case BOTH_ALORA_FLIP_B:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_BUTTERFLY_FL1:
case BOTH_BUTTERFLY_FR1:
case BOTH_WALL_RUN_RIGHT:
case BOTH_WALL_RUN_RIGHT_FLIP:
case BOTH_WALL_RUN_RIGHT_STOP:
case BOTH_WALL_RUN_LEFT:
case BOTH_WALL_RUN_LEFT_FLIP:
case BOTH_WALL_RUN_LEFT_STOP:
case BOTH_WALL_FLIP_RIGHT:
case BOTH_WALL_FLIP_LEFT:
case BOTH_FORCEJUMP1:
case BOTH_FORCEINAIR1:
case BOTH_FORCELAND1:
case BOTH_FORCEJUMPBACK1:
case BOTH_FORCEINAIRBACK1:
case BOTH_FORCELANDBACK1:
case BOTH_FORCEJUMPLEFT1:
case BOTH_FORCEINAIRLEFT1:
case BOTH_FORCELANDLEFT1:
case BOTH_FORCEJUMPRIGHT1:
case BOTH_FORCEINAIRRIGHT1:
case BOTH_FORCELANDRIGHT1:
case BOTH_FLIP_F:
case BOTH_FLIP_B:
case BOTH_FLIP_L:
case BOTH_FLIP_R:
case BOTH_ALORA_FLIP_1:
case BOTH_ALORA_FLIP_2:
case BOTH_ALORA_FLIP_3:
case BOTH_DODGE_FL:
case BOTH_DODGE_FR:
case BOTH_DODGE_BL:
case BOTH_DODGE_BR:
case BOTH_DODGE_L:
case BOTH_DODGE_R:
case BOTH_DODGE_HOLD_FL:
case BOTH_DODGE_HOLD_FR:
case BOTH_DODGE_HOLD_BL:
case BOTH_DODGE_HOLD_BR:
case BOTH_DODGE_HOLD_L:
case BOTH_DODGE_HOLD_R:
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
case BOTH_FORCE_GETUP_B6:
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_BROLL_L:
case BOTH_GETUP_BROLL_R:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
case BOTH_GETUP_FROLL_L:
case BOTH_GETUP_FROLL_R:
case BOTH_WALL_FLIP_BACK1:
case BOTH_WALL_FLIP_BACK2:
case BOTH_SPIN1:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
case BOTH_DEFLECTSLASH__R__L_FIN:
case BOTH_ARIAL_F1:
return qtrue;
}
return qfalse;
}
qboolean G_HasKnockdownAnims( gentity_t *ent )
{
if ( PM_HasAnimation( ent, BOTH_KNOCKDOWN1 )
&& PM_HasAnimation( ent, BOTH_KNOCKDOWN2 )
&& PM_HasAnimation( ent, BOTH_KNOCKDOWN3 )
&& PM_HasAnimation( ent, BOTH_KNOCKDOWN4 )
&& PM_HasAnimation( ent, BOTH_KNOCKDOWN5 ) )
{
return qtrue;
}
return qfalse;
}
qboolean PM_InAttackRoll( int anim )
{
switch ( anim )
{
case BOTH_GETUP_BROLL_B:
case BOTH_GETUP_BROLL_F:
case BOTH_GETUP_FROLL_B:
case BOTH_GETUP_FROLL_F:
return qtrue;
}
return qfalse;
}
qboolean PM_LockedAnim( int anim )
{//anims that can *NEVER* be overridden, regardless
switch ( anim )
{
case BOTH_KYLE_PA_1:
case BOTH_KYLE_PA_2:
case BOTH_KYLE_PA_3:
case BOTH_PLAYER_PA_1:
case BOTH_PLAYER_PA_2:
case BOTH_PLAYER_PA_3:
case BOTH_PLAYER_PA_3_FLY:
case BOTH_TAVION_SCEPTERGROUND:
case BOTH_TAVION_SWORDPOWER:
case BOTH_SCEPTER_START:
case BOTH_SCEPTER_HOLD:
case BOTH_SCEPTER_STOP:
//grabbed by wampa
case BOTH_GRABBED: //#
case BOTH_RELEASED: //# when Wampa drops player, transitions into fall on back
case BOTH_HANG_IDLE: //#
case BOTH_HANG_ATTACK: //#
case BOTH_HANG_PAIN: //#
return qtrue;
}
return qfalse;
}
qboolean PM_SuperBreakLoseAnim( int anim )
{
switch ( anim )
{
case BOTH_LK_S_DL_S_SB_1_L: //super break I lost
case BOTH_LK_S_DL_T_SB_1_L: //super break I lost
case BOTH_LK_S_ST_S_SB_1_L: //super break I lost
case BOTH_LK_S_ST_T_SB_1_L: //super break I lost
case BOTH_LK_S_S_S_SB_1_L: //super break I lost
case BOTH_LK_S_S_T_SB_1_L: //super break I lost
case BOTH_LK_DL_DL_S_SB_1_L: //super break I lost
case BOTH_LK_DL_DL_T_SB_1_L: //super break I lost
case BOTH_LK_DL_ST_S_SB_1_L: //super break I lost
case BOTH_LK_DL_ST_T_SB_1_L: //super break I lost
case BOTH_LK_DL_S_S_SB_1_L: //super break I lost
case BOTH_LK_DL_S_T_SB_1_L: //super break I lost
case BOTH_LK_ST_DL_S_SB_1_L: //super break I lost
case BOTH_LK_ST_DL_T_SB_1_L: //super break I lost
case BOTH_LK_ST_ST_S_SB_1_L: //super break I lost
case BOTH_LK_ST_ST_T_SB_1_L: //super break I lost
case BOTH_LK_ST_S_S_SB_1_L: //super break I lost
case BOTH_LK_ST_S_T_SB_1_L: //super break I lost
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SuperBreakWinAnim( int anim )
{
switch ( anim )
{
case BOTH_LK_S_DL_S_SB_1_W: //super break I won
case BOTH_LK_S_DL_T_SB_1_W: //super break I won
case BOTH_LK_S_ST_S_SB_1_W: //super break I won
case BOTH_LK_S_ST_T_SB_1_W: //super break I won
case BOTH_LK_S_S_S_SB_1_W: //super break I won
case BOTH_LK_S_S_T_SB_1_W: //super break I won
case BOTH_LK_DL_DL_S_SB_1_W: //super break I won
case BOTH_LK_DL_DL_T_SB_1_W: //super break I won
case BOTH_LK_DL_ST_S_SB_1_W: //super break I won
case BOTH_LK_DL_ST_T_SB_1_W: //super break I won
case BOTH_LK_DL_S_S_SB_1_W: //super break I won
case BOTH_LK_DL_S_T_SB_1_W: //super break I won
case BOTH_LK_ST_DL_S_SB_1_W: //super break I won
case BOTH_LK_ST_DL_T_SB_1_W: //super break I won
case BOTH_LK_ST_ST_S_SB_1_W: //super break I won
case BOTH_LK_ST_ST_T_SB_1_W: //super break I won
case BOTH_LK_ST_S_S_SB_1_W: //super break I won
case BOTH_LK_ST_S_T_SB_1_W: //super break I won
return qtrue;
break;
}
return qfalse;
}
qboolean PM_SaberLockBreakAnim( int anim )
{
switch ( anim )
{
case BOTH_BF1BREAK:
case BOTH_BF2BREAK:
case BOTH_CWCIRCLEBREAK:
case BOTH_CCWCIRCLEBREAK:
case BOTH_LK_S_DL_S_B_1_L: //normal break I lost
case BOTH_LK_S_DL_S_B_1_W: //normal break I won
case BOTH_LK_S_DL_T_B_1_L: //normal break I lost
case BOTH_LK_S_DL_T_B_1_W: //normal break I won
case BOTH_LK_S_ST_S_B_1_L: //normal break I lost
case BOTH_LK_S_ST_S_B_1_W: //normal break I won
case BOTH_LK_S_ST_T_B_1_L: //normal break I lost
case BOTH_LK_S_ST_T_B_1_W: //normal break I won
case BOTH_LK_S_S_S_B_1_L: //normal break I lost
case BOTH_LK_S_S_S_B_1_W: //normal break I won
case BOTH_LK_S_S_T_B_1_L: //normal break I lost
case BOTH_LK_S_S_T_B_1_W: //normal break I won
case BOTH_LK_DL_DL_S_B_1_L: //normal break I lost
case BOTH_LK_DL_DL_S_B_1_W: //normal break I won
case BOTH_LK_DL_DL_T_B_1_L: //normal break I lost
case BOTH_LK_DL_DL_T_B_1_W: //normal break I won
case BOTH_LK_DL_ST_S_B_1_L: //normal break I lost
case BOTH_LK_DL_ST_S_B_1_W: //normal break I won
case BOTH_LK_DL_ST_T_B_1_L: //normal break I lost
case BOTH_LK_DL_ST_T_B_1_W: //normal break I won
case BOTH_LK_DL_S_S_B_1_L: //normal break I lost
case BOTH_LK_DL_S_S_B_1_W: //normal break I won
case BOTH_LK_DL_S_T_B_1_L: //normal break I lost
case BOTH_LK_DL_S_T_B_1_W: //normal break I won
case BOTH_LK_ST_DL_S_B_1_L: //normal break I lost
case BOTH_LK_ST_DL_S_B_1_W: //normal break I won
case BOTH_LK_ST_DL_T_B_1_L: //normal break I lost
case BOTH_LK_ST_DL_T_B_1_W: //normal break I won
case BOTH_LK_ST_ST_S_B_1_L: //normal break I lost
case BOTH_LK_ST_ST_S_B_1_W: //normal break I won
case BOTH_LK_ST_ST_T_B_1_L: //normal break I lost
case BOTH_LK_ST_ST_T_B_1_W: //normal break I won
case BOTH_LK_ST_S_S_B_1_L: //normal break I lost
case BOTH_LK_ST_S_S_B_1_W: //normal break I won
case BOTH_LK_ST_S_T_B_1_L: //normal break I lost
case BOTH_LK_ST_S_T_B_1_W: //normal break I won
return (PM_SuperBreakLoseAnim(anim)||PM_SuperBreakWinAnim(anim));
break;
}
return qfalse;
}
qboolean PM_GetupAnimNoMove( int legsAnim )
{
switch( legsAnim )
{
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_GETUP_CROUCH_F1:
case BOTH_GETUP_CROUCH_B1:
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
case BOTH_FORCE_GETUP_B6:
return qtrue;
}
return qfalse;
}
qboolean PM_KnockDownAnim( int anim )
{
switch ( anim )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN4:
case BOTH_KNOCKDOWN5:
/*
//special anims:
case BOTH_RELEASED:
case BOTH_LK_DL_ST_T_SB_1_L:
case BOTH_PLAYER_PA_3_FLY:
*/
return qtrue;
break;
/*
default:
return PM_InGetUp( ps );
break;
*/
}
return qfalse;
}
qboolean PM_KnockDownAnimExtended( int anim )
{
switch ( anim )
{
case BOTH_KNOCKDOWN1:
case BOTH_KNOCKDOWN2:
case BOTH_KNOCKDOWN3:
case BOTH_KNOCKDOWN4:
case BOTH_KNOCKDOWN5:
//special anims:
case BOTH_RELEASED:
case BOTH_LK_DL_ST_T_SB_1_L:
case BOTH_PLAYER_PA_3_FLY:
return qtrue;
break;
/*
default:
return PM_InGetUp( ps );
break;
*/
}
return qfalse;
}
qboolean PM_SaberInKata( saberMoveName_t saberMove )
{
switch ( saberMove )
{
case LS_A1_SPECIAL:
case LS_A2_SPECIAL:
case LS_A3_SPECIAL:
case LS_DUAL_SPIN_PROTECT:
case LS_STAFF_SOULCAL:
return qtrue;
}
return qfalse;
}
qboolean PM_CanRollFromSoulCal( playerState_t *ps )
{
if ( ps->legsAnim == BOTH_A7_SOULCAL
&& ps->legsAnimTimer < 700
&& ps->legsAnimTimer > 250 )
{
return qtrue;
}
return qfalse;
}
qboolean BG_FullBodyTauntAnim( int anim )
{
switch ( anim )
{
case BOTH_GESTURE1:
case BOTH_DUAL_TAUNT:
case BOTH_STAFF_TAUNT:
case BOTH_BOW:
case BOTH_MEDITATE:
case BOTH_SHOWOFF_FAST:
case BOTH_SHOWOFF_MEDIUM:
case BOTH_SHOWOFF_STRONG:
case BOTH_SHOWOFF_DUAL:
case BOTH_SHOWOFF_STAFF:
case BOTH_VICTORY_FAST:
case BOTH_VICTORY_MEDIUM:
case BOTH_VICTORY_STRONG:
case BOTH_VICTORY_DUAL:
case BOTH_VICTORY_STAFF:
return qtrue;
break;
}
return qfalse;
}