2013-04-04 18:01:17 +00:00
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// BG_PAnimate.c
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#include "q_shared.h"
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#include "bg_public.h"
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#include "bg_local.h"
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#include "anims.h"
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#include "../cgame/animtable.h"
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/*
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==============================================================================
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BEGIN: Animation utility functions (sequence checking)
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==============================================================================
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*/
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//Called regardless of pm validity:
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qboolean BG_InSpecialJump( int anim )
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{
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switch ( (anim&~ANIM_TOGGLEBIT) )
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{
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case BOTH_WALL_RUN_RIGHT:
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case BOTH_WALL_RUN_RIGHT_FLIP:
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case BOTH_WALL_RUN_LEFT:
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case BOTH_WALL_RUN_LEFT_FLIP:
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case BOTH_WALL_FLIP_RIGHT:
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case BOTH_WALL_FLIP_LEFT:
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case BOTH_FLIP_BACK1:
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case BOTH_FLIP_BACK2:
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case BOTH_FLIP_BACK3:
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case BOTH_WALL_FLIP_BACK1:
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case BOTH_BUTTERFLY_LEFT:
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case BOTH_BUTTERFLY_RIGHT:
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return qtrue;
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}
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return qfalse;
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}
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qboolean BG_InSaberStandAnim( int anim )
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{
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switch ( (anim&~ANIM_TOGGLEBIT) )
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{
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case BOTH_SABERFAST_STANCE:
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case BOTH_STAND2:
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case BOTH_SABERSLOW_STANCE:
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return qtrue;
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default:
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return qfalse;
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}
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}
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qboolean BG_DirectFlippingAnim( int anim )
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{
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switch ( (anim&~ANIM_TOGGLEBIT) )
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{
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case BOTH_FLIP_F: //# Flip forward
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case BOTH_FLIP_B: //# Flip backwards
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case BOTH_FLIP_L: //# Flip left
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case BOTH_FLIP_R: //# Flip right
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return qtrue;
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break;
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}
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return qfalse;
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}
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qboolean BG_SaberInAttack( int move )
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{
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if ( move >= LS_A_TL2BR && move <= LS_A_T2B )
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{
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return qtrue;
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}
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switch ( move )
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{
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case LS_A_BACK:
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case LS_A_BACK_CR:
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case LS_A_BACKSTAB:
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case LS_A_LUNGE:
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case LS_A_JUMP_T__B_:
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case LS_A_FLIP_STAB:
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case LS_A_FLIP_SLASH:
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return qtrue;
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break;
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}
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return qfalse;
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}
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qboolean BG_SaberInSpecial( int move )
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{
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switch( move )
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{
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case LS_A_BACK:
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case LS_A_BACK_CR:
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case LS_A_BACKSTAB:
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case LS_A_LUNGE:
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case LS_A_JUMP_T__B_:
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case LS_A_FLIP_STAB:
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case LS_A_FLIP_SLASH:
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return qtrue;
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}
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return qfalse;
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}
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qboolean BG_SaberInIdle( int move )
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{
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switch ( move )
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{
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case LS_NONE:
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case LS_READY:
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case LS_DRAW:
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case LS_PUTAWAY:
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return qtrue;
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break;
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}
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return qfalse;
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}
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qboolean BG_FlippingAnim( int anim )
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{
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switch ( anim )
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{
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case BOTH_FLIP_F: //# Flip forward
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case BOTH_FLIP_B: //# Flip backwards
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case BOTH_FLIP_L: //# Flip left
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case BOTH_FLIP_R: //# Flip right
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case BOTH_WALL_RUN_RIGHT_FLIP:
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case BOTH_WALL_RUN_LEFT_FLIP:
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case BOTH_WALL_FLIP_RIGHT:
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case BOTH_WALL_FLIP_LEFT:
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case BOTH_FLIP_BACK1:
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case BOTH_FLIP_BACK2:
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case BOTH_FLIP_BACK3:
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case BOTH_WALL_FLIP_BACK1:
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//Not really flips, but...
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case BOTH_WALL_RUN_RIGHT:
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case BOTH_WALL_RUN_LEFT:
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case BOTH_WALL_RUN_RIGHT_STOP:
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case BOTH_WALL_RUN_LEFT_STOP:
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case BOTH_BUTTERFLY_LEFT:
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case BOTH_BUTTERFLY_RIGHT:
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//
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case BOTH_ARIAL_LEFT:
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case BOTH_ARIAL_RIGHT:
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case BOTH_ARIAL_F1:
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case BOTH_CARTWHEEL_LEFT:
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case BOTH_CARTWHEEL_RIGHT:
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case BOTH_JUMPFLIPSLASHDOWN1:
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case BOTH_JUMPFLIPSTABDOWN:
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return qtrue;
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break;
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}
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return qfalse;
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}
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qboolean BG_SpinningSaberAnim( int anim )
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{
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switch ( anim )
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{
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//level 1 - FIXME: level 1 will have *no* spins
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case BOTH_T1_BR_BL:
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case BOTH_T1__R__L:
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case BOTH_T1__R_BL:
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case BOTH_T1_TR_BL:
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case BOTH_T1_BR_TL:
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case BOTH_T1_BR__L:
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case BOTH_T1_TL_BR:
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case BOTH_T1__L_BR:
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case BOTH_T1__L__R:
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case BOTH_T1_BL_BR:
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case BOTH_T1_BL__R:
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case BOTH_T1_BL_TR:
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//level 2
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case BOTH_T2_BR__L:
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case BOTH_T2_BR_BL:
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case BOTH_T2__R_BL:
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case BOTH_T2__L_BR:
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case BOTH_T2_BL_BR:
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case BOTH_T2_BL__R:
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//level 3
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case BOTH_T3_BR__L:
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case BOTH_T3_BR_BL:
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case BOTH_T3__R_BL:
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case BOTH_T3__L_BR:
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case BOTH_T3_BL_BR:
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case BOTH_T3_BL__R:
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//level 4
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case BOTH_T4_BR__L:
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case BOTH_T4_BR_BL:
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case BOTH_T4__R_BL:
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case BOTH_T4__L_BR:
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case BOTH_T4_BL_BR:
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case BOTH_T4_BL__R:
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//level 5
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case BOTH_T5_BR_BL:
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case BOTH_T5__R__L:
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case BOTH_T5__R_BL:
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case BOTH_T5_TR_BL:
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case BOTH_T5_BR_TL:
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case BOTH_T5_BR__L:
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case BOTH_T5_TL_BR:
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case BOTH_T5__L_BR:
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case BOTH_T5__L__R:
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case BOTH_T5_BL_BR:
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case BOTH_T5_BL__R:
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case BOTH_T5_BL_TR:
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//special
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//case BOTH_A2_STABBACK1:
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case BOTH_ATTACK_BACK:
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case BOTH_CROUCHATTACKBACK1:
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case BOTH_BUTTERFLY_LEFT:
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case BOTH_BUTTERFLY_RIGHT:
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case BOTH_FJSS_TR_BL:
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case BOTH_FJSS_TL_BR:
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case BOTH_JUMPFLIPSLASHDOWN1:
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case BOTH_JUMPFLIPSTABDOWN:
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return qtrue;
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break;
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}
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return qfalse;
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}
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qboolean BG_SaberInSpecialAttack( int anim )
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{
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switch ( anim&~ANIM_TOGGLEBIT )
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{
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case BOTH_A2_STABBACK1:
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case BOTH_ATTACK_BACK:
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case BOTH_CROUCHATTACKBACK1:
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case BOTH_BUTTERFLY_LEFT:
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case BOTH_BUTTERFLY_RIGHT:
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case BOTH_FJSS_TR_BL:
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case BOTH_FJSS_TL_BR:
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case BOTH_LUNGE2_B__T_:
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case BOTH_FORCELEAP2_T__B_:
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case BOTH_JUMPFLIPSLASHDOWN1://#
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case BOTH_JUMPFLIPSTABDOWN://#
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return qtrue;
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}
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return qfalse;
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}
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qboolean BG_InRoll( playerState_t *ps, int anim )
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{
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switch ( (anim&~ANIM_TOGGLEBIT) )
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{
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case BOTH_ROLL_F:
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case BOTH_ROLL_B:
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case BOTH_ROLL_R:
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case BOTH_ROLL_L:
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if ( ps->legsTimer > 0 )
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{
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return qtrue;
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}
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break;
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}
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return qfalse;
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}
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qboolean BG_InDeathAnim( int anim )
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{
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switch((anim&~ANIM_TOGGLEBIT))
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{
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case BOTH_DIVE1:
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case BOTH_DEATHBACKWARD1:
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case BOTH_DEATHBACKWARD2:
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case BOTH_DEATHFORWARD1:
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case BOTH_DEATHFORWARD2:
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case BOTH_DEATH1:
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case BOTH_DEATH2:
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case BOTH_DEATH3:
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case BOTH_DEATH4:
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case BOTH_DEATH5:
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case BOTH_DEATH6:
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case BOTH_DEATH7:
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case BOTH_DEATH1IDLE:
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case BOTH_LYINGDEATH1:
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case BOTH_STUMBLEDEATH1:
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case BOTH_FALLDEATH1:
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case BOTH_FALLDEATH1INAIR:
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case BOTH_FALLDEATH1LAND:
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return qtrue;
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break;
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default:
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return qfalse;
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break;
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}
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}
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//Called only where pm is valid (not all require pm, but some do):
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qboolean PM_SaberInParry( int move )
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{
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if ( move >= LS_PARRY_UP && move <= LS_PARRY_LL )
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{
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return qtrue;
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}
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return qfalse;
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}
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qboolean PM_SaberInReflect( int move )
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{
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if ( move >= LS_REFLECT_UP && move <= LS_REFLECT_LL )
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{
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return qtrue;
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}
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return qfalse;
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}
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qboolean PM_SaberInStart( int move )
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{
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if ( move >= LS_S_TL2BR && move <= LS_S_T2B )
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{
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return qtrue;
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}
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return qfalse;
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}
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qboolean PM_InSaberAnim( int anim )
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{
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if ( (anim&~ANIM_TOGGLEBIT) >= BOTH_A1_T__B_ && (anim&~ANIM_TOGGLEBIT) <= BOTH_H1_S1_BR )
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{
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return qtrue;
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}
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return qfalse;
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}
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qboolean PM_InKnockDown( playerState_t *ps )
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{
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switch ( (ps->legsAnim&~ANIM_TOGGLEBIT) )
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{
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case BOTH_KNOCKDOWN1:
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case BOTH_KNOCKDOWN2:
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case BOTH_KNOCKDOWN3:
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case BOTH_KNOCKDOWN4:
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case BOTH_KNOCKDOWN5:
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return qtrue;
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break;
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case BOTH_GETUP1:
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case BOTH_GETUP2:
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case BOTH_GETUP3:
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case BOTH_GETUP4:
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case BOTH_GETUP5:
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case BOTH_FORCE_GETUP_F1:
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case BOTH_FORCE_GETUP_F2:
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case BOTH_FORCE_GETUP_B1:
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case BOTH_FORCE_GETUP_B2:
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case BOTH_FORCE_GETUP_B3:
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case BOTH_FORCE_GETUP_B4:
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case BOTH_FORCE_GETUP_B5:
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if ( ps->legsTimer )
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{
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return qtrue;
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}
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break;
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}
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return qfalse;
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}
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qboolean PM_PainAnim( int anim )
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{
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switch ( (anim&~ANIM_TOGGLEBIT) )
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{
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case BOTH_PAIN1: //# First take pain anim
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case BOTH_PAIN2: //# Second take pain anim
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case BOTH_PAIN3: //# Third take pain anim
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case BOTH_PAIN4: //# Fourth take pain anim
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case BOTH_PAIN5: //# Fifth take pain anim - from behind
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case BOTH_PAIN6: //# Sixth take pain anim - from behind
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case BOTH_PAIN7: //# Seventh take pain anim - from behind
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case BOTH_PAIN8: //# Eigth take pain anim - from behind
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case BOTH_PAIN9: //#
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case BOTH_PAIN10: //#
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case BOTH_PAIN11: //#
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case BOTH_PAIN12: //#
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case BOTH_PAIN13: //#
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case BOTH_PAIN14: //#
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case BOTH_PAIN15: //#
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case BOTH_PAIN16: //#
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case BOTH_PAIN17: //#
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case BOTH_PAIN18: //#
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case BOTH_PAIN19: //#
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return qtrue;
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break;
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean PM_JumpingAnim( int anim )
|
|
|
|
{
|
|
|
|
switch ( (anim&~ANIM_TOGGLEBIT) )
|
|
|
|
{
|
|
|
|
case BOTH_JUMP1: //# Jump - wind-up and leave ground
|
|
|
|
case BOTH_INAIR1: //# In air loop (from jump)
|
|
|
|
case BOTH_LAND1: //# Landing (from in air loop)
|
|
|
|
case BOTH_LAND2: //# Landing Hard (from a great height)
|
|
|
|
case BOTH_JUMPBACK1: //# Jump backwards - wind-up and leave ground
|
|
|
|
case BOTH_INAIRBACK1: //# In air loop (from jump back)
|
|
|
|
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
|
|
|
|
case BOTH_JUMPLEFT1: //# Jump left - wind-up and leave ground
|
|
|
|
case BOTH_INAIRLEFT1: //# In air loop (from jump left)
|
|
|
|
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
|
|
|
|
case BOTH_JUMPRIGHT1: //# Jump right - wind-up and leave ground
|
|
|
|
case BOTH_INAIRRIGHT1: //# In air loop (from jump right)
|
|
|
|
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
|
|
|
|
case BOTH_FORCEJUMP1: //# Jump - wind-up and leave ground
|
|
|
|
case BOTH_FORCEINAIR1: //# In air loop (from jump)
|
|
|
|
case BOTH_FORCELAND1: //# Landing (from in air loop)
|
|
|
|
case BOTH_FORCEJUMPBACK1: //# Jump backwards - wind-up and leave ground
|
|
|
|
case BOTH_FORCEINAIRBACK1: //# In air loop (from jump back)
|
|
|
|
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
|
|
|
|
case BOTH_FORCEJUMPLEFT1: //# Jump left - wind-up and leave ground
|
|
|
|
case BOTH_FORCEINAIRLEFT1: //# In air loop (from jump left)
|
|
|
|
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
|
|
|
|
case BOTH_FORCEJUMPRIGHT1: //# Jump right - wind-up and leave ground
|
|
|
|
case BOTH_FORCEINAIRRIGHT1: //# In air loop (from jump right)
|
|
|
|
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
|
|
|
|
return qtrue;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean PM_LandingAnim( int anim )
|
|
|
|
{
|
|
|
|
switch ( (anim&~ANIM_TOGGLEBIT) )
|
|
|
|
{
|
|
|
|
case BOTH_LAND1: //# Landing (from in air loop)
|
|
|
|
case BOTH_LAND2: //# Landing Hard (from a great height)
|
|
|
|
case BOTH_LANDBACK1: //# Landing backwards(from in air loop)
|
|
|
|
case BOTH_LANDLEFT1: //# Landing left(from in air loop)
|
|
|
|
case BOTH_LANDRIGHT1: //# Landing right(from in air loop)
|
|
|
|
case BOTH_FORCELAND1: //# Landing (from in air loop)
|
|
|
|
case BOTH_FORCELANDBACK1: //# Landing backwards(from in air loop)
|
|
|
|
case BOTH_FORCELANDLEFT1: //# Landing left(from in air loop)
|
|
|
|
case BOTH_FORCELANDRIGHT1: //# Landing right(from in air loop)
|
|
|
|
return qtrue;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean PM_SpinningAnim( int anim )
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
switch ( anim )
|
|
|
|
{
|
|
|
|
//FIXME: list any other spinning anims
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
return BG_SpinningSaberAnim( anim );
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean PM_InOnGroundAnim ( int anim )
|
|
|
|
{
|
|
|
|
switch( anim&~ANIM_TOGGLEBIT )
|
|
|
|
{
|
|
|
|
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_PAIN2WRITHE1: //# Transition from upright position to writhing on ground anim
|
|
|
|
case BOTH_WRITHING1: //# Lying on ground writhing in pain
|
|
|
|
case BOTH_WRITHING1RLEG: //# Lying on ground writhing in pain: holding right leg
|
|
|
|
case BOTH_WRITHING1LLEG: //# Lying on ground writhing in pain: holding left leg
|
|
|
|
case BOTH_WRITHING2: //# Lying on stomache writhing in pain
|
|
|
|
case BOTH_INJURED1: //# Lying down: against wall - can also be sleeping
|
|
|
|
case BOTH_CRAWLBACK1: //# Lying on back: crawling backwards with elbows
|
|
|
|
case BOTH_INJURED2: //# Injured pose 2
|
|
|
|
case BOTH_INJURED3: //# Injured pose 3
|
|
|
|
case BOTH_INJURED6: //# Injured pose 6
|
|
|
|
case BOTH_INJURED6ATTACKSTART: //# Start attack while in injured 6 pose
|
|
|
|
case BOTH_INJURED6ATTACKSTOP: //# End attack while in injured 6 pose
|
|
|
|
case BOTH_INJURED6COMBADGE: //# Hit combadge while in injured 6 pose
|
|
|
|
case BOTH_INJURED6POINT: //# Chang points to door while in injured state
|
|
|
|
case BOTH_KNOCKDOWN1: //#
|
|
|
|
case BOTH_KNOCKDOWN2: //#
|
|
|
|
return qtrue;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean PM_InRollComplete( playerState_t *ps, int anim )
|
|
|
|
{
|
|
|
|
switch ( (anim&~ANIM_TOGGLEBIT) )
|
|
|
|
{
|
|
|
|
case BOTH_ROLL_F:
|
|
|
|
case BOTH_ROLL_B:
|
|
|
|
case BOTH_ROLL_R:
|
|
|
|
case BOTH_ROLL_L:
|
|
|
|
if ( ps->legsTimer < 1 )
|
|
|
|
{
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
int PM_AnimLength( int index, animNumber_t anim )
|
|
|
|
{
|
|
|
|
if (anim >= MAX_ANIMATIONS)
|
|
|
|
{
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
return pm->animations[anim].numFrames * fabs(pm->animations[anim].frameLerp);
|
|
|
|
}
|
|
|
|
|
|
|
|
void PM_DebugLegsAnim(int anim)
|
|
|
|
{
|
|
|
|
int oldAnim = (pm->ps->legsAnim & ~ANIM_TOGGLEBIT);
|
|
|
|
int newAnim = (anim & ~ANIM_TOGGLEBIT);
|
|
|
|
|
|
|
|
if (oldAnim < MAX_TOTALANIMATIONS && oldAnim >= BOTH_DEATH1 &&
|
|
|
|
newAnim < MAX_TOTALANIMATIONS && newAnim >= BOTH_DEATH1)
|
|
|
|
{
|
|
|
|
Com_Printf("OLD: %s\n", animTable[oldAnim]);
|
|
|
|
Com_Printf("NEW: %s\n", animTable[newAnim]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
==============================================================================
|
|
|
|
END: Animation utility functions (sequence checking)
|
|
|
|
==============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
BG_ParseAnimationFile
|
|
|
|
|
|
|
|
Read a configuration file containing animation coutns and rates
|
|
|
|
models/players/visor/animation.cfg, etc
|
|
|
|
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
char BGPAFtext[40000];
|
|
|
|
qboolean BGPAFtextLoaded = qfalse;
|
|
|
|
animation_t bgGlobalAnimations[MAX_TOTALANIMATIONS];
|
|
|
|
|
2013-04-04 18:02:27 +00:00
|
|
|
qboolean BG_ParseAnimationFile(const char *filename)
|
2013-04-04 18:01:17 +00:00
|
|
|
{
|
|
|
|
char *text_p;
|
|
|
|
int len;
|
|
|
|
int i;
|
|
|
|
char *token;
|
|
|
|
float fps;
|
|
|
|
int skip;
|
|
|
|
|
|
|
|
fileHandle_t f;
|
2013-04-04 18:02:27 +00:00
|
|
|
int animNum;
|
2013-04-04 18:01:17 +00:00
|
|
|
|
|
|
|
|
|
|
|
// load the file
|
|
|
|
if (!BGPAFtextLoaded)
|
|
|
|
{ //rww - We are always using the same animation config now. So only load it once.
|
|
|
|
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
|
|
|
if ( len <= 0 )
|
|
|
|
{
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
if ( len >= sizeof( BGPAFtext ) - 1 )
|
|
|
|
{
|
2013-04-04 18:02:27 +00:00
|
|
|
//Com_Printf( "File %s too long\n", filename );
|
2013-04-04 18:01:17 +00:00
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
trap_FS_Read( BGPAFtext, len, f );
|
|
|
|
BGPAFtext[len] = 0;
|
|
|
|
trap_FS_FCloseFile( f );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// parse the text
|
|
|
|
text_p = BGPAFtext;
|
|
|
|
skip = 0; // quiet the compiler warning
|
|
|
|
|
|
|
|
//FIXME: have some way of playing anims backwards... negative numFrames?
|
|
|
|
|
|
|
|
//initialize anim array so that from 0 to MAX_ANIMATIONS, set default values of 0 1 0 100
|
|
|
|
for(i = 0; i < MAX_ANIMATIONS; i++)
|
|
|
|
{
|
2013-04-04 18:02:27 +00:00
|
|
|
bgGlobalAnimations[i].firstFrame = 0;
|
|
|
|
bgGlobalAnimations[i].numFrames = 0;
|
|
|
|
bgGlobalAnimations[i].loopFrames = -1;
|
|
|
|
bgGlobalAnimations[i].frameLerp = 100;
|
|
|
|
bgGlobalAnimations[i].initialLerp = 100;
|
2013-04-04 18:01:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// read information for each frame
|
|
|
|
while(1)
|
|
|
|
{
|
|
|
|
token = COM_Parse( (const char **)(&text_p) );
|
|
|
|
|
|
|
|
if ( !token || !token[0])
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
animNum = GetIDForString(animTable, token);
|
|
|
|
if(animNum == -1)
|
|
|
|
{
|
|
|
|
//#ifndef FINAL_BUILD
|
|
|
|
#ifdef _DEBUG
|
|
|
|
Com_Printf(S_COLOR_RED"WARNING: Unknown token %s in %s\n", token, filename);
|
|
|
|
#endif
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
token = COM_Parse( (const char **)(&text_p) );
|
|
|
|
if ( !token )
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
2013-04-04 18:02:27 +00:00
|
|
|
bgGlobalAnimations[animNum].firstFrame = atoi( token );
|
2013-04-04 18:01:17 +00:00
|
|
|
|
|
|
|
token = COM_Parse( (const char **)(&text_p) );
|
|
|
|
if ( !token )
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
2013-04-04 18:02:27 +00:00
|
|
|
bgGlobalAnimations[animNum].numFrames = atoi( token );
|
2013-04-04 18:01:17 +00:00
|
|
|
|
|
|
|
token = COM_Parse( (const char **)(&text_p) );
|
|
|
|
if ( !token )
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
2013-04-04 18:02:27 +00:00
|
|
|
bgGlobalAnimations[animNum].loopFrames = atoi( token );
|
2013-04-04 18:01:17 +00:00
|
|
|
|
|
|
|
token = COM_Parse( (const char **)(&text_p) );
|
|
|
|
if ( !token )
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
fps = atof( token );
|
|
|
|
if ( fps == 0 )
|
|
|
|
{
|
|
|
|
fps = 1;//Don't allow divide by zero error
|
|
|
|
}
|
|
|
|
if ( fps < 0 )
|
|
|
|
{//backwards
|
2013-04-04 18:02:27 +00:00
|
|
|
bgGlobalAnimations[animNum].frameLerp = floor(1000.0f / fps);
|
2013-04-04 18:01:17 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2013-04-04 18:02:27 +00:00
|
|
|
bgGlobalAnimations[animNum].frameLerp = ceil(1000.0f / fps);
|
2013-04-04 18:01:17 +00:00
|
|
|
}
|
|
|
|
|
2013-04-04 18:02:27 +00:00
|
|
|
bgGlobalAnimations[animNum].initialLerp = ceil(1000.0f / fabs(fps));
|
2013-04-04 18:01:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
BGPAFtextLoaded = qtrue;
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===================
|
|
|
|
LEGS Animations
|
|
|
|
Base animation for overall body
|
|
|
|
===================
|
|
|
|
*/
|
|
|
|
static void PM_StartLegsAnim( int anim ) {
|
|
|
|
if ( pm->ps->pm_type >= PM_DEAD ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( pm->ps->legsTimer > 0 ) {
|
|
|
|
return; // a high priority animation is running
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pm->ps->usingATST)
|
|
|
|
{ //animation is handled mostly client-side with only a few exceptions
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (BG_InSaberStandAnim(anim) && pm->ps->weapon == WP_SABER && pm->ps->dualBlade)
|
|
|
|
{ //a bit of a hack, but dualblade is cheat-only anyway
|
|
|
|
anim = BOTH_STAND1;
|
|
|
|
}
|
|
|
|
|
|
|
|
pm->ps->legsAnim = ( ( pm->ps->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
|
|
|
| anim;
|
|
|
|
|
|
|
|
if ( pm->debugLevel ) {
|
|
|
|
Com_Printf("%d: StartLegsAnim %d, on client#%d\n", pm->cmd.serverTime, anim, pm->ps->clientNum);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void PM_ContinueLegsAnim( int anim ) {
|
|
|
|
if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( pm->ps->legsTimer > 0 ) {
|
|
|
|
return; // a high priority animation is running
|
|
|
|
}
|
|
|
|
|
|
|
|
PM_StartLegsAnim( anim );
|
|
|
|
}
|
|
|
|
|
|
|
|
void PM_ForceLegsAnim( int anim) {
|
|
|
|
if (BG_InSpecialJump(pm->ps->legsAnim) &&
|
|
|
|
pm->ps->legsTimer > 0 &&
|
|
|
|
!BG_InSpecialJump(anim))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (BG_InRoll(pm->ps, pm->ps->legsAnim) &&
|
|
|
|
pm->ps->legsTimer > 0 &&
|
|
|
|
!BG_InRoll(pm->ps, anim))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
pm->ps->legsTimer = 0;
|
|
|
|
PM_StartLegsAnim( anim );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===================
|
|
|
|
TORSO Animations
|
|
|
|
Override animations for upper body
|
|
|
|
===================
|
|
|
|
*/
|
|
|
|
void PM_StartTorsoAnim( int anim ) {
|
|
|
|
if ( pm->ps->pm_type >= PM_DEAD ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pm->ps->usingATST)
|
|
|
|
{ //animation is handled mostly client-side with only a few exceptions
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (BG_InSaberStandAnim(anim) && pm->ps->weapon == WP_SABER && pm->ps->dualBlade)
|
|
|
|
{ //a bit of a hack, but dualblade is cheat-only anyway
|
|
|
|
anim = BOTH_STAND1;
|
|
|
|
}
|
|
|
|
|
|
|
|
pm->ps->torsoAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
|
|
|
|
| anim;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void PM_ContinueTorsoAnim( int anim ) {
|
|
|
|
if ( ( pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( pm->ps->torsoTimer > 0 ) {
|
|
|
|
return; // a high priority animation is running
|
|
|
|
}
|
|
|
|
PM_StartTorsoAnim( anim);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
-------------------------
|
|
|
|
PM_SetLegsAnimTimer
|
|
|
|
-------------------------
|
|
|
|
*/
|
|
|
|
|
|
|
|
void PM_SetLegsAnimTimer(int time )
|
|
|
|
{
|
|
|
|
pm->ps->legsTimer = time;
|
|
|
|
|
|
|
|
if (pm->ps->legsTimer < 0 && time != -1 )
|
|
|
|
{//Cap timer to 0 if was counting down, but let it be -1 if that was intentional. NOTENOTE Yeah this seems dumb, but it mirrors SP.
|
|
|
|
pm->ps->legsTimer = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
-------------------------
|
|
|
|
PM_SetTorsoAnimTimer
|
|
|
|
-------------------------
|
|
|
|
*/
|
|
|
|
|
|
|
|
void PM_SetTorsoAnimTimer(int time )
|
|
|
|
{
|
|
|
|
pm->ps->torsoTimer = time;
|
|
|
|
|
|
|
|
if (pm->ps->torsoTimer < 0 && time != -1 )
|
|
|
|
{//Cap timer to 0 if was counting down, but let it be -1 if that was intentional. NOTENOTE Yeah this seems dumb, but it mirrors SP.
|
|
|
|
pm->ps->torsoTimer = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void BG_SaberStartTransAnim( int saberAnimLevel, int anim, float *animSpeed )
|
|
|
|
{
|
|
|
|
if ( ( (anim&~ANIM_TOGGLEBIT) >= BOTH_T1_BR__R &&
|
|
|
|
(anim&~ANIM_TOGGLEBIT) <= BOTH_T1_BL_TL ) ||
|
|
|
|
( (anim&~ANIM_TOGGLEBIT) >= BOTH_T2_BR__R &&
|
|
|
|
(anim&~ANIM_TOGGLEBIT) <= BOTH_T2_BL_TL ) ||
|
|
|
|
( (anim&~ANIM_TOGGLEBIT) >= BOTH_T3_BR__R &&
|
|
|
|
(anim&~ANIM_TOGGLEBIT) <= BOTH_T3_BL_TL ) )
|
|
|
|
{
|
|
|
|
if ( saberAnimLevel == FORCE_LEVEL_1 )
|
|
|
|
{
|
|
|
|
*animSpeed *= 1.5;
|
|
|
|
}
|
|
|
|
else if ( saberAnimLevel == FORCE_LEVEL_3 )
|
|
|
|
{
|
|
|
|
*animSpeed *= 0.75;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
-------------------------
|
|
|
|
PM_SetAnimFinal
|
|
|
|
-------------------------
|
|
|
|
*/
|
|
|
|
void PM_SetAnimFinal(int setAnimParts,int anim,int setAnimFlags,
|
|
|
|
int blendTime) // default blendTime=350
|
|
|
|
{
|
|
|
|
animation_t *animations = pm->animations;
|
|
|
|
|
|
|
|
float editAnimSpeed = 0;
|
|
|
|
|
|
|
|
if (!animations)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//NOTE: Setting blendTime here breaks actual blending..
|
|
|
|
blendTime = 0;
|
|
|
|
|
|
|
|
BG_SaberStartTransAnim(pm->ps->fd.saberAnimLevel, anim, &editAnimSpeed);
|
|
|
|
|
|
|
|
// Set torso anim
|
|
|
|
if (setAnimParts & SETANIM_TORSO)
|
|
|
|
{
|
|
|
|
// Don't reset if it's already running the anim
|
|
|
|
if( !(setAnimFlags & SETANIM_FLAG_RESTART) && (pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim )
|
|
|
|
{
|
|
|
|
goto setAnimLegs;
|
|
|
|
}
|
|
|
|
// or if a more important anim is running
|
|
|
|
if( !(setAnimFlags & SETANIM_FLAG_OVERRIDE) && ((pm->ps->torsoTimer > 0)||(pm->ps->torsoTimer == -1)) )
|
|
|
|
{
|
|
|
|
goto setAnimLegs;
|
|
|
|
}
|
|
|
|
|
|
|
|
PM_StartTorsoAnim( anim );
|
|
|
|
|
|
|
|
if (setAnimFlags & SETANIM_FLAG_HOLD)
|
|
|
|
{//FIXME: allow to set a specific time?
|
|
|
|
if (setAnimFlags & SETANIM_FLAG_HOLDLESS)
|
|
|
|
{ // Make sure to only wait in full 1/20 sec server frame intervals.
|
|
|
|
int dur;
|
|
|
|
|
|
|
|
dur = (animations[anim].numFrames ) * fabs(animations[anim].frameLerp);
|
|
|
|
//dur = ((int)(dur/50.0)) * 50 / timeScaleMod;
|
|
|
|
dur -= blendTime+fabs(animations[anim].frameLerp)*2;
|
|
|
|
if (dur > 1)
|
|
|
|
{
|
|
|
|
pm->ps->torsoTimer = dur-1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pm->ps->torsoTimer = fabs(animations[anim].frameLerp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pm->ps->torsoTimer = ((animations[anim].numFrames ) * fabs(animations[anim].frameLerp));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pm->ps->fd.forcePowersActive & (1 << FP_RAGE))
|
|
|
|
{
|
|
|
|
pm->ps->torsoTimer /= 1.7;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (editAnimSpeed)
|
|
|
|
{
|
|
|
|
pm->ps->torsoTimer /= editAnimSpeed;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
setAnimLegs:
|
|
|
|
// Set legs anim
|
|
|
|
if (setAnimParts & SETANIM_LEGS)
|
|
|
|
{
|
|
|
|
// Don't reset if it's already running the anim
|
|
|
|
if( !(setAnimFlags & SETANIM_FLAG_RESTART) && (pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim )
|
|
|
|
{
|
|
|
|
goto setAnimDone;
|
|
|
|
}
|
|
|
|
// or if a more important anim is running
|
|
|
|
if( !(setAnimFlags & SETANIM_FLAG_OVERRIDE) && ((pm->ps->legsTimer > 0)||(pm->ps->legsTimer == -1)) )
|
|
|
|
{
|
|
|
|
goto setAnimDone;
|
|
|
|
}
|
|
|
|
|
|
|
|
PM_StartLegsAnim(anim);
|
|
|
|
|
|
|
|
if (setAnimFlags & SETANIM_FLAG_HOLD)
|
|
|
|
{//FIXME: allow to set a specific time?
|
|
|
|
if (setAnimFlags & SETANIM_FLAG_HOLDLESS)
|
|
|
|
{ // Make sure to only wait in full 1/20 sec server frame intervals.
|
|
|
|
int dur;
|
|
|
|
|
|
|
|
dur = (animations[anim].numFrames -1) * fabs(animations[anim].frameLerp);
|
|
|
|
//dur = ((int)(dur/50.0)) * 50 / timeScaleMod;
|
|
|
|
dur -= blendTime+fabs(animations[anim].frameLerp)*2;
|
|
|
|
if (dur > 1)
|
|
|
|
{
|
|
|
|
pm->ps->legsTimer = dur-1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pm->ps->legsTimer = fabs(animations[anim].frameLerp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pm->ps->legsTimer = ((animations[anim].numFrames ) * fabs(animations[anim].frameLerp));
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
PM_DebugLegsAnim(anim);
|
|
|
|
Com_Printf("%i\n", pm->ps->legsTimer);
|
|
|
|
*/
|
|
|
|
|
|
|
|
if (pm->ps->fd.forcePowersActive & (1 << FP_RAGE))
|
|
|
|
{
|
|
|
|
pm->ps->legsTimer /= 1.3;
|
|
|
|
}
|
|
|
|
else if (pm->ps->fd.forcePowersActive & (1 << FP_SPEED))
|
|
|
|
{
|
|
|
|
pm->ps->legsTimer /= 1.7;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
setAnimDone:
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Imported from single-player, this function is mainly intended to make porting from SP easier.
|
|
|
|
void PM_SetAnim(int setAnimParts,int anim,int setAnimFlags, int blendTime)
|
|
|
|
{
|
|
|
|
if (BG_InSpecialJump(anim))
|
|
|
|
{
|
|
|
|
setAnimFlags |= SETANIM_FLAG_RESTART;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (BG_InRoll(pm->ps, pm->ps->legsAnim))
|
|
|
|
{
|
|
|
|
//setAnimFlags |= SETANIM_FLAG_RESTART;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (setAnimFlags&SETANIM_FLAG_OVERRIDE)
|
|
|
|
{
|
|
|
|
if (setAnimParts & SETANIM_TORSO)
|
|
|
|
{
|
|
|
|
if( (setAnimFlags & SETANIM_FLAG_RESTART) || (pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) != anim )
|
|
|
|
{
|
|
|
|
PM_SetTorsoAnimTimer(0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (setAnimParts & SETANIM_LEGS)
|
|
|
|
{
|
|
|
|
if( (setAnimFlags & SETANIM_FLAG_RESTART) || (pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) != anim )
|
|
|
|
{
|
|
|
|
PM_SetLegsAnimTimer(0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
PM_SetAnimFinal(setAnimParts, anim, setAnimFlags, blendTime);
|
|
|
|
}
|
|
|
|
|
|
|
|
|