/* server/weapons/frames_core.qc advanced viewmodel frame iteration Copyright (C) 2021 NZ:P Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ void(entity person) W_ShowCrosshair; void() ContinueRun = { float startframe; float endframe; string modelname; startframe = GetFrame(self.weapon,SPRINT_START); endframe = GetFrame(self.weapon,SPRINT_END); if(!startframe && !endframe) { startframe = GetFrame(self.weapon,SPRINT_IN_END); endframe = GetFrame(self.weapon,SPRINT_IN_END); } if (!self.downed) { modelname = GetWeaponModel(self.weapon, 0); } else modelname = ""; Set_W_Frame (startframe, endframe, 0, 0, SPRINT, ContinueRun, modelname, false, S_BOTH); } void () W2_Frame_Update = { local void temp(optional float t); // note: call whenever weapon frames are called! if (self.anim_weapon2_time > time) return; //don't call every frame, if it is the animations will play too fast #ifndef FTE if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER) { self.weapon2frame = self.weaponframe; return; } #endif // FTE self.anim_weapon2_time = time + self.weapon2_animduration; if (self.weapon2frame != self.weapon2frame_end && !self.anim2_reversed) { // continue an animation if (self.anim2_reversed) { self.weapon2frame = self.weapon2frame - 1; } else { self.weapon2frame = self.weapon2frame + 1; } if (self.callfuncat2) { if (self.weapon2frame == self.callfuncat2) { if (self.animend2) { temp = self.animend2; self.animend2 = SUB_Null2; if (temp) temp(S_LEFT); } } } PlayWeaponSound(self.weapon, self.weapon2_anim_type, FALSE, self.weapon2frame); return; } else { if (self.callfuncat2 != self.weapon2frame && self.reload_delay <= time) W_ShowCrosshair(self); self.weapon2frame = self.weapon2frame_end = self.weapon2frame = GetFrame(self.weapon,BASE_FRAME); self.new_anim2_stop = FALSE; self.weapon2_anim_type = 0; self.weapon2_animduration = 0; self.callfuncat2 = 0; temp = self.animend2; self.animend2 = SUB_Null; if (temp) temp(S_LEFT); } }; void () W_Frame_Update = { local void temp(optional float t); // note: call whenever weapon frames are called! if (self.anim_weapon_time > time) return; //don't call every frame, if it is the animations will play too fast //if (IsDualWeapon(self.weapon)) // W2_Frame_Update(); self.anim_weapon_time = time + self.weapon_animduration; if (self.weaponframe != self.weaponframe_end && !self.anim_reversed) { // continue an animation if (self.anim_reversed) { self.weaponframe = self.weaponframe - 1; } else { self.weaponframe = self.weaponframe + 1; } if (self.weaponmodel == "models/weapons/kar/v_kar.mdl" && (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER)) { self.weapon2model = "models/weapons/kar/v_karscope.mdl"; self.weapon2frame = self.weaponframe; //self.weapon2skin = self.weaponskin; } else if (self.weaponmodel == "progs/VModels/v_knife.mdl" || self.weaponmodel == "models/machines/v_perk.mdl") { self.weapon2model = ""; UpdateV2model(self.weapon2model, 0); } if (self.callfuncat) { if (self.weaponframe == self.callfuncat) { if (self.animend) { temp = self.animend; self.animend = SUB_Null; if (temp) temp(S_RIGHT); } } } PlayWeaponSound(self.weapon, self.weapon_anim_type, FALSE, self.weaponframe); // FIXME: We need a way to play sounds at specific frames for any viewmodel, not just weapons if (self.weaponmodel == "models/weapons/grenade/v_betty.mdl" && self.weaponframe == 12) sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM); return; } else { if (self.callfuncat != self.weaponframe && self.reload_delay2 <= time) W_ShowCrosshair(self); self.weaponframe_end = self.weaponframe = GetFrame(self.weapon,BASE_FRAME); self.new_anim_stop = FALSE; self.weapon_anim_type = 0; self.weapon_animduration = 0; self.callfuncat = 0; temp = self.animend; self.animend = SUB_Null; if (temp) temp(S_RIGHT); } //if (!IsDualWeapon(self.weapon)) // W2_Frame_Update(); }; float(string path) model_should_hide_weapon2 = { switch(path) { case "models/weapons/grenade/v_grenade.mdl": case "models/weapons/grenade/v_betty.mdl": case "models/weapons/bk/v_bk.mdl": case "models/weapons/knife/v_bowie.mdl": case "models/weapons/knife/v_knife.mdl": return true; } return false; } void Set_W_Frame (float startframe, float endframe, float duration, float funccalledin, float animtype, void(optional float t) endanimfunc, string set_model, float dontstartnew, float side) = { float math, reversed; if (startframe >= endframe) { reversed = true; } else { reversed = false; } math = 0; if (duration) { math = duration / (fabs(endframe - startframe) + 1); } else { math = 0.1; } if (side == S_RIGHT || side == S_BOTH) { self.weaponframe = startframe; self.weaponframe_end = endframe; self.animend = endanimfunc; self.callfuncat = funccalledin; self.weapon_anim_type = animtype; self.new_anim_stop = dontstartnew; self.weapon_animduration = math; self.anim_reversed = reversed; } if (side == S_LEFT || side == S_BOTH) { self.weapon2frame = startframe; self.weapon2frame_end = endframe; self.weapon2_anim_type = animtype; self.new_anim2_stop = dontstartnew; self.weapon2_animduration = math; self.anim2_reversed = reversed; if (side != S_BOTH) { self.animend2 = endanimfunc; self.callfuncat2 = funccalledin; } } if ((startframe != endframe) && !(self.zoom == 2)) { // naievil -- latter used for checkhold if (side == S_LEFT) { self.weapon2model = set_model; UpdateV2model(self.weapon2model, GetWepSkin(self.weapon)); } else { self.weaponmodel = set_model; if (set_model != "models/machines/v_perk.mdl") UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon)); else UpdateVmodel(self.weaponmodel, self.weaponskin); if (model_should_hide_weapon2(set_model) == true) { self.weapon2model = ""; UpdateV2model(self.weapon2model, 0); } else if (self.weapon == W_KAR_SCOPE) { self.weapon2model = "models/weapons/kar/v_karscope.mdl"; UpdateV2model(self.weapon2model, 0); } else if (IsDualWeapon(self.weapon)) { self.weapon2model = GetLeftWeaponModel(self.weapon); UpdateV2model(self.weapon2model, 0); } } } }