jedioutcast/code/game/bg_panimate.cpp
2013-04-04 16:05:53 -05:00

4037 lines
No EOL
132 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 "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"
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_saberAnimSpeed;
extern cvar_t *g_saberAutoAim;
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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 );
int PM_AnimLength( int index, animNumber_t anim );
// 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)
saberMoveData_t saberMoveData[LS_MOVE_MAX] = {// NB:randomized
// name anim 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
{"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
//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,
};
int 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;
}
return FORCE_LEVEL_0;
}
int PM_PowerLevelForSaberAnim( playerState_t *ps )
{
int anim = ps->torsoAnim;
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_2;
}
if ( anim >= BOTH_P1_S1_T_ && anim <= BOTH_H1_S1_BR )
{//parries, knockaways and broken parries
return FORCE_LEVEL_1;//FIXME: saberAnimLevel?
}
switch ( anim )
{
case BOTH_A2_STABBACK1:
case BOTH_ATTACK_BACK:
case BOTH_CROUCHATTACKBACK1:
case BOTH_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
case BOTH_FJSS_TR_BL:
case BOTH_FJSS_TL_BR:
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
case BOTH_LUNGE2_B__T_:
case BOTH_FORCELEAP2_T__B_:
return FORCE_LEVEL_3;
break;
case BOTH_JUMPFLIPSLASHDOWN1://FIXME: only middle of anim should have any power
case BOTH_JUMPFLIPSTABDOWN://FIXME: only middle of anim should have any power
if ( ps->torsoAnimTimer <= 300 )
{//end of anim
return FORCE_LEVEL_0;
}
else if ( PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)anim ) - ps->torsoAnimTimer < 300 )
{//beginning of anim
return FORCE_LEVEL_0;
}
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_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
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://#
return qtrue;
}
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_BUTTERFLY_LEFT:
case BOTH_BUTTERFLY_RIGHT:
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://#
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_A_LUNGE:
case LS_A_JUMP_T__B_:
case LS_A_FLIP_STAB:
case LS_A_FLIP_SLASH:
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_TL2BR )
{
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_A_LUNGE:
case LS_A_JUMP_T__B_:
case LS_A_FLIP_STAB:
case LS_A_FLIP_SLASH:
return qtrue;
}
return qfalse;
}
int 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;
}
int 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;
}
int 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;
}
int 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->gent && pm->gent->client )
{
if ( pm->gent->client->NPC_class == CLASS_DESANN ||
pm->gent->client->NPC_class == CLASS_TAVION )
{//desann and tavion can link up as many attacks as they want
return qfalse;
}
}
*/
if ( pm->ps->saberAnimLevel > FORCE_LEVEL_3 )
{//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 == 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->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 && !g_saberAutoAim->integer && pm->cmd.forwardmove >= 0 )
{//don't auto-backstab
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 )
{//player
if ( pm->gent )
{//set player enemy to traceEnt so he auto-aims at him
pm->gent->enemy = traceEnt;
}
}
return qtrue;
}
}
return qfalse;
}
int PM_PickBackStab( void )
{
if ( !pm->gent || !pm->gent->client )
{
return LS_READY;
}
if ( pm->gent->client->NPC_class == CLASS_TAVION )
{
return LS_A_BACKSTAB;
}
else if ( pm->gent->client->NPC_class == CLASS_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 )
{//using medium attacks
if ( pm->ps->pm_flags & PMF_DUCKED )
{
return LS_A_BACK_CR;
}
else
{
return LS_A_BACK;
}
}
else
{
return LS_A_BACKSTAB;
}
}
extern int PM_NPCSaberAttackFromQuad( int quad );
int PM_SaberFlipOverAttackMove( void );
int PM_AttackForEnemyPos( qboolean allowFB )
{
int autoMove = -1;
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 );
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 enemyDist = VectorNormalize( enemyDir );
float dot = DotProduct( enemyDir, faceFwd );
if ( dot > 0 )
{//enemy is in front
if ( (!pm->ps->clientNum || PM_ControlledByPlayer())
&& dot > 0.65f
&& pm->gent->enemy->client && PM_InKnockDownOnGround( &pm->gent->enemy->client->ps )
&& enemyDir[2] <= 20 )
{//guy is on the ground below me, do a top-down attack
return LS_A_T2B;
}
if ( allowFB )
{//directly in front anim allowed
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->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||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )
{
if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_2 || pm->ps->saberAnimLevel == FORCE_LEVEL_5)//using medium attacks or Tavion
//&& !PM_InKnockDown( pm->ps )
&& 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<=500) //on ground or just jumped
&& ( pm->ps->clientNum || pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_FORCEJUMP1 || pm->ps->legsAnim == BOTH_INAIR1 || pm->ps->legsAnim == BOTH_FORCEINAIR1 )//either an NPC or in a non-flip forward jump
&& ( (pm->ps->clientNum&&!PM_ControlledByPlayer()&&!Q_irand(0,2)) || pm->cmd.upmove || (pm->ps->pm_flags&PMF_JUMPING) ) )//jumping
{//flip over-forward down-attack
if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) ||
(pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) && !Q_irand(0, 2) ) )
{//only player or acrobat or boss and higher can do this
if ( pm->gent->enemy->health > 0
&& pm->gent->enemy->maxs[2] > 12
&& (!pm->gent->enemy->client || !PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) )
&& DistanceSquared( pm->gent->currentOrigin, enemy_org ) < 10000
&& InFront( enemy_org, pm->gent->currentOrigin, facingAngles, 0.3f ) )
{//enemy must be close and in front
return PM_SaberFlipOverAttackMove();
}
}
}
}
if ( pm->ps->clientNum && !PM_ControlledByPlayer())
{//NPC
if ( pm->gent->NPC
&& pm->gent->NPC->rank >= RANK_LT_JG
&& ( pm->gent->NPC->rank == RANK_LT_JG || Q_irand( 0, pm->gent->NPC->rank ) >= RANK_ENSIGN )
//&& !PM_InKnockDown( pm->ps )
&& ((pm->ps->saberAnimLevel == FORCE_LEVEL_1 && !Q_irand( 0, 2 ))
||(pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand( 0, 4 ))) )
{//fencers and higher only - 33% chance of using lunge (desann 20% chance)
autoMove = LS_A_LUNGE;
}
else
{
autoMove = LS_A_T2B;
}
}
else
{//player
if ( pm->ps->saberAnimLevel == FORCE_LEVEL_1
//&& !PM_InKnockDown( pm->ps )
&& (pm->ps->pm_flags&PMF_DUCKED||pm->cmd.upmove<0) )
{//ducking player
autoMove = LS_A_LUNGE;
}
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->gent->enemy->client || pm->gent->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
{
if ( dot < -0.75f
&& enemyDist < 128
&& (pm->ps->saberAnimLevel == FORCE_LEVEL_1 || (pm->gent->client &&pm->gent->client->NPC_class == CLASS_TAVION&&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||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 > FORCE_LEVEL_1 )
{//higher level back spin-attacks
if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((!pm->ps->clientNum||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;
}
int PM_SaberLungeAttackMove( void )
{
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;
}
int PM_SaberJumpAttackMove( void )
{
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_;
}
int PM_SaberFlipOverAttackMove( void )
{
//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
if ( Q_irand( 0, 1 ) )
{
return LS_A_FLIP_STAB;
}
else
{
return LS_A_FLIP_SLASH;
}
}
int PM_SaberAttackForMovement( int forwardmove, int rightmove, int move )
{
if ( rightmove > 0 )
{//moving right
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;
}
}
else if ( rightmove < 0 )
{//moving left
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
if ( forwardmove > 0 )
{//forward= T2B slash
if ( pm->gent && pm->gent->enemy && pm->gent->enemy->client )
{//I have an active enemy
if ( !pm->ps->clientNum || 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 && g_saberAutoAim->integer )
{
int autoMove = PM_AttackForEnemyPos( qfalse );
if ( autoMove != -1 )
{
return autoMove;
}
}
}
if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )
{
if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_2 || pm->ps->saberAnimLevel == FORCE_LEVEL_5)//using medium attacks or Tavion
//&& !PM_InKnockDown( pm->ps )
&& 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<=500) //on ground or just jumped
&& ( pm->ps->clientNum || pm->ps->legsAnim == BOTH_JUMP1 || pm->ps->legsAnim == BOTH_FORCEJUMP1 || pm->ps->legsAnim == BOTH_INAIR1 || pm->ps->legsAnim == BOTH_FORCEINAIR1 )//either an NPC or in a non-flip forward jump
&& ((pm->ps->clientNum&&!PM_ControlledByPlayer()&&!Q_irand(0,2))||pm->cmd.upmove>0||pm->ps->pm_flags&PMF_JUMPING))//jumping
{//flip over-forward down-attack
if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) ||
(pm->gent->NPC && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) && !Q_irand(0, 2) ) )
{//only player or acrobat or boss and higher can do this
vec3_t fwdAngles = {0,pm->ps->viewangles[YAW],0};
if ( pm->gent->enemy->health > 0
&& 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 PM_SaberFlipOverAttackMove();
}
}
}
}
}
if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )
{
if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_1 || (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand( 0, 2 )))
//&& !PM_InKnockDown( pm->ps )
&& (pm->cmd.upmove < 0 || pm->ps->pm_flags&PMF_DUCKED)
&& (pm->ps->legsAnim == BOTH_STAND2||pm->ps->legsAnim == BOTH_SABERFAST_STANCE||pm->ps->legsAnim == BOTH_SABERSLOW_STANCE||level.time-pm->ps->lastStationary<=500) )
{//not moving (or just started), ducked and using fast attacks
if ( (!pm->ps->clientNum||PM_ControlledByPlayer()) ||
( pm->gent
&& pm->gent->NPC
&& pm->gent->NPC->rank >= RANK_LT_JG
&& ( pm->gent->NPC->rank == RANK_LT_JG || Q_irand( 0, pm->gent->NPC->rank ) >= RANK_ENSIGN )
&& !Q_irand( 0, 3-g_spskill->integer ) ) )
{//only player or fencer and higher can do this
return PM_SaberLungeAttackMove();
}
}
}
if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
{
if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_3 || (pm->gent&&pm->gent->client&&pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand( 0, 1 )))//using strong attacks
//&& !PM_InKnockDown( pm->ps )
&& 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<=500) //on ground or just jumped (if not player)
//&& (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
&& (pm->cmd.upmove||pm->ps->pm_flags&PMF_JUMPING))//jumping
{//strong attack: jump-hack
if ( //!pm->ps->clientNum ||
(pm->gent && pm->gent->NPC && !PM_ControlledByPlayer() && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) ) )
{//only player or acrobat or boss and higher can do this
return PM_SaberJumpAttackMove();
}
}
}
return LS_A_T2B;
}
else if ( forwardmove < 0 )
{//backward= T2B slash//B2T uppercut?
if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((!pm->ps->clientNum||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )
{
//if ( !PM_InKnockDown( pm->ps ) )
{
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 == FORCE_LEVEL_1 || (pm->gent->client &&pm->gent->client->NPC_class == CLASS_TAVION&&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||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 > FORCE_LEVEL_1 )
{//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->gent->client->NPC_class==CLASS_TAVION||(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||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||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||PM_ControlledByPlayer()) && pm->gent && pm->gent->client )
{//only player
if ( PM_CheckEnemyInBack( 128 ) )
{
return PM_PickBackStab();
}
}
}
}
}
//else just swing down
return LS_A_T2B;
}
else if ( PM_SaberInBounce( move ) )
{//bounces should go to their default attack if you don't specify a direction but are attacking
int newmove;
if ( pm->ps->clientNum && !PM_ControlledByPlayer() && Q_irand( 0, 3 ) )
{//use NPC random
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[move].endQuad );
}
else
{//player uses chain-attack
newmove = saberMoveData[move].chain_attack;
}
if ( PM_SaberKataDone( move, newmove ) )
{
return saberMoveData[move].chain_idle;
}
else
{
return newmove;
}
}
else if ( PM_SaberInKnockaway( move ) )
{//bounces should go to their default attack if you don't specify a direction but are attacking
int newmove;
if ( pm->ps->clientNum && !PM_ControlledByPlayer() && Q_irand( 0, 3 ) )
{//use NPC random
newmove = PM_NPCSaberAttackFromQuad( saberMoveData[move].endQuad );
}
else
{
if ( pm->ps->saberAnimLevel == FORCE_LEVEL_1 ||
pm->ps->saberAnimLevel == FORCE_LEVEL_5 )
{//player is in fast attacks, so come right back down from the same spot
newmove = PM_AttackMoveForQuad( saberMoveData[move].endQuad );
}
else
{//use a transition to wrap to another attack from a different dir
newmove = saberMoveData[move].chain_attack;
}
}
if ( PM_SaberKataDone( move, newmove ) )
{
return saberMoveData[move].chain_idle;
}
else
{
return newmove;
}
}
else if ( move == LS_READY || move == LS_A_FLIP_STAB || move == LS_A_FLIP_SLASH )
{//Not moving at all, shouldn't have gotten here...?
if ( pm->ps->clientNum || g_saberAutoAim->integer )
{//auto-aim
if ( pm->gent && pm->gent->enemy )
{//based on enemy position, pick a proper attack
int autoMove = PM_AttackForEnemyPos( qtrue );
if ( autoMove != -1 )
{
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 Q_irand( LS_A_TL2BR, LS_A_T2B );
}
}
}
//FIXME: pick a return?
return LS_NONE;
}
int PM_SaberAnimTransitionAnim( int curmove, int 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 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;
for ( int animation = 0; animation < FACE_TALK1; animation++ )
{
if ( animation >= TORSO_DROPWEAP1 && animation < LEGS_WALKBACK1 )
{//not a possible legs anim
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( int startFrame, int endFrame, 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;
for ( int animation = 0; animation < LEGS_WALKBACK1; animation++ )
{
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 * fabs(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 ( g_saberAnimSpeed->value != 1.0f )
{
if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_CROUCHATTACKBACK1 )
{
*animSpeed *= g_saberAnimSpeed->value;
}
}
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;
}
}
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 )
{
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;
}
/*
-------------------------
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
{
if(!ValidAnimFileIndex(gent->client->clientInfo.animFileIndex))
{
return;
}
if ( anim < 0 || anim >= MAX_ANIMATIONS )
{
assert( 0&&"anim out of range!!!" );
#ifndef FINAL_BUILD
G_Error( "%s tried to play invalid anim %d\n", gent->NPC_type, anim );
#endif
return;
}
animation_t *animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations;
float timeScaleMod = PM_GetTimeScaleMod( gent );
float animSpeed, oldAnimSpeed;
int actualTime = (cg.time?cg.time:level.time);
if ( gent && gent->client )
{//lower offensive skill slows down the saber start attack animations
PM_SaberStartTransAnim( gent->client->ps.saberAnimLevel, anim, &timeScaleMod, gent );
// PM_SaberStartTransAnim( anim, gent->s.number, gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE], &timeScaleMod );
}
// Set torso anim
if (setAnimParts & SETANIM_TORSO)
{
// or if a more important anim is running
if( !(setAnimFlags & SETANIM_FLAG_OVERRIDE) && ((*torsoAnimTimer > 0)||(*torsoAnimTimer == -1)) )
{
goto setAnimLegs;
}
if ( !PM_HasAnimation( gent, anim ) )
{
if ( g_ICARUSDebug->integer >= 3 )
{
//gi.Printf(S_COLOR_RED"SET_ANIM_UPPER ERROR: anim %s does not exist in this model (%s)!\n", animTable[anim].name, ((gent!=NULL&&gent->client!=NULL) ? gent->client->renderInfo.torsoModelName : "unknown") );
}
goto setAnimLegs;
}
// animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
animSpeed = oldAnimSpeed = 50.0f / animations[anim].frameLerp * timeScaleMod;
if ( gi.G2API_HaveWeGhoul2Models(gent->ghoul2) && gent->lowerLumbarBone != -1 )//gent->upperLumbarBone
{//see if we need to tell ghoul2 to play it again because of a animSpeed change
int blah;
float junk;
if (!gi.G2API_GetBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, actualTime, &junk, &blah, &blah, &blah, &oldAnimSpeed, NULL ))
{
animSpeed = oldAnimSpeed;
}
}
if ( oldAnimSpeed == animSpeed )
{//animSpeed has not changed
// Don't reset if it's already running the anim
if( !(setAnimFlags & SETANIM_FLAG_RESTART) && *torsoAnim == anim )
{
goto setAnimLegs;
}
}
*torsoAnim = anim;
// lets try and run a ghoul2 animation if we have a ghoul2 model on this guy
if (gi.G2API_HaveWeGhoul2Models(gent->ghoul2))
{
if ( gent->lowerLumbarBone != -1 )//gent->upperLumbarBone
{
int startFrame, endFrame;
if ( cg_debugAnim.integer == 3 || (!gent->s.number && cg_debugAnim.integer == 1) || (gent->s.number && cg_debugAnim.integer == 2) )
{
Com_Printf("Time=%d: %s TORSO anim %d %s\n", actualTime, gent->targetname, anim, animTable[anim].name );
}
// we have a ghoul2 model - animate it?
// don't bother if the animation is missing
if (!animations[anim].numFrames)
{
// remove it if we already have an animation on this bone
if (gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "lower_lumbar", &startFrame, &endFrame))//"upper_lumbar"
{
#if G2_DEBUG_TIMING
Com_Printf( "tstop %d\n", cg.time );
#endif
gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone );//gent->upperLumbarBone
if ( gent->motionBone != -1 )
{
gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->motionBone );
}
}
}
else
{
// before we do this, lets see if this animation is one the legs are already playing?
int animFlags = BONE_ANIM_OVERRIDE_FREEZE;
if (animations[anim].loopFrames != -1)
{
animFlags = BONE_ANIM_OVERRIDE_LOOP;
}
//HACKHACKHACK - need some better way of not lerping between something like a spin/flip and a death, etc.
if ( blendTime > 0 )
{
animFlags |= BONE_ANIM_BLEND;
}
//HACKHACKHACK
//qboolean animatingLegs = gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "model_root", &startFrame, &endFrame);
float currentFrame, legAnimSpeed, firstFrame, lastFrame;
int flags;
qboolean animatingLegs = gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel],
gent->rootBone, actualTime, &currentFrame,
&startFrame, &endFrame, &flags, &legAnimSpeed, NULL );
if ( g_synchSplitAnims->integer
&& !(setAnimFlags & SETANIM_FLAG_RESTART)
&& animatingLegs
&& (animations[anim].firstFrame == startFrame)
&& (legAnimSpeed == animSpeed )//|| oldAnimSpeed != animSpeed)
&& (((animations[anim].numFrames ) + animations[anim].firstFrame) == endFrame))
{//if we're playing this *exact* anim (speed check should fix problems with anims that play other anims backwards) on the legs already andwe're not restarting the anim, then match the legs' frame
if ( 0 )
{//just stop it
gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->lowerLumbarBone );//gent->upperLumbarBone
gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->motionBone );//gent->upperLumbarBone
}
else
{//try to synch it
// assert((currentFrame <=endFrame) && (currentFrame>=startFrame));
// yes, its the same animation, so work out where we are in the leg anim, and blend us
#if G2_DEBUG_TIMING
Com_Printf("tlegb %d %d %d %4.2f %4.2f %d\n",
actualTime,
animations[anim].firstFrame,
(animations[anim].numFrames )+ animations[anim].firstFrame,
legAnimSpeed,
currentFrame,
blendTime);
#endif^
if ( oldAnimSpeed != animSpeed
&& ((oldAnimSpeed>0&&animSpeed>0) || (oldAnimSpeed<0&&animSpeed<0)) )
{//match the new speed, actually
legAnimSpeed = animSpeed;
}
if ( legAnimSpeed < 0 )
{//play anim backwards
lastFrame = animations[anim].firstFrame;// -1;
firstFrame = (animations[anim].numFrames) + animations[anim].firstFrame;// -1) + animations[anim].firstFrame;
}
else
{
firstFrame = animations[anim].firstFrame;
lastFrame = (animations[anim].numFrames ) + animations[anim].firstFrame;
}
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone
firstFrame, lastFrame, animFlags, legAnimSpeed,
actualTime, currentFrame, blendTime);
if ( gent->motionBone != -1 )
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone,
firstFrame, lastFrame, animFlags, legAnimSpeed,
actualTime, currentFrame, blendTime);
}
}
}
else
{// no, we aren't the same anim as the legs are running, so just run it.
// animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
int firstFrame;
int lastFrame;
if ( animSpeed < 0 )
{//play anim backwards
lastFrame = animations[anim].firstFrame;// -1;
firstFrame = (animations[anim].numFrames) + animations[anim].firstFrame;;// -1) + animations[anim].firstFrame;
}
else
{
firstFrame = animations[anim].firstFrame;
lastFrame = (animations[anim].numFrames) + animations[anim].firstFrame;
}
// first decide if we are doing an animation on the torso already
qboolean animatingTorso = gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "lower_lumbar", &startFrame, &endFrame);//"upper_lumbar"
// lets see if a) we are already animating and b) we aren't going to do the same animation again
if (animatingTorso && ( (firstFrame != startFrame) || (lastFrame != endFrame) ) )
{
#if G2_DEBUG_TIMING
Com_Printf("trsob %d %d %d %4.2f %4.2f %d\n",
actualTime,
firstFrame,
lastFrame,
animSpeed,
-1,
blendTime);
#endif
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone
firstFrame, lastFrame, animFlags,
animSpeed, actualTime, -1, blendTime);
if ( gent->motionBone != -1 )
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone,
firstFrame, lastFrame, animFlags,
animSpeed, actualTime, -1, blendTime);
}
}
else
{
// no, ok, no blend then because we are either looping on the same anim, or starting from no anim
#if G2_DEBUG_TIMING
Com_Printf("trson %d %d %d %4.2f %4.2f %d\n",
actualTime,
firstFrame,
lastFrame,
animSpeed,
-1,
-1);
#endif
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, //gent->upperLumbarBone
firstFrame, lastFrame, animFlags&~BONE_ANIM_BLEND,
animSpeed, cg.time);
if ( gent->motionBone != -1 )
{
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone,
firstFrame, lastFrame, animFlags&~BONE_ANIM_BLEND,
animSpeed, cg.time);
}
}
}
}
}
}
/*
#ifdef _DEBUG
gi.Printf(S_COLOR_GREEN"SET_ANIM_UPPER: %s (%s)\n", animTable[anim].name, gent->targetname );
#endif
*/
if ((gent->client) && (setAnimFlags & SETANIM_FLAG_HOLD))
{//FIXME: allow to set a specific time?
if ( timeScaleMod != 1.0 )
{
PM_SetTorsoAnimTimer( gent, torsoAnimTimer, (animations[anim].numFrames - 1) * fabs(animations[anim].frameLerp) / timeScaleMod );
}
else 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;
//dur -= blendTime;
if (dur > 1)
{
PM_SetTorsoAnimTimer( gent, torsoAnimTimer, dur-1 );
}
else
{
PM_SetTorsoAnimTimer( gent, torsoAnimTimer, fabs(animations[anim].frameLerp) );
}
}
else
{
PM_SetTorsoAnimTimer( gent, torsoAnimTimer, (animations[anim].numFrames ) * fabs(animations[anim].frameLerp) );
}
}
}
setAnimLegs:
// Set legs anim
if (setAnimParts & SETANIM_LEGS)
{
// or if a more important anim is running
if( !(setAnimFlags & SETANIM_FLAG_OVERRIDE) && ((*legsAnimTimer > 0)||(*legsAnimTimer == -1)) )
{
goto setAnimDone;
}
if ( !PM_HasAnimation( gent, anim ) )
{
if ( g_ICARUSDebug->integer >= 3 )
{
//gi.Printf(S_COLOR_RED"SET_ANIM_LOWER ERROR: anim %s does not exist in this model (%s)!\n", animTable[anim].name, ((gent!=NULL&&gent->client!=NULL) ? gent->client->renderInfo.legsModelName : "unknown") );
}
goto setAnimDone;
}
// animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
animSpeed = oldAnimSpeed = 50.0f / animations[anim].frameLerp * timeScaleMod;
if ( gi.G2API_HaveWeGhoul2Models(gent->ghoul2) && gent->rootBone != -1 )
{//see if we need to tell ghoul2 to play it again because of a animSpeed change
int blah;
float junk;
if (!gi.G2API_GetBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->rootBone, actualTime, &junk, &blah, &blah, &blah, &oldAnimSpeed, NULL ))
{
animSpeed = oldAnimSpeed;
}
}
if ( oldAnimSpeed == animSpeed )
{//animSpeed has not changed
// Don't reset if it's already running the anim
if( !(setAnimFlags & SETANIM_FLAG_RESTART) && *legsAnim == anim )
{
goto setAnimDone;
}
}
*legsAnim = anim;
// lets try and run a ghoul2 animation if we have a ghoul2 model on this guy
if (gi.G2API_HaveWeGhoul2Models(gent->ghoul2))
{
int startFrame, endFrame;
if ( cg_debugAnim.integer == 3 || (!gent->s.number && cg_debugAnim.integer == 1) || (gent->s.number && cg_debugAnim.integer == 2) )
{
Com_Printf("Time=%d: %s LEGS anim %d %s\n", actualTime, gent->targetname, anim, animTable[anim].name );
}
int animFlags = BONE_ANIM_OVERRIDE_FREEZE;
if (animations[anim].loopFrames != -1)
{
animFlags = BONE_ANIM_OVERRIDE_LOOP;
}
//HACKHACKHACK - need some better way of not lerping between something like a spin/flip and a death, etc.
if ( blendTime > 0 )
{
animFlags |= BONE_ANIM_BLEND;
}
//HACKHACKHACK
// don't bother if the animation is missing
if (!animations[anim].numFrames)
{
// remove it if we already have an animation on this bone
if (gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "model_root", &startFrame, &endFrame))
{
#if G2_DEBUG_TIMING
Com_Printf( "lstop %d\n", cg.time );
#endif
gi.G2API_StopBoneAnimIndex( &gent->ghoul2[gent->playerModel], gent->rootBone );
}
}
else
{
int firstFrame;
int lastFrame;
if ( animSpeed < 0 )
{//play anim backwards
lastFrame = animations[anim].firstFrame;// -1;
firstFrame = (animations[anim].numFrames) + animations[anim].firstFrame;// -1) + animations[anim].firstFrame;
}
else
{
firstFrame = animations[anim].firstFrame;
lastFrame = (animations[anim].numFrames ) + animations[anim].firstFrame;
}
//HACKHACKHACK
//qboolean animatingTorso = gi.G2API_GetAnimRangeIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone, &startFrame, &endFrame);
float currentFrame, torsoAnimSpeed;
int flags;
qboolean animatingTorso = gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->lowerLumbarBone,actualTime, &currentFrame, &startFrame, &endFrame, &flags, &torsoAnimSpeed, NULL);
if ( g_synchSplitAnims->integer
&& !(setAnimFlags & SETANIM_FLAG_RESTART)
&& animatingTorso
&& (torsoAnimSpeed == animSpeed)//|| oldAnimSpeed != animSpeed)
&& (animations[anim].firstFrame == startFrame)
&& (((animations[anim].numFrames ) + animations[anim].firstFrame) == endFrame))
{//if we're playing this *exact* anim on the torso already and we're not restarting the anim, then match the torso's frame
//try to synch it
// assert((currentFrame <=endFrame) && (currentFrame>=startFrame));
// yes, its the same animation, so work out where we are in the torso anim, and blend us
#if G2_DEBUG_TIMING
Com_Printf("ltrsb %d %d %d %4.2f %4.2f %d\n",
actualTime,
animations[anim].firstFrame,
(animations[anim].numFrames )+ animations[anim].firstFrame,
legAnimSpeed,
currentFrame,
blendTime);
#endif
if ( oldAnimSpeed != animSpeed
&& ((oldAnimSpeed>0&&animSpeed>0) || (oldAnimSpeed<0&&animSpeed<0)) )
{//match the new speed, actually
torsoAnimSpeed = animSpeed;
}
if ( torsoAnimSpeed < 0 )
{//play anim backwards
lastFrame = animations[anim].firstFrame;// -1;
firstFrame = (animations[anim].numFrames) + animations[anim].firstFrame;// -1) + animations[anim].firstFrame;
}
else
{
firstFrame = animations[anim].firstFrame;
lastFrame = (animations[anim].numFrames ) + animations[anim].firstFrame;
}
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone,
firstFrame, lastFrame, animFlags, torsoAnimSpeed,
actualTime, currentFrame, blendTime );
}
else
{// no, we aren't the same anim as the torso is running, so just run it.
// before we do this, lets see if this animation is one the legs are already playing?
//qboolean animatingLegs = gi.G2API_GetAnimRange(&gent->ghoul2[gent->playerModel], "model_root", &startFrame, &endFrame);
float currentFrame, legAnimSpeed;
int flags;
qboolean animatingLegs = gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel],
gent->rootBone, actualTime, &currentFrame,
&startFrame, &endFrame, &flags, &legAnimSpeed, NULL );
// lets see if a) we are already animating and b) we aren't going to do the same animation again
if (animatingLegs
&& ( (legAnimSpeed!=animSpeed) || (firstFrame != startFrame) || (lastFrame != endFrame) ) )
{
#if G2_DEBUG_TIMING
Com_Printf("legsb %d %d %d %4.2f %4.2f %d\n",
actualTime,
firstFrame,
lastFrame,
animSpeed,
-1,
blendTime);
#endif
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone,
firstFrame, lastFrame, animFlags,
animSpeed, actualTime, -1, blendTime);
}
else
{
// no, ok, no blend then because we are either looping on the same anim, or starting from no anim
#if G2_DEBUG_TIMING
Com_Printf("legsn %d %d %d %4.2f %4.2f %d\n",
actualTime,
firstFrame,
lastFrame,
animSpeed,
-1,
-1);
#endif
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->rootBone,
firstFrame, lastFrame, animFlags&~BONE_ANIM_BLEND,
animSpeed, cg.time);
}
}
}
}
/*
#ifdef _DEBUG
gi.Printf(S_COLOR_GREEN"SET_ANIM_LOWER: %s (%s)\n", animTable[anim].name, gent->targetname );
#endif
*/
if ((gent->client) && (setAnimFlags & SETANIM_FLAG_HOLD))
{//FIXME: allow to set a specific time?
if ( timeScaleMod != 1.0 )
{
PM_SetLegsAnimTimer( gent, legsAnimTimer, (animations[anim].numFrames - 1) * fabs(animations[anim].frameLerp) / timeScaleMod );
}
else 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;
//dur -= blendTime;
if (dur > 1)
{
PM_SetLegsAnimTimer( gent, legsAnimTimer, dur-1 );
}
else
{
PM_SetLegsAnimTimer( gent, legsAnimTimer, fabs(animations[anim].frameLerp) );
}
}
else
{
PM_SetLegsAnimTimer( gent, legsAnimTimer, (animations[anim].numFrames ) * fabs(animations[anim].frameLerp) );
}
}
}
setAnimDone:
return;
}
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 (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
}
/*
-------------------------
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 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
//PM_SetAnim( pm, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
return;
}
if ( pm->ps->forcePowersActive&(1<<FP_LIGHTNING) && pm->ps->forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
{//holding an enemy aloft with force-grip
//PM_SetAnim( pm, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
return;
}
if ( pm->ps->saberActive
&& pm->ps->saberLength < 3
&& !(pm->ps->saberEventFlags&SEF_HITWALL)
&& pm->ps->weaponstate == WEAPON_RAISING )
{
PM_SetSaberMove(LS_DRAW);
return;
}
else if ( !pm->ps->saberActive && pm->ps->saberLength )
{
PM_SetSaberMove(LS_PUTAWAY);
return;
}
if (pm->ps->weaponTime > 0)
{ // weapon is already busy.
return;
}
if ( 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 )
{
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
{
PM_SetSaberMove( LS_READY );
}
}
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_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,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_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 && 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( 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_STAND4IDLE1
|| 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 )
{
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
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 )
{
pm->gent->client->saberTrail.inAction = qfalse;
}
// 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 && 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 ) )
{//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);
}
}
}
}
}
}
}
}
/*
-------------------------
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->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 )
{
PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
return;
}
if ( pm->ps->taunting > level.time )
{
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->saberTrail.inAction = qtrue;
pm->gent->client->saberTrail.duration = 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
{
if ( pm->ps->saberLength > 0 && !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
//PM_SetAnim( pm, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
return;
}
if ( pm->ps->forcePowersActive&(1<<FP_LIGHTNING) && pm->ps->forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
{//holding an enemy aloft with force-grip
//PM_SetAnim( pm, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
return;
}
qboolean 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();
return;
}
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 )
{
if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
{//don't interrupt a force power anim
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 && 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);
}
}
}
}
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 )
{
weaponBusy = qtrue;
}
else if ( pm->gent && pm->gent->client->fireDelay > 0 )
{
weaponBusy = qtrue;
}
else if ( !pm->ps->clientNum && 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_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,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_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 && 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 == 0
&& pm->ps->weaponstate != WEAPON_CHARGING
&& pm->ps->weaponstate != WEAPON_CHARGING_ALT )
{//PLayer- temp hack for weapon frame
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 ( 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_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_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:
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_OVERRIDE|SETANIM_FLAG_HOLD );//TORSO_WEAPONREADY4//SETANIM_FLAG_RESTART|
}
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 && (pm->ps->weaponstate == WEAPON_CHARGING || pm->ps->weaponstate == WEAPON_CHARGING_ALT) )
{//player pulling back to throw
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_STAND4IDLE1
|| 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 && 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_RunningAnim( pm->ps->legsAnim )
|| (PM_WalkingAnim( pm->ps->legsAnim ) && !pm->ps->clientNum)
|| 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 ( 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_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_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:
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_OVERRIDE|SETANIM_FLAG_HOLD );//TORSO_WEAPONREADY4//SETANIM_FLAG_RESTART|
}
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_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 ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
{//
if ( pm->gent->alt_fire )
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
}
else
{
PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE1,SETANIM_FLAG_NORMAL);
}
}
else
{
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_STAND4IDLE1: //# Random standing idle
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_STAND1TO3: //# Transition from stand1 to stand3
case BOTH_STAND3TO1: //# Transition from stand3 to stand1
case BOTH_STAND2TO4: //# Transition from stand2 to stand4
case BOTH_STAND4TO2: //# Transition from stand4 to stand2
case BOTH_STANDUP1: //# standing up and stumbling
case BOTH_GESTURE1: //# Generic gesture: non-specific
case BOTH_GESTURE2: //# Generic gesture: non-specific
case BOTH_GESTURE3: //# 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_ATTACK5: //# Attack with rocket launcher
case BOTH_MELEE1: //# First melee attack
case BOTH_MELEE2: //# Second melee attack
case BOTH_MELEE3: //# Third melee attack
case BOTH_MELEE4: //# Fourth melee attack
case BOTH_MELEE5: //# Fifth melee attack
case BOTH_MELEE6: //# Sixth melee attack
case BOTH_COVERUP1_LOOP: //# animation of getting in line of friendly fire
case BOTH_GUARD_LOOKAROUND1: //# Cradling weapon and looking around
case BOTH_GUARD_IDLE1: //# Cradling weapon and standing
case BOTH_ALERT1: //# Startled by something while on guard
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
case BOTH_STAND4IDLE1: //# Random standing idle
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_CROUCH2IDLE: //# crouch and resting on back righ heel: no weapon
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_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_SLEEP1: //# laying on back-rknee up-rhand on torso
case BOTH_SLEEP2: //# on floor-back against wall-arms crossed
case BOTH_SLEEP5: //# Laying on side sleeping on flat sufrace
case BOTH_SLEEP_IDLE1: //# rub face and nose while asleep from sleep pose 1
case BOTH_SLEEP_IDLE2: //# shift position while asleep - stays in sleep2
case BOTH_SLEEP1_NOSE: //# Scratch nose from SLEEP1 pose
case BOTH_SLEEP2_SHIFT: //# Shift in sleep from SLEEP2 pose
return qtrue;
break;
case BOTH_KNOCKDOWN1: //#
case BOTH_KNOCKDOWN2: //#
case BOTH_KNOCKDOWN3: //#
case BOTH_KNOCKDOWN4: //#
case BOTH_KNOCKDOWN5: //#
if ( ps->legsAnimTimer < 500 )
{//pretty much horizontal by this point
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_DEADFLOP3: //# React to being shot from Third Death finished pose
case BOTH_DEADFLOP4: //# React to being shot from Fourth Death finished pose
case BOTH_DEADFLOP5: //# React to being shot from Fifth Death finished pose
case BOTH_DEADFORWARD1_FLOP: //# React to being shot First thrown forward death finished pose
case BOTH_DEADFORWARD2_FLOP: //# React to being shot Second thrown forward death finished pose
case BOTH_DEADBACKWARD1_FLOP: //# React to being shot First thrown backward death finished pose
case BOTH_DEADBACKWARD2_FLOP: //# React to being shot Second thrown backward death finished pose
case BOTH_LYINGDEAD1_FLOP: //# React to being shot Killed lying down death finished pose
case BOTH_STUMBLEDEAD1_FLOP: //# React to being shot Stumble forward death finished pose
case BOTH_FALLDEAD1_FLOP: //# React to being shot Fall forward and splat 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_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:
return qtrue;
break;
}
return qfalse;
}