mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-29 23:32:18 +00:00
258 lines
6.8 KiB
C++
258 lines
6.8 KiB
C++
/*
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server/weapons/frames_core.qc
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advanced viewmodel frame iteration
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Copyright (C) 2021 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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void(entity person) W_ShowCrosshair;
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void() ContinueRun =
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{
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float startframe;
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float endframe;
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string modelname;
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startframe = GetFrame(self.weapon,SPRINT_START);
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endframe = GetFrame(self.weapon,SPRINT_END);
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if(!startframe && !endframe)
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{
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startframe = GetFrame(self.weapon,SPRINT_IN_END);
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endframe = GetFrame(self.weapon,SPRINT_IN_END);
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}
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if (!self.downed) {
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modelname = GetWeaponModel(self.weapon, 0);
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} else
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modelname = "";
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Set_W_Frame (startframe, endframe, 0, 0, SPRINT, ContinueRun, modelname, false, S_BOTH);
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}
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void () W2_Frame_Update =
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{
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local void temp(optional float t);
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// note: call whenever weapon frames are called!
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if (self.anim_weapon2_time > time)
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return; //don't call every frame, if it is the animations will play too fast
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#ifndef FTE
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if (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER) {
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self.weapon2frame = self.weaponframe;
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return;
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}
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#endif // FTE
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self.anim_weapon2_time = time + self.weapon2_animduration;
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if (self.weapon2frame != self.weapon2frame_end && !self.anim2_reversed)
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{ // continue an animation
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if (self.anim2_reversed) {
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self.weapon2frame = self.weapon2frame - 1;
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} else {
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self.weapon2frame = self.weapon2frame + 1;
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}
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if (self.callfuncat2)
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{
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if (self.weapon2frame == self.callfuncat2)
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{
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if (self.animend2)
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{
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temp = self.animend2;
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self.animend2 = SUB_Null2;
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if (temp)
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temp(S_LEFT);
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}
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}
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}
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PlayWeaponSound(self.weapon, self.weapon2_anim_type, FALSE, self.weapon2frame);
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return;
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}
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else
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{
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self.weapon2frame = self.weapon2frame_end = self.weapon2frame = GetFrame(self.weapon,BASE_FRAME);
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self.new_anim2_stop = FALSE;
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self.weapon2_anim_type = 0;
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self.weapon2_animduration = 0;
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self.callfuncat2 = 0;
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temp = self.animend2;
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self.animend2 = SUB_Null;
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if (temp)
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temp(S_LEFT);
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}
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};
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void () W_Frame_Update =
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{
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local void temp(optional float t);
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// note: call whenever weapon frames are called!
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if (self.anim_weapon_time > time)
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return; //don't call every frame, if it is the animations will play too fast
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if (IsDualWeapon(self.weapon))
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W2_Frame_Update();
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self.anim_weapon_time = time + self.weapon_animduration;
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if (self.weaponframe != self.weaponframe_end && !self.anim_reversed)
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{ // continue an animation
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if (self.anim_reversed) {
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self.weaponframe = self.weaponframe - 1;
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} else {
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self.weaponframe = self.weaponframe + 1;
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}
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if (self.weaponmodel == "models/weapons/kar/v_kar.mdl" && (self.weapon == W_KAR_SCOPE || self.weapon == W_HEADCRACKER))
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{
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self.weapon2model = "models/weapons/kar/v_karscope.mdl";
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self.weapon2frame = self.weaponframe;
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//self.weapon2skin = self.weaponskin;
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}
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else if (self.weaponmodel == "progs/VModels/v_knife.mdl" || self.weaponmodel == "models/machines/v_perk.mdl") {
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self.weapon2model = "";
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UpdateV2model(self.weapon2model, 0);
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}
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if (self.callfuncat)
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{
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if (self.weaponframe == self.callfuncat)
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{
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if (self.animend)
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{
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temp = self.animend;
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self.animend = SUB_Null;
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if (temp)
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temp(S_RIGHT);
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}
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}
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}
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PlayWeaponSound(self.weapon, self.weapon_anim_type, FALSE, self.weaponframe);
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// FIXME: We need a way to play sounds at specific frames for any viewmodel, not just weapons
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if (self.weaponmodel == "models/weapons/grenade/v_betty.mdl" && self.weaponframe == 12)
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sound (self, CHAN_WEAPON, "sounds/weapons/grenade/prime.wav", 1, ATTN_NORM);
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return;
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}
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else
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{
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if (self.callfuncat != self.weaponframe)
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W_ShowCrosshair(self);
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self.weaponframe_end = self.weaponframe = GetFrame(self.weapon,BASE_FRAME);
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self.new_anim_stop = FALSE;
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self.weapon_anim_type = 0;
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self.weapon_animduration = 0;
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self.callfuncat = 0;
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temp = self.animend;
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self.animend = SUB_Null;
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if (temp)
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temp(S_RIGHT);
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}
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if (!IsDualWeapon(self.weapon))
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W2_Frame_Update();
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};
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float(string path) model_should_hide_weapon2 =
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{
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switch(path) {
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case "models/weapons/grenade/v_grenade.mdl":
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case "models/weapons/grenade/v_betty.mdl":
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case "models/weapons/bk/v_bk.mdl":
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case "models/weapons/knife/v_bowie.mdl":
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case "models/weapons/knife/v_knife.mdl":
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return true;
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}
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return false;
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}
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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) =
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{
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float math, reversed;
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if (startframe >= endframe) {
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reversed = true;
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} else {
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reversed = false;
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}
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math = 0;
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if (duration) {
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math = duration / (fabs(endframe - startframe) + 1);
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} else {
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math = 0.1;
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}
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if (side == S_RIGHT || side == S_BOTH) {
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self.weaponframe = startframe;
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self.weaponframe_end = endframe;
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self.animend = endanimfunc;
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self.callfuncat = funccalledin;
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self.weapon_anim_type = animtype;
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self.new_anim_stop = dontstartnew;
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self.weapon_animduration = math;
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self.anim_reversed = reversed;
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}
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if (side == S_LEFT || side == S_BOTH) {
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self.weapon2frame = startframe;
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self.weapon2frame_end = endframe;
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self.weapon2_anim_type = animtype;
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self.new_anim2_stop = dontstartnew;
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self.weapon2_animduration = math;
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self.anim2_reversed = reversed;
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if (side != S_BOTH) {
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self.animend2 = endanimfunc;
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self.callfuncat2 = funccalledin;
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}
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}
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if ((startframe != endframe) && !(self.zoom == 2)) { // naievil -- latter used for checkhold
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if (side == S_LEFT) {
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self.weapon2model = set_model;
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UpdateV2model(self.weapon2model, GetWepSkin(self.weapon));
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} else {
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self.weaponmodel = set_model;
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if (set_model != "models/machines/v_perk.mdl")
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UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
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else
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UpdateVmodel(self.weaponmodel, self.weaponskin);
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if (model_should_hide_weapon2(set_model) == true) {
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self.weapon2model = "";
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UpdateV2model(self.weapon2model, 0);
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} else if (self.weapon == W_KAR_SCOPE) {
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self.weapon2model = "models/weapons/kar/v_karscope.mdl";
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UpdateV2model(self.weapon2model, 0);
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} else if (IsDualWeapon(self.weapon)) {
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self.weapon2model = GetLeftWeaponModel(self.weapon);
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UpdateV2model(self.weapon2model, 0);
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}
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}
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}
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}
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