SERVER: Mostly complete third person animation implementation

This commit is contained in:
cypress 2023-11-16 12:10:11 -05:00
parent 31fcb8270e
commit a02b69b5d6
6 changed files with 238 additions and 111 deletions

View file

@ -593,8 +593,10 @@ noref void(float isnew) CSQC_Ent_Update =
self.velocity_z = readshort();
self.playernum = readfloat();
self.model = readstring();
self.frame = readbyte();
self.movetype = readshort();
self.flags = readfloat();
self.scale = 1.4;
setmodel(self, self.model);
setsize(self, [-16, -16, -32], [16, 16, 40]);

View file

@ -556,6 +556,7 @@ float Player_SendEntity( entity ePVEnt, float flChanged ) {
WriteShort( MSG_ENTITY, self.velocity_z ); // Velocity X
WriteFloat( MSG_ENTITY, self.playernum ); // Player ID
WriteString( MSG_ENTITY, self.model ); // Player Model
WriteByte( MSG_ENTITY, self.frame ); // Player's Frame
WriteShort( MSG_ENTITY, self.movetype ); // Player Movetype
WriteFloat( MSG_ENTITY, self.flags ); // Flags, important for physics
return TRUE;

View file

@ -187,9 +187,6 @@ void() GetDown =
// Make any zombies inside of the player's bounding box leave
push_away_zombies();
// Play Last Stand Animation
PAnim_GetDown1();
// Force the player to prone.
if (self.stance == 2) self.new_ofs_z = self.view_ofs_z - 42;
if (self.stance == 1) self.new_ofs_z = self.view_ofs_z - 24;
@ -332,13 +329,14 @@ void() GetDown =
revive_index++;
}
self.think = rec_downed;
self.nextthink = time + 0.1;
// Play Last Stand Animation
PAnim_GetDown();
}
void () GetUp =
{
playgetup(); // animation
// Play Getting Up Animation
PAnim_GetUp();
self.new_ofs_z = self.view_ofs_z + 42;
self.stance = 2;

View file

@ -139,6 +139,8 @@ float sprint_max_time = 4.0;
.float sprint_start_time;
.float sprint_stop_time;
.float sprint_rest_time;
.float tp_anim_time;
.float tp_anim_type;
void() W_SprintStop;
.float into_sprint;
.float dive;

View file

@ -31,101 +31,197 @@ void(entity e) Light_None;
void() Spawns_Init;
void() Perk_UpdateQuickRevive;
void() SUB_UseTargets;
void() rec_downed;
#define PLAYER_START_HEALTH 100
#define PLAYER_ANIM_WALK 1
#define PLAYER_ANIM_SPRINT 2
//
// Player 3rd Person Animations
//
// Enter Last Stand
void() PAnim_GetDown1 =[ 1, PAnim_GetDown2 ] {self.frame = 32;};
void() PAnim_GetDown2 =[ 1, PAnim_GetDown3 ] {self.frame = 33;};
void() PAnim_GetDown3 =[ 1, PAnim_GetDown4 ] {self.frame = 34;};
void() PAnim_GetDown4 =[ 1, PAnim_GetDown5 ] {self.frame = 35;};
void() PAnim_GetDown5 =[ 1, PAnim_GetDown6 ] {self.frame = 36;};
void() PAnim_GetDown6 =[ 1, PAnim_GetDown6 ] {self.frame = 37;};
// Walking
void() PAnim_Walk =[ 1, PAnim_Walk1 ] {self.frame = 0;}
void() PAnim_Walk1 =[ 2, PAnim_Walk2 ] {self.frame = 1;}
void() PAnim_Walk2 =[ 3, PAnim_Walk3 ] {self.frame = 2;}
void() PAnim_Walk3 =[ 4, PAnim_Walk4 ] {self.frame = 3;}
void() PAnim_Walk4 =[ 5, PAnim_Walk5 ] {self.frame = 4;}
void() PAnim_Walk5 =[ 6, PAnim_Walk6 ] {self.frame = 5;}
void() PAnim_Walk6 =[ 7, PAnim_Walk7 ] {self.frame = 6;}
void() PAnim_Walk7 =[ 8, PAnim_Walk8 ] {self.frame = 7;}
void() PAnim_Walk8 =[ 9, SUB_Null ] {self.frame = 8;}
// Sprinting
void() PAnim_Sprint =[ 1, PAnim_Sprint1 ] {self.frame = 25;}
void() PAnim_Sprint1 =[ 2, PAnim_Sprint2 ] {self.frame = 26;}
void() PAnim_Sprint2 =[ 3, PAnim_Sprint3 ] {self.frame = 27;}
void() PAnim_Sprint3 =[ 4, PAnim_Sprint4 ] {self.frame = 28;}
void() PAnim_Sprint4 =[ 5, PAnim_Sprint5 ] {self.frame = 29;}
void() PAnim_Sprint5 =[ 6, PAnim_Sprint6 ] {self.frame = 30;}
void() PAnim_Sprint6 =[ 7, SUB_Null ] {self.frame = 31;}
// Reloading
void() PAnim_Reload =[ 1, PAnim_Reload1 ] {self.frame = 11;}
void() PAnim_Reload1 =[ 2, PAnim_Reload2 ] {self.frame = 12;}
void() PAnim_Reload2 =[ 3, PAnim_Reload3 ] {self.frame = 13;}
void() PAnim_Reload3 =[ 4, PAnim_Reload4 ] {self.frame = 14;}
void() PAnim_Reload4 =[ 5, PAnim_Reload5 ] {self.frame = 15;}
void() PAnim_Reload5 =[ 6, PAnim_Reload6 ] {self.frame = 16;}
void() PAnim_Reload6 =[ 7, PAnim_Reload7 ] {self.frame = 17;}
void() PAnim_Reload7 =[ 8, PAnim_Reload8 ] {self.frame = 18;}
void() PAnim_Reload8 =[ 9, PAnim_Reload9 ] {self.frame = 19;}
void() PAnim_Reload9 =[ 10, PAnim_Reload10 ] {self.frame = 20;}
void() PAnim_Reload10 =[ 11, PAnim_Reload11 ] {self.frame = 21;}
void() PAnim_Reload11 =[ 12, PAnim_Reload12 ] {self.frame = 22;}
void() PAnim_Reload12 =[ 13, PAnim_Reload13 ] {self.frame = 23;}
void() PAnim_Reload13 =[ 14, SUB_Null ] {self.frame = 24;}
// Firing
void() PAnim_Fire =[ 1, PAnim_Fire1 ] {self.frame = 9;}
void() PAnim_Fire1 =[ 2, SUB_Null ] {self.frame = 10;}
// Melee
void() PAnim_Melee =[ 1, PAnim_Melee1 ] {self.frame = 49;}
void() PAnim_Melee1 =[ 2, PAnim_Melee2 ] {self.frame = 50;}
void() PAnim_Melee2 =[ 3, PAnim_Melee3 ] {self.frame = 51;}
void() PAnim_Melee3 =[ 4, PAnim_Melee4 ] {self.frame = 52;}
void() PAnim_Melee4 =[ 5, PAnim_Melee5 ] {self.frame = 53;}
void() PAnim_Melee5 =[ 6, PAnim_Melee6 ] {self.frame = 54;}
void() PAnim_Melee6 =[ 7, SUB_Null ] {self.frame = 55;}
// Weapon Swap
void() PAnim_Swap =[ 1, PAnim_Swap1 ] {self.frame = 56;}
void() PAnim_Swap1 =[ 2, PAnim_Swap2 ] {self.frame = 57;}
void() PAnim_Swap2 =[ 3, PAnim_Swap3 ] {self.frame = 58;}
void() PAnim_Swap3 =[ 4, PAnim_Swap4 ] {self.frame = 59;}
void() PAnim_Swap4 =[ 5, PAnim_Swap5 ] {self.frame = 60;}
void() PAnim_Swap5 =[ 6, PAnim_Swap6 ] {self.frame = 61;}
void() PAnim_Swap6 =[ 7, PAnim_Swap7 ] {self.frame = 62;}
void() PAnim_Swap7 =[ 8, PAnim_Swap8 ] {self.frame = 63;}
void() PAnim_Swap8 =[ 9, SUB_Null ] {self.frame = 64;}
// Enter Dolphin Dive
void() PAnim_EnterDive =[ 1, PAnim_EnterDive1 ] {self.frame = 203;}
void() PAnim_EnterDive1 =[ 2, PAnim_EnterDive2 ] {self.frame = 204;}
void() PAnim_EnterDive2 =[ 3, PAnim_EnterDive3 ] {self.frame = 205;}
void() PAnim_EnterDive3 =[ 4, PAnim_EnterDive4 ] {self.frame = 206;}
void() PAnim_EnterDive4 =[ 5, SUB_Null ] {self.frame = 207;}
// Flop from Dive
void() PAnim_Flop =[ 1, PAnim_Flop1 ] {self.frame = 208;}
void() PAnim_Flop1 =[ 2, PAnim_Flop2 ] {self.frame = 209;}
void() PAnim_Flop2 =[ 3, PAnim_Flop3 ] {self.frame = 210;}
void() PAnim_Flop3 =[ 4, SUB_Null ] {self.frame = 211;}
// Enter Stand
void() PAnim_Stand =[ 1, PAnim_Stand1 ] {self.frame = 114;}
void() PAnim_Stand1 =[ 2, PAnim_Stand2 ] {self.frame = 113;}
void() PAnim_Stand2 =[ 3, SUB_Null ] {self.frame = 0;}
// Enter Crouch
void() PAnim_Crouch =[ 1, PAnim_Crouch1 ] {self.frame = 113;}
void() PAnim_Crouch1 =[ 2, PAnim_Crouch2 ] {self.frame = 114;}
void() PAnim_Crouch2 =[ 3, SUB_Null ] {self.frame = 115;}
// Walking, while Crouch
void() PAnim_CrouchWalk =[ 1, PAnim_CrouchWalk1 ] {self.frame = 116;}
void() PAnim_CrouchWalk1=[ 2, PAnim_CrouchWalk2 ] {self.frame = 117;}
void() PAnim_CrouchWalk2=[ 3, PAnim_CrouchWalk3 ] {self.frame = 118;}
void() PAnim_CrouchWalk3=[ 4, PAnim_CrouchWalk4 ] {self.frame = 119;}
void() PAnim_CrouchWalk4=[ 5, PAnim_CrouchWalk5 ] {self.frame = 120;}
void() PAnim_CrouchWalk5=[ 6, PAnim_CrouchWalk6 ] {self.frame = 121;}
void() PAnim_CrouchWalk6=[ 7, PAnim_CrouchWalk7 ] {self.frame = 122;}
void() PAnim_CrouchWalk7=[ 8, PAnim_CrouchWalk8 ] {self.frame = 123;}
void() PAnim_CrouchWalk8=[ 9, SUB_Null ] {self.frame = 124;}
// Reloading, while Crouch
void() PAnim_CrReload =[ 1, PAnim_CrReload1 ] {self.frame = 128;}
void() PAnim_CrReload1 =[ 2, PAnim_CrReload2 ] {self.frame = 129;}
void() PAnim_CrReload2 =[ 3, PAnim_CrReload3 ] {self.frame = 130;}
void() PAnim_CrReload3 =[ 4, PAnim_CrReload4 ] {self.frame = 131;}
void() PAnim_CrReload4 =[ 5, PAnim_CrReload5 ] {self.frame = 132;}
void() PAnim_CrReload5 =[ 6, PAnim_CrReload6 ] {self.frame = 133;}
void() PAnim_CrReload6 =[ 7, PAnim_CrReload7 ] {self.frame = 134;}
void() PAnim_CrReload7 =[ 8, PAnim_CrReload8 ] {self.frame = 135;}
void() PAnim_CrReload8 =[ 9, PAnim_CrReload9 ] {self.frame = 136;}
void() PAnim_CrReload9 =[ 10, SUB_Null ] {self.frame = 115;}
// Firing, while Crouch
void() PAnim_CrouchFire =[ 1, PAnim_CrouchFire1 ] {self.frame = 126;}
void() PAnim_CrouchFire1=[ 2, SUB_Null ] {self.frame = 127;}
// Enter Prone
void() PAnim_Prone =[ 1, PAnim_Prone1 ] {self.frame = 154;}
void() PAnim_Prone1 =[ 2, PAnim_Prone2 ] {self.frame = 155;}
void() PAnim_Prone2 =[ 3, PAnim_Prone3 ] {self.frame = 156;}
void() PAnim_Prone3 =[ 4, PAnim_Prone4 ] {self.frame = 157;}
void() PAnim_Prone4 =[ 5, PAnim_Prone5 ] {self.frame = 158;}
void() PAnim_Prone5 =[ 6, PAnim_Prone6 ] {self.frame = 159;}
void() PAnim_Prone6 =[ 7, PAnim_Prone7 ] {self.frame = 160;}
void() PAnim_Prone7 =[ 8, PAnim_Prone8 ] {self.frame = 161;}
void() PAnim_Prone8 =[ 9, SUB_Null ] {self.frame = 162;}
// Walking, while Prone
void() PAnim_ProneWalk =[ 1, PAnim_ProneWalk1 ] {self.frame = 162;}
void() PAnim_ProneWalk1 =[ 2, PAnim_ProneWalk2 ] {self.frame = 163;}
void() PAnim_ProneWalk2 =[ 3, PAnim_ProneWalk3 ] {self.frame = 164;}
void() PAnim_ProneWalk3 =[ 4, PAnim_ProneWalk4 ] {self.frame = 165;}
void() PAnim_ProneWalk4 =[ 5, PAnim_ProneWalk5 ] {self.frame = 166;}
void() PAnim_ProneWalk5 =[ 6, PAnim_ProneWalk6 ] {self.frame = 167;}
void() PAnim_ProneWalk6 =[ 7, PAnim_ProneWalk7 ] {self.frame = 168;}
void() PAnim_ProneWalk7 =[ 8, PAnim_ProneWalk8 ] {self.frame = 169;}
void() PAnim_ProneWalk8 =[ 9, PAnim_ProneWalk9 ] {self.frame = 170;}
void() PAnim_ProneWalk9 =[ 10, PAnim_ProneWalk10 ] {self.frame = 171;}
void() PAnim_ProneWalk10=[ 11, PAnim_ProneWalk11 ] {self.frame = 172;}
void() PAnim_ProneWalk11=[ 12, PAnim_ProneWalk12 ] {self.frame = 173;}
void() PAnim_ProneWalk12=[ 13, SUB_Null ] {self.frame = 174;}
// Reloading, while Prone 176-181
void() PAnim_PrReload =[ 1, PAnim_PrReload1 ] {self.frame = 176;}
void() PAnim_PrReload1 =[ 2, PAnim_PrReload2 ] {self.frame = 177;}
void() PAnim_PrReload2 =[ 3, PAnim_PrReload3 ] {self.frame = 178;}
void() PAnim_PrReload3 =[ 4, PAnim_PrReload4 ] {self.frame = 179;}
void() PAnim_PrReload4 =[ 5, PAnim_PrReload5 ] {self.frame = 180;}
void() PAnim_PrReload5 =[ 6, PAnim_PrReload6 ] {self.frame = 181;}
void() PAnim_PrReload6 =[ 7, SUB_Null ] {self.frame = 162;}
// Enter Crouch, from Prone
void() PAnim_UpCrouch =[ 1, PAnim_UpCrouch1 ] {self.frame = 161;}
void() PAnim_UpCrouch1 =[ 2, PAnim_UpCrouch2 ] {self.frame = 160;}
void() PAnim_UpCrouch2 =[ 3, PAnim_UpCrouch3 ] {self.frame = 159;}
void() PAnim_UpCrouch3 =[ 4, PAnim_UpCrouch4 ] {self.frame = 158;}
void() PAnim_UpCrouch4 =[ 5, PAnim_UpCrouch5 ] {self.frame = 157;}
void() PAnim_UpCrouch5 =[ 6, PAnim_UpCrouch6 ] {self.frame = 156;}
void() PAnim_UpCrouch6 =[ 7, PAnim_UpCrouch7 ] {self.frame = 155;}
void() PAnim_UpCrouch7 =[ 8, PAnim_UpCrouch8 ] {self.frame = 154;}
void() PAnim_UpCrouch8 =[ 9, SUB_Null ] {self.frame = 115;}
// Enter Last Stand
void() PAnim_GetDown =[ 1, PAnim_GetDown1 ] {self.frame = 32;};
void() PAnim_GetDown1 =[ 2, PAnim_GetDown2 ] {self.frame = 33;};
void() PAnim_GetDown2 =[ 3, PAnim_GetDown3 ] {self.frame = 34;};
void() PAnim_GetDown3 =[ 4, PAnim_GetDown4 ] {self.frame = 35;};
void() PAnim_GetDown4 =[ 5, PAnim_GetDown5 ] {self.frame = 36;};
void() PAnim_GetDown5 =[ 6, SUB_Null ] {self.frame = 37; rec_downed();};
// Firing, while in Last Stand
void() PAnim_LastFire =[ 1, PAnim_LastFire1 ] {self.frame = 36;}
void() PAnim_LastFire1 =[ 2, SUB_Null ] {self.frame = 37;}
// Leave Last Stand
void() PAnim_GetUp =[ 1, PAnim_GetUp1 ] {self.frame = 39;}
void() PAnim_GetUp1 =[ 2, PAnim_GetUp2 ] {self.frame = 40;}
void() PAnim_GetUp2 =[ 3, PAnim_GetUp3 ] {self.frame = 41;}
void() PAnim_GetUp3 =[ 4, PAnim_GetUp4 ] {self.frame = 42;}
void() PAnim_GetUp4 =[ 5, PAnim_GetUp5 ] {self.frame = 43;}
void() PAnim_GetUp5 =[ 6, PAnim_GetUp6 ] {self.frame = 44;}
void() PAnim_GetUp6 =[ 7, PAnim_GetUp7 ] {self.frame = 45;}
void() PAnim_GetUp7 =[ 8, PAnim_GetUp8 ] {self.frame = 46;}
void() PAnim_GetUp8 =[ 9, PAnim_GetUp9 ] {self.frame = 47;}
void() PAnim_GetUp9 =[ 10, SUB_Null ] {self.frame = 48;}
//
void() playreload =[ 1, playreload1 ] {self.frame = 11;}
void() playreload1 =[ 2, playreload2 ] {self.frame = 12;}
void() playreload2 =[ 3, playreload3 ] {self.frame = 13;}
void() playreload3 =[ 4, playreload4 ] {self.frame = 14;}
void() playreload4 =[ 5, playreload5 ] {self.frame = 15;}
void() playreload5 =[ 6, playreload6 ] {self.frame = 16;}
void() playreload6 =[ 7, playreload7 ] {self.frame = 17;}
void() playreload7 =[ 8, playreload8 ] {self.frame = 18;}
void() playreload8 =[ 9, playreload9 ] {self.frame = 19;}
void() playreload9 =[ 10, playreload10 ] {self.frame = 20;}
void() playreload10 =[ 11, playreload11 ] {self.frame = 21;}
void() playreload11 =[ 12, playreload12 ] {self.frame = 22;}
void() playreload12 =[ 13, playreload13 ] {self.frame = 23;}
void() playreload13 =[ 14, playreload13 ] {self.frame = 24;}
//
void() playdownfire =[ 1, playdownfire1 ] {self.frame = 38;}
void() playdownfire1 =[ 2, playdownfire1 ] {self.frame = 39;}
//
void() playaim =[ 1, playaim1 ] {self.frame = 8;} // naievil -- player aimin anim
void() playaim1 =[ 2, playaim1 ] {self.frame = 9;} // naievil -- second player aimin anim
//
void() playout =[ 1, playout1 ] {self.frame = 10;} // naievil -- player aim out anim
void() playout1 =[ 2, playout1 ] {self.frame = 11;} // naievil -- second player aim out anim
//
void() playrun1 =[ 1, playrun2 ] {self.frame = 25;}
void() playrun2 =[ 2, playrun3 ] {self.frame = 26;}
void() playrun3 =[ 3, playrun4 ] {self.frame = 27;}
void() playrun4 =[ 4, playrun5 ] {self.frame = 28;}
void() playrun5 =[ 5, playrun6 ] {self.frame = 29;}
void() playrun6 =[ 6, playrun7 ] {self.frame = 30;}
void() playrun7 =[ 7, playrun8 ] {self.frame = 31;}
void() playrun8 =[ 8, playrun9 ] {self.frame = 25;}
void() playrun9 =[ 9, playrun10 ] {self.frame = 26;}
void() playrun10 =[ 10, playrun11 ] {self.frame = 27;}
void() playrun11 =[ 11, playrun12 ] {self.frame = 28;}
void() playrun12 =[ 12, playrun13 ] {self.frame = 29;}
void() playrun13 =[ 13, playrun14 ] {self.frame = 30;}
void() playrun14 =[ 14, playrun15 ] {self.frame = 25;}
void() playrun15 =[ 15, playrun16 ] {self.frame = 26;}
void() playrun16 =[ 16, playrun17 ] {self.frame = 27;}
void() playrun17 =[ 17, playrun18 ] {self.frame = 28;}
void() playrun18 =[ 18, playrun19 ] {self.frame = 29;}
void() playrun19 =[ 19, playrun20 ] {self.frame = 30;}
void() playrun20 =[ 20, playrun21 ] {self.frame = 31;}
void() playrun21 =[ 21, playrun22 ] {self.frame = 25;}
void() playrun22 =[ 22, playrun23 ] {self.frame = 26;}
void() playrun23 =[ 23, playrun24 ] {self.frame = 27;}
void() playrun24 =[ 24, playrun25 ] {self.frame = 28;}
void() playrun25 =[ 25, playrun26 ] {self.frame = 29;}
void() playrun26 =[ 26, playrun27 ] {self.frame = 30;}
void() playrun27 =[ 27, playrun28 ] {self.frame = 25;}
void() playrun28 =[ 28, playrun29 ] {self.frame = 26;}
void() playrun29 =[ 29, playrun30 ] {self.frame = 27;}
void() playrun30 =[ 30, playrun31 ] {self.frame = 28;}
void() playrun31 =[ 31, playrun32 ] {self.frame = 29;}
void() playrun32 =[ 32, playrun33 ] {self.frame = 30;}
void() playrun33 =[ 33, playrun33 ] {self.frame = 31;}
//
void() playwalk =[ 1, playwalk1 ] {if (self.velocity) { self.frame = 0; }}
void() playwalk1 =[ 2, playwalk2 ] {if (self.velocity) { self.frame = 1; }}
void() playwalk2 =[ 3, playwalk3 ] {if (self.velocity) { self.frame = 2; }}
void() playwalk3 =[ 4, playwalk4 ] {if (self.velocity) { self.frame = 3; }}
void() playwalk4 =[ 5, playwalk5 ] {if (self.velocity) { self.frame = 4; }}
void() playwalk5 =[ 6, playwalk6 ] {if (self.velocity) { self.frame = 5; }}
void() playwalk6 =[ 7, playwalk7 ] {if (self.velocity) { self.frame = 6; }}
void() playwalk7 =[ 8, playwalk8 ] {if (self.velocity) { self.frame = 7; }}
void() playwalk8 =[ 9, playwalk8 ] {if (self.velocity) { self.frame = 8; }}
//
void() playgetup =[ 1, playgetup1 ] {self.frame = 38;}
void() playgetup1 =[ 2, playgetup2 ] {self.frame = 39;}
void() playgetup2 =[ 3, playgetup3 ] {self.frame = 40;}
void() playgetup3 =[ 4, playgetup4 ] {self.frame = 41;}
void() playgetup4 =[ 5, playgetup5 ] {self.frame = 42;}
void() playgetup5 =[ 6, playgetup6 ] {self.frame = 43;}
void() playgetup6 =[ 7, playgetup7 ] {self.frame = 44;}
void() playgetup7 =[ 8, playgetup8 ] {self.frame = 45;}
void() playgetup8 =[ 9, playgetup9 ] {self.frame = 46;}
void() playgetup9 =[ 10, playgetup10 ] {self.frame = 47;}
void() playgetup10 =[ 11, playgetup10 ] {self.frame = 48;}
#define forward 0
#define backward 1
@ -237,7 +333,7 @@ void() PlayerPreThink =
#endif // FTE
playrun1();
//playrun1();
self.maxspeed *= 1.5; // down from 1.66x, to match WaW
} else if (!self.sprinting && !self.zoom) {
@ -367,13 +463,26 @@ void() PlayerPostThink =
#ifdef FTE
//footsteps
if((vlen(self.velocity) > 100) &&(( time - self.lastsound_time > 0.4) || (time - self.lastsound_time > 0.3 && self.sprinting)) && (self.flags & FL_ONGROUND))
if((vlen(self.velocity) > 20) &&(( time - self.lastsound_time > 0.4) || (time - self.lastsound_time > 0.3 && self.sprinting)) && (self.flags & FL_ONGROUND))
{
local float movelen = vlen(input_movevalues);
float movelen = vlen(input_movevalues);
if(movelen > 300)
{
if (!self.sprinting)
playwalk();
if (self.tp_anim_time < time) {
if (self.sprinting) {
PAnim_Sprint();
self.tp_anim_time = time + 0.5;
self.tp_anim_type = PLAYER_ANIM_SPRINT;
} else {
self.tp_anim_time = time + 0.5;
self.tp_anim_type = PLAYER_ANIM_WALK;
switch(self.stance) {
case 2: PAnim_Walk(); break;
case 1: PAnim_CrouchWalk(); break;
case 0: PAnim_ProneWalk(); self.tp_anim_time += 0.65; break;
}
}
}
local float ran = random();
if(ran > 0.8)

View file

@ -149,9 +149,6 @@ void() W_AimIn =
} else {
self.zoom = 1;
}
if (!self.downed)
playaim();
}
void() W_AimOut =
@ -172,9 +169,6 @@ void() W_AimOut =
self.zoom = 0;
#endif // FTE
if (!self.downed)
playout();
}
void() W_SprintStop =
@ -194,9 +188,6 @@ void() W_SprintStop =
self.sprinting = 0;
self.into_sprint = 0;
self.reload_delay2 = self.fire_delay2 = self.reload_delay = self.fire_delay = 0;
if (self.velocity)
playwalk();
}
@ -249,6 +240,9 @@ void() W_PutOut =
W_AimOut();
W_HideCrosshair(self);
if (self.stance == 2)
PAnim_Swap();
if (self.weapon_count != 1 && !self.new_anim_stop)
Weapon_PlayViewModelAnimation(ANIM_PUT_AWAY, W_PutOutHack, duration);
@ -433,7 +427,11 @@ void(float side) W_Reload =
if (self.weapons[0].weapon_reserve)
{
playreload();
switch(self.stance) {
case 2: PAnim_Reload(); break;
case 1: PAnim_CrReload(); break;
case 0: if (!self.downed) PAnim_PrReload(); break;
}
startframe = GetFrame(self.weapon,RELOAD_START);
endframe = GetFrame(self.weapon,RELOAD_END);
@ -1043,6 +1041,16 @@ void(float side) W_Fire =
W_LoadAmmo();
return;
}
if (self.downed)
PAnim_LastFire();
else {
switch(self.stance) {
case 2: PAnim_Fire(); break;
case 1: PAnim_CrouchFire(); break;
case 0: break;
}
}
//get some basic info
damage = getWeaponDamage(self.weapon);
@ -1086,9 +1094,6 @@ void(float side) W_Fire =
spread *= 0.15;
}
if (self.downed)
playdownfire();
// Check if weapon is semi-automatic and if it is, if it's ready to be fired.
if (Weapon_IsSemiAutomatic(self.weapon)) {
if (side == S_RIGHT) {
@ -1234,6 +1239,9 @@ void () W_Knife =
}
W_HideCrosshair(self);
if (self.stance == 2)
PAnim_Melee();
backupSkin = self.weaponskin;
self.weaponskin = 0;
@ -1531,23 +1539,28 @@ void() Change_Stance = {
case 2:
self.new_ofs_z = self.view_ofs_z - 24;
self.stance = 1;
PAnim_Crouch();
break;
case 1:
if (self.isBuying) { //don't want to prone while buying a perk..
self.stance = 2;
self.new_ofs_z = self.view_ofs_z + 24;
PAnim_Stand();
} else if (!self.stancereset) {
self.new_ofs_z = self.view_ofs_z - 18;
self.stance = 0;
PAnim_Prone();
} else {
self.new_ofs_z = self.view_ofs_z + 24;
self.stance = 2;
self.stancereset = 0;
PAnim_Stand();
}
break;
case 0:
self.new_ofs_z = self.view_ofs_z + 18;
self.stance = self.stancereset = 1;
PAnim_UpCrouch();
break;
default: break;
}
@ -1589,6 +1602,7 @@ void() dolphin_dive = //naievil
self.dive = 1;
W_SprintStop();
PAnim_EnterDive();
sound(self, CHAN_VOICE, "sounds/player/jump.wav", 1, 1);
@ -1815,6 +1829,7 @@ void() CheckPlayer =
CallExplosion(self.origin);
CallExplosion(self.origin);
}
PAnim_Flop();
self.dive = 0;
}