mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-25 05:31:21 +00:00
1282 lines
30 KiB
C
1282 lines
30 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// ui_players.c
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#include "ui_local.h"
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#define UI_TIMER_GESTURE 2300
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#define UI_TIMER_JUMP 1000
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#define UI_TIMER_LAND 130
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#define UI_TIMER_WEAPON_SWITCH 300
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#define UI_TIMER_ATTACK 500
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#define UI_TIMER_MUZZLE_FLASH 20
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#define UI_TIMER_WEAPON_DELAY 250
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#define JUMP_HEIGHT 56
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#define SWINGSPEED 0.3f
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#define SPIN_SPEED 0.9f
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#define COAST_TIME 1000
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static int dp_realtime;
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static float jumpHeight;
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/*
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===============
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UI_PlayerInfo_SetWeapon
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===============
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*/
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static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum ) {
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gitem_t * item;
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char path[MAX_QPATH];
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pi->currentWeapon = weaponNum;
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tryagain:
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pi->realWeapon = weaponNum;
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pi->weaponModel = 0;
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pi->barrelModel = 0;
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pi->flashModel = 0;
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if ( weaponNum == WP_NONE ) {
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return;
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}
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for ( item = bg_itemlist + 1; item->classname ; item++ ) {
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if ( item->giType != IT_WEAPON ) {
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continue;
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}
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if ( item->giTag == weaponNum ) {
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break;
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}
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}
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if ( item->classname ) {
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pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
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}
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if( pi->weaponModel == 0 ) {
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if( weaponNum == WP_MACHINEGUN ) {
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weaponNum = WP_NONE;
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goto tryagain;
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}
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weaponNum = WP_MACHINEGUN;
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goto tryagain;
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}
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if ( weaponNum == WP_MACHINEGUN || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) {
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COM_StripExtension( item->world_model[0], path, sizeof(path) );
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Q_strcat( path, sizeof(path), "_barrel.md3" );
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pi->barrelModel = trap_R_RegisterModel( path );
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}
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COM_StripExtension( item->world_model[0], path, sizeof(path) );
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Q_strcat( path, sizeof(path), "_flash.md3" );
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pi->flashModel = trap_R_RegisterModel( path );
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switch( weaponNum ) {
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case WP_GAUNTLET:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_MACHINEGUN:
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MAKERGB( pi->flashDlightColor, 1, 1, 0 );
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break;
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case WP_SHOTGUN:
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MAKERGB( pi->flashDlightColor, 1, 1, 0 );
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break;
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case WP_GRENADE_LAUNCHER:
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MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
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break;
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case WP_ROCKET_LAUNCHER:
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MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
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break;
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case WP_LIGHTNING:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_RAILGUN:
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MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
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break;
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case WP_PLASMAGUN:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_BFG:
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MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
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break;
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case WP_GRAPPLING_HOOK:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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default:
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MAKERGB( pi->flashDlightColor, 1, 1, 1 );
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break;
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}
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}
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/*
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===============
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UI_ForceLegsAnim
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===============
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*/
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static void UI_ForceLegsAnim( playerInfo_t *pi, int anim ) {
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pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
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if ( anim == LEGS_JUMP ) {
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pi->legsAnimationTimer = UI_TIMER_JUMP;
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}
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}
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/*
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===============
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UI_SetLegsAnim
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===============
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*/
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static void UI_SetLegsAnim( playerInfo_t *pi, int anim ) {
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if ( pi->pendingLegsAnim ) {
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anim = pi->pendingLegsAnim;
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pi->pendingLegsAnim = 0;
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}
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UI_ForceLegsAnim( pi, anim );
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}
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/*
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===============
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UI_ForceTorsoAnim
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===============
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*/
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static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim ) {
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pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
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if ( anim == TORSO_GESTURE ) {
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pi->torsoAnimationTimer = UI_TIMER_GESTURE;
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}
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if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 ) {
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pi->torsoAnimationTimer = UI_TIMER_ATTACK;
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}
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}
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/*
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===============
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UI_SetTorsoAnim
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===============
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*/
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static void UI_SetTorsoAnim( playerInfo_t *pi, int anim ) {
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if ( pi->pendingTorsoAnim ) {
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anim = pi->pendingTorsoAnim;
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pi->pendingTorsoAnim = 0;
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}
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UI_ForceTorsoAnim( pi, anim );
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}
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/*
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===============
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UI_TorsoSequencing
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===============
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*/
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static void UI_TorsoSequencing( playerInfo_t *pi ) {
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int currentAnim;
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currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
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if ( pi->weapon != pi->currentWeapon ) {
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if ( currentAnim != TORSO_DROP ) {
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pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
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UI_ForceTorsoAnim( pi, TORSO_DROP );
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}
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}
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if ( pi->torsoAnimationTimer > 0 ) {
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return;
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}
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if( currentAnim == TORSO_GESTURE ) {
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UI_SetTorsoAnim( pi, TORSO_STAND );
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return;
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}
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if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) {
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UI_SetTorsoAnim( pi, TORSO_STAND );
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return;
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}
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if ( currentAnim == TORSO_DROP ) {
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UI_PlayerInfo_SetWeapon( pi, pi->weapon );
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pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
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UI_ForceTorsoAnim( pi, TORSO_RAISE );
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return;
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}
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if ( currentAnim == TORSO_RAISE ) {
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UI_SetTorsoAnim( pi, TORSO_STAND );
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return;
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}
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}
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/*
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===============
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UI_LegsSequencing
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===============
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*/
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static void UI_LegsSequencing( playerInfo_t *pi ) {
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int currentAnim;
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currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
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if ( pi->legsAnimationTimer > 0 ) {
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if ( currentAnim == LEGS_JUMP ) {
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jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP );
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}
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return;
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}
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if ( currentAnim == LEGS_JUMP ) {
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UI_ForceLegsAnim( pi, LEGS_LAND );
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pi->legsAnimationTimer = UI_TIMER_LAND;
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jumpHeight = 0;
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return;
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}
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if ( currentAnim == LEGS_LAND ) {
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UI_SetLegsAnim( pi, LEGS_IDLE );
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return;
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}
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}
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/*
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======================
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UI_PositionEntityOnTag
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======================
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*/
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static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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clipHandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// cast away const because of compiler problems
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MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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}
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/*
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======================
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UI_PositionRotatedEntityOnTag
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======================
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*/
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static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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clipHandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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vec3_t tempAxis[3];
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// cast away const because of compiler problems
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MatrixMultiply( entity->axis, lerped.axis, tempAxis );
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MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
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}
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/*
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===============
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UI_SetLerpFrameAnimation
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===============
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*/
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static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
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animation_t *anim;
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lf->animationNumber = newAnimation;
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newAnimation &= ~ANIM_TOGGLEBIT;
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if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) {
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trap_Error( va("Bad animation number: %i", newAnimation) );
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}
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anim = &ci->animations[ newAnimation ];
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lf->animation = anim;
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lf->animationTime = lf->frameTime + anim->initialLerp;
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}
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/*
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===============
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UI_RunLerpFrame
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===============
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*/
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static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
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int f;
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animation_t *anim;
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// see if the animation sequence is switching
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if ( newAnimation != lf->animationNumber || !lf->animation ) {
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UI_SetLerpFrameAnimation( ci, lf, newAnimation );
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}
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// if we have passed the current frame, move it to
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// oldFrame and calculate a new frame
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if ( dp_realtime >= lf->frameTime ) {
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lf->oldFrame = lf->frame;
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lf->oldFrameTime = lf->frameTime;
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// get the next frame based on the animation
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anim = lf->animation;
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if ( dp_realtime < lf->animationTime ) {
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lf->frameTime = lf->animationTime; // initial lerp
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} else {
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lf->frameTime = lf->oldFrameTime + anim->frameLerp;
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}
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f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
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if ( f >= anim->numFrames ) {
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f -= anim->numFrames;
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if ( anim->loopFrames ) {
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f %= anim->loopFrames;
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f += anim->numFrames - anim->loopFrames;
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} else {
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f = anim->numFrames - 1;
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// the animation is stuck at the end, so it
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// can immediately transition to another sequence
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lf->frameTime = dp_realtime;
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}
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}
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lf->frame = anim->firstFrame + f;
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if ( dp_realtime > lf->frameTime ) {
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lf->frameTime = dp_realtime;
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}
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}
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if ( lf->frameTime > dp_realtime + 200 ) {
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lf->frameTime = dp_realtime;
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}
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if ( lf->oldFrameTime > dp_realtime ) {
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lf->oldFrameTime = dp_realtime;
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}
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// calculate current lerp value
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if ( lf->frameTime == lf->oldFrameTime ) {
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lf->backlerp = 0;
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} else {
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lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
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}
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}
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/*
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===============
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UI_PlayerAnimation
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===============
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*/
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static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
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int *torsoOld, int *torso, float *torsoBackLerp ) {
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// legs animation
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pi->legsAnimationTimer -= uis.frametime;
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if ( pi->legsAnimationTimer < 0 ) {
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pi->legsAnimationTimer = 0;
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}
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UI_LegsSequencing( pi );
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if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
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UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
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} else {
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UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
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}
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*legsOld = pi->legs.oldFrame;
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*legs = pi->legs.frame;
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*legsBackLerp = pi->legs.backlerp;
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// torso animation
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pi->torsoAnimationTimer -= uis.frametime;
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if ( pi->torsoAnimationTimer < 0 ) {
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pi->torsoAnimationTimer = 0;
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}
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UI_TorsoSequencing( pi );
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UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
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*torsoOld = pi->torso.oldFrame;
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*torso = pi->torso.frame;
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*torsoBackLerp = pi->torso.backlerp;
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}
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/*
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==================
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UI_SwingAngles
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==================
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*/
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static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance,
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float speed, float *angle, qboolean *swinging ) {
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float swing;
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float move;
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float scale;
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if ( !*swinging ) {
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// see if a swing should be started
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swing = AngleSubtract( *angle, destination );
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if ( swing > swingTolerance || swing < -swingTolerance ) {
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*swinging = qtrue;
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}
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}
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if ( !*swinging ) {
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return;
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}
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// modify the speed depending on the delta
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// so it doesn't seem so linear
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swing = AngleSubtract( destination, *angle );
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scale = fabs( swing );
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if ( scale < swingTolerance * 0.5 ) {
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scale = 0.5;
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} else if ( scale < swingTolerance ) {
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scale = 1.0;
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} else {
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scale = 2.0;
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}
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// swing towards the destination angle
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if ( swing >= 0 ) {
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move = uis.frametime * scale * speed;
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if ( move >= swing ) {
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move = swing;
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*swinging = qfalse;
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}
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*angle = AngleMod( *angle + move );
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} else if ( swing < 0 ) {
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move = uis.frametime * scale * -speed;
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if ( move <= swing ) {
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move = swing;
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*swinging = qfalse;
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}
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*angle = AngleMod( *angle + move );
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}
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// clamp to no more than tolerance
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swing = AngleSubtract( destination, *angle );
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if ( swing > clampTolerance ) {
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*angle = AngleMod( destination - (clampTolerance - 1) );
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} else if ( swing < -clampTolerance ) {
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*angle = AngleMod( destination + (clampTolerance - 1) );
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}
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}
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/*
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======================
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UI_MovedirAdjustment
|
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======================
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*/
|
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static float UI_MovedirAdjustment( playerInfo_t *pi ) {
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vec3_t relativeAngles;
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vec3_t moveVector;
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VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles );
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AngleVectors( relativeAngles, moveVector, NULL, NULL );
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if ( Q_fabs( moveVector[0] ) < 0.01 ) {
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moveVector[0] = 0.0;
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}
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if ( Q_fabs( moveVector[1] ) < 0.01 ) {
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moveVector[1] = 0.0;
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}
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if ( moveVector[1] == 0 && moveVector[0] > 0 ) {
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return 0;
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}
|
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if ( moveVector[1] < 0 && moveVector[0] > 0 ) {
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return 22;
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}
|
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if ( moveVector[1] < 0 && moveVector[0] == 0 ) {
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return 45;
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}
|
|
if ( moveVector[1] < 0 && moveVector[0] < 0 ) {
|
|
return -22;
|
|
}
|
|
if ( moveVector[1] == 0 && moveVector[0] < 0 ) {
|
|
return 0;
|
|
}
|
|
if ( moveVector[1] > 0 && moveVector[0] < 0 ) {
|
|
return 22;
|
|
}
|
|
if ( moveVector[1] > 0 && moveVector[0] == 0 ) {
|
|
return -45;
|
|
}
|
|
|
|
return -22;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerAngles
|
|
===============
|
|
*/
|
|
static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
|
|
vec3_t legsAngles, torsoAngles, headAngles;
|
|
float dest;
|
|
float adjust;
|
|
|
|
VectorCopy( pi->viewAngles, headAngles );
|
|
headAngles[YAW] = AngleMod( headAngles[YAW] );
|
|
VectorClear( legsAngles );
|
|
VectorClear( torsoAngles );
|
|
|
|
// --------- yaw -------------
|
|
|
|
// allow yaw to drift a bit
|
|
if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
|
|
|| ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) {
|
|
// if not standing still, always point all in the same direction
|
|
pi->torso.yawing = qtrue; // always center
|
|
pi->torso.pitching = qtrue; // always center
|
|
pi->legs.yawing = qtrue; // always center
|
|
}
|
|
|
|
// adjust legs for movement dir
|
|
adjust = UI_MovedirAdjustment( pi );
|
|
legsAngles[YAW] = headAngles[YAW] + adjust;
|
|
torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust;
|
|
|
|
|
|
// torso
|
|
UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
|
|
UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );
|
|
|
|
torsoAngles[YAW] = pi->torso.yawAngle;
|
|
legsAngles[YAW] = pi->legs.yawAngle;
|
|
|
|
// --------- pitch -------------
|
|
|
|
// only show a fraction of the pitch angle in the torso
|
|
if ( headAngles[PITCH] > 180 ) {
|
|
dest = (-360 + headAngles[PITCH]) * 0.75;
|
|
} else {
|
|
dest = headAngles[PITCH] * 0.75;
|
|
}
|
|
UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
|
|
torsoAngles[PITCH] = pi->torso.pitchAngle;
|
|
|
|
// pull the angles back out of the hierarchial chain
|
|
AnglesSubtract( headAngles, torsoAngles, headAngles );
|
|
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
|
|
AnglesToAxis( legsAngles, legs );
|
|
AnglesToAxis( torsoAngles, torso );
|
|
AnglesToAxis( headAngles, head );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerFloatSprite
|
|
===============
|
|
*/
|
|
static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) {
|
|
refEntity_t ent;
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
VectorCopy( origin, ent.origin );
|
|
ent.origin[2] += 48;
|
|
ent.reType = RT_SPRITE;
|
|
ent.customShader = shader;
|
|
ent.radius = 10;
|
|
ent.renderfx = 0;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
UI_MachinegunSpinAngle
|
|
======================
|
|
*/
|
|
float UI_MachinegunSpinAngle( playerInfo_t *pi ) {
|
|
int delta;
|
|
float angle;
|
|
float speed;
|
|
int torsoAnim;
|
|
|
|
delta = dp_realtime - pi->barrelTime;
|
|
if ( pi->barrelSpinning ) {
|
|
angle = pi->barrelAngle + delta * SPIN_SPEED;
|
|
} else {
|
|
if ( delta > COAST_TIME ) {
|
|
delta = COAST_TIME;
|
|
}
|
|
|
|
speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
|
|
angle = pi->barrelAngle + delta * speed;
|
|
}
|
|
|
|
torsoAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
|
|
if( torsoAnim == TORSO_ATTACK2 ) {
|
|
torsoAnim = TORSO_ATTACK;
|
|
}
|
|
if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) ) {
|
|
pi->barrelTime = dp_realtime;
|
|
pi->barrelAngle = AngleMod( angle );
|
|
pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK);
|
|
}
|
|
|
|
return angle;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_DrawPlayer
|
|
===============
|
|
*/
|
|
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) {
|
|
refdef_t refdef;
|
|
refEntity_t legs = {0};
|
|
refEntity_t torso = {0};
|
|
refEntity_t head = {0};
|
|
refEntity_t gun = {0};
|
|
refEntity_t barrel = {0};
|
|
refEntity_t flash = {0};
|
|
vec3_t origin;
|
|
int renderfx;
|
|
vec3_t mins = {-16, -16, -24};
|
|
vec3_t maxs = {16, 16, 32};
|
|
float len;
|
|
float xx;
|
|
|
|
if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) {
|
|
return;
|
|
}
|
|
|
|
dp_realtime = time;
|
|
|
|
if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) {
|
|
pi->weapon = pi->pendingWeapon;
|
|
pi->lastWeapon = pi->pendingWeapon;
|
|
pi->pendingWeapon = WP_NUM_WEAPONS;
|
|
pi->weaponTimer = 0;
|
|
if( pi->currentWeapon != pi->weapon ) {
|
|
trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
|
|
}
|
|
}
|
|
|
|
UI_AdjustFrom640( &x, &y, &w, &h );
|
|
|
|
y -= jumpHeight;
|
|
|
|
memset( &refdef, 0, sizeof( refdef ) );
|
|
memset( &legs, 0, sizeof(legs) );
|
|
memset( &torso, 0, sizeof(torso) );
|
|
memset( &head, 0, sizeof(head) );
|
|
|
|
refdef.rdflags = RDF_NOWORLDMODEL;
|
|
|
|
AxisClear( refdef.viewaxis );
|
|
|
|
refdef.x = x;
|
|
refdef.y = y;
|
|
refdef.width = w;
|
|
refdef.height = h;
|
|
|
|
refdef.fov_x = (int)((float)refdef.width / uis.xscale / 640.0f * 90.0f);
|
|
xx = refdef.width / uis.xscale / tan( refdef.fov_x / 360 * M_PI );
|
|
refdef.fov_y = atan2( refdef.height / uis.yscale, xx );
|
|
refdef.fov_y *= ( 360 / M_PI );
|
|
|
|
// calculate distance so the player nearly fills the box
|
|
len = 0.7 * ( maxs[2] - mins[2] );
|
|
origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
|
|
origin[1] = 0.5 * ( mins[1] + maxs[1] );
|
|
origin[2] = -0.5 * ( mins[2] + maxs[2] );
|
|
|
|
refdef.time = dp_realtime;
|
|
|
|
trap_R_ClearScene();
|
|
|
|
// get the rotation information
|
|
UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );
|
|
|
|
// get the animation state (after rotation, to allow feet shuffle)
|
|
UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
|
|
&torso.oldframe, &torso.frame, &torso.backlerp );
|
|
|
|
renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;
|
|
|
|
//
|
|
// add the legs
|
|
//
|
|
legs.hModel = pi->legsModel;
|
|
legs.customSkin = pi->legsSkin;
|
|
|
|
VectorCopy( origin, legs.origin );
|
|
|
|
VectorCopy( origin, legs.lightingOrigin );
|
|
legs.renderfx = renderfx;
|
|
VectorCopy (legs.origin, legs.oldorigin);
|
|
|
|
trap_R_AddRefEntityToScene( &legs );
|
|
|
|
if (!legs.hModel) {
|
|
return;
|
|
}
|
|
|
|
//
|
|
// add the torso
|
|
//
|
|
torso.hModel = pi->torsoModel;
|
|
if (!torso.hModel) {
|
|
return;
|
|
}
|
|
|
|
torso.customSkin = pi->torsoSkin;
|
|
|
|
VectorCopy( origin, torso.lightingOrigin );
|
|
|
|
UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso");
|
|
|
|
torso.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &torso );
|
|
|
|
//
|
|
// add the head
|
|
//
|
|
head.hModel = pi->headModel;
|
|
if (!head.hModel) {
|
|
return;
|
|
}
|
|
head.customSkin = pi->headSkin;
|
|
|
|
VectorCopy( origin, head.lightingOrigin );
|
|
|
|
UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head");
|
|
|
|
head.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &head );
|
|
|
|
//
|
|
// add the gun
|
|
//
|
|
if ( pi->currentWeapon != WP_NONE ) {
|
|
memset( &gun, 0, sizeof(gun) );
|
|
gun.hModel = pi->weaponModel;
|
|
if( pi->currentWeapon == WP_RAILGUN ) {
|
|
Byte4Copy( pi->c1RGBA, gun.shaderRGBA );
|
|
}
|
|
else {
|
|
Byte4Copy( colorWhite, gun.shaderRGBA );
|
|
}
|
|
VectorCopy( origin, gun.lightingOrigin );
|
|
UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
|
|
gun.renderfx = renderfx;
|
|
trap_R_AddRefEntityToScene( &gun );
|
|
}
|
|
|
|
//
|
|
// add the spinning barrel
|
|
//
|
|
if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
|
|
vec3_t angles;
|
|
|
|
memset( &barrel, 0, sizeof(barrel) );
|
|
VectorCopy( origin, barrel.lightingOrigin );
|
|
barrel.renderfx = renderfx;
|
|
|
|
barrel.hModel = pi->barrelModel;
|
|
angles[YAW] = 0;
|
|
angles[PITCH] = 0;
|
|
angles[ROLL] = UI_MachinegunSpinAngle( pi );
|
|
AnglesToAxis( angles, barrel.axis );
|
|
|
|
UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
|
|
|
|
trap_R_AddRefEntityToScene( &barrel );
|
|
}
|
|
|
|
//
|
|
// add muzzle flash
|
|
//
|
|
if ( dp_realtime <= pi->muzzleFlashTime ) {
|
|
if ( pi->flashModel ) {
|
|
memset( &flash, 0, sizeof(flash) );
|
|
flash.hModel = pi->flashModel;
|
|
if( pi->currentWeapon == WP_RAILGUN ) {
|
|
Byte4Copy( pi->c1RGBA, flash.shaderRGBA );
|
|
}
|
|
else {
|
|
Byte4Copy( colorWhite, flash.shaderRGBA );
|
|
}
|
|
VectorCopy( origin, flash.lightingOrigin );
|
|
UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash");
|
|
flash.renderfx = renderfx;
|
|
trap_R_AddRefEntityToScene( &flash );
|
|
}
|
|
|
|
// make a dlight for the flash
|
|
if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) {
|
|
trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
|
|
pi->flashDlightColor[1], pi->flashDlightColor[2] );
|
|
}
|
|
}
|
|
|
|
//
|
|
// add the chat icon
|
|
//
|
|
if ( pi->chat ) {
|
|
UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
|
|
}
|
|
|
|
//
|
|
// add an accent light
|
|
//
|
|
origin[0] -= 100; // + = behind, - = in front
|
|
origin[1] += 100; // + = left, - = right
|
|
origin[2] += 100; // + = above, - = below
|
|
trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 );
|
|
|
|
origin[0] -= 100;
|
|
origin[1] -= 100;
|
|
origin[2] -= 100;
|
|
trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 );
|
|
|
|
trap_R_RenderScene( &refdef );
|
|
}
|
|
|
|
|
|
/*
|
|
==========================
|
|
UI_RegisterClientSkin
|
|
==========================
|
|
*/
|
|
static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName ) {
|
|
char filename[MAX_QPATH];
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
|
|
pi->legsSkin = trap_R_RegisterSkin( filename );
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
|
|
pi->torsoSkin = trap_R_RegisterSkin( filename );
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName );
|
|
pi->headSkin = trap_R_RegisterSkin( filename );
|
|
|
|
if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
UI_ParseAnimationFile
|
|
======================
|
|
*/
|
|
static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations ) {
|
|
char *text_p, *prev;
|
|
int len;
|
|
int i;
|
|
char *token;
|
|
float fps;
|
|
int skip;
|
|
char text[20000];
|
|
fileHandle_t f;
|
|
|
|
memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );
|
|
|
|
// load the file
|
|
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
|
if ( len <= 0 ) {
|
|
return qfalse;
|
|
}
|
|
if ( len >= ( sizeof( text ) - 1 ) ) {
|
|
Com_Printf( "File %s too long\n", filename );
|
|
trap_FS_FCloseFile( f );
|
|
return qfalse;
|
|
}
|
|
trap_FS_Read( text, len, f );
|
|
text[len] = 0;
|
|
trap_FS_FCloseFile( f );
|
|
|
|
// parse the text
|
|
text_p = text;
|
|
skip = 0; // quite the compiler warning
|
|
|
|
// read optional parameters
|
|
while ( 1 ) {
|
|
prev = text_p; // so we can unget
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
if ( !Q_stricmp( token, "footsteps" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "headoffset" ) ) {
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "sex" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// if it is a number, start parsing animations
|
|
if ( token[0] >= '0' && token[0] <= '9' ) {
|
|
text_p = prev; // unget the token
|
|
break;
|
|
}
|
|
|
|
Com_Printf( "unknown token '%s' in %s\n", token, filename );
|
|
}
|
|
|
|
// read information for each frame
|
|
for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
animations[i].firstFrame = atoi( token );
|
|
// leg only frames are adjusted to not count the upper body only frames
|
|
if ( i == LEGS_WALKCR ) {
|
|
skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
|
|
}
|
|
if ( i >= LEGS_WALKCR ) {
|
|
animations[i].firstFrame -= skip;
|
|
}
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
animations[i].numFrames = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
animations[i].loopFrames = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
fps = atof( token );
|
|
if ( fps == 0 ) {
|
|
fps = 1;
|
|
}
|
|
animations[i].frameLerp = 1000 / fps;
|
|
animations[i].initialLerp = 1000 / fps;
|
|
}
|
|
|
|
if ( i != MAX_ANIMATIONS ) {
|
|
Com_Printf( "Error parsing animation file: %s", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
==========================
|
|
UI_RegisterClientModelname
|
|
==========================
|
|
*/
|
|
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName ) {
|
|
char modelName[MAX_QPATH];
|
|
char skinName[MAX_QPATH];
|
|
char filename[MAX_QPATH];
|
|
char *slash;
|
|
|
|
pi->torsoModel = 0;
|
|
pi->headModel = 0;
|
|
|
|
if ( !modelSkinName[0] ) {
|
|
return qfalse;
|
|
}
|
|
|
|
Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) );
|
|
|
|
slash = strchr( modelName, '/' );
|
|
if ( !slash ) {
|
|
// modelName did not include a skin name
|
|
Q_strncpyz( skinName, "default", sizeof( skinName ) );
|
|
} else {
|
|
Q_strncpyz( skinName, slash + 1, sizeof( skinName ) );
|
|
// truncate modelName
|
|
*slash = 0;
|
|
}
|
|
|
|
// load cmodels before models so filecache works
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
|
|
pi->legsModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->legsModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
|
|
pi->torsoModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->torsoModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName );
|
|
pi->headModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->headModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
// if any skins failed to load, fall back to default
|
|
if ( !UI_RegisterClientSkin( pi, modelName, skinName ) ) {
|
|
if ( !UI_RegisterClientSkin( pi, modelName, "default" ) ) {
|
|
Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
// load the animations
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
|
|
if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
|
|
Com_Printf( "Failed to load animation file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerInfo_SetModel
|
|
===============
|
|
*/
|
|
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) {
|
|
memset( pi, 0, sizeof(*pi) );
|
|
UI_RegisterClientModelname( pi, model );
|
|
pi->weapon = WP_MACHINEGUN;
|
|
pi->currentWeapon = pi->weapon;
|
|
pi->lastWeapon = pi->weapon;
|
|
pi->pendingWeapon = WP_NUM_WEAPONS;
|
|
pi->weaponTimer = 0;
|
|
pi->chat = qfalse;
|
|
pi->newModel = qtrue;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerInfo_SetInfo
|
|
===============
|
|
*/
|
|
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) {
|
|
int currentAnim;
|
|
weapon_t weaponNum;
|
|
int c;
|
|
|
|
pi->chat = chat;
|
|
|
|
c = (int)trap_Cvar_VariableValue( "color1" );
|
|
|
|
VectorClear( pi->color1 );
|
|
|
|
if( c < 1 || c > 7 ) {
|
|
VectorSet( pi->color1, 1, 1, 1 );
|
|
}
|
|
else {
|
|
if( c & 1 ) {
|
|
pi->color1[2] = 1.0f;
|
|
}
|
|
|
|
if( c & 2 ) {
|
|
pi->color1[1] = 1.0f;
|
|
}
|
|
|
|
if( c & 4 ) {
|
|
pi->color1[0] = 1.0f;
|
|
}
|
|
}
|
|
|
|
pi->c1RGBA[0] = 255 * pi->color1[0];
|
|
pi->c1RGBA[1] = 255 * pi->color1[1];
|
|
pi->c1RGBA[2] = 255 * pi->color1[2];
|
|
pi->c1RGBA[3] = 255;
|
|
|
|
// view angles
|
|
VectorCopy( viewAngles, pi->viewAngles );
|
|
|
|
// move angles
|
|
VectorCopy( moveAngles, pi->moveAngles );
|
|
|
|
if ( pi->newModel ) {
|
|
pi->newModel = qfalse;
|
|
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
pi->legs.yawAngle = viewAngles[YAW];
|
|
pi->legs.yawing = qfalse;
|
|
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
pi->torso.yawAngle = viewAngles[YAW];
|
|
pi->torso.yawing = qfalse;
|
|
|
|
if ( weaponNumber != WP_NUM_WEAPONS ) {
|
|
pi->weapon = weaponNumber;
|
|
pi->currentWeapon = weaponNumber;
|
|
pi->lastWeapon = weaponNumber;
|
|
pi->pendingWeapon = WP_NUM_WEAPONS;
|
|
pi->weaponTimer = 0;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// weapon
|
|
if ( weaponNumber == WP_NUM_WEAPONS ) {
|
|
pi->pendingWeapon = WP_NUM_WEAPONS;
|
|
pi->weaponTimer = 0;
|
|
}
|
|
else if ( weaponNumber != WP_NONE ) {
|
|
pi->pendingWeapon = weaponNumber;
|
|
pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
|
|
}
|
|
weaponNum = pi->lastWeapon;
|
|
pi->weapon = weaponNum;
|
|
|
|
if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) {
|
|
torsoAnim = legsAnim = BOTH_DEATH1;
|
|
pi->weapon = pi->currentWeapon = WP_NONE;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
|
|
return;
|
|
}
|
|
|
|
// leg animation
|
|
currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
|
|
if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) {
|
|
pi->pendingLegsAnim = legsAnim;
|
|
}
|
|
else if ( legsAnim != currentAnim ) {
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
}
|
|
|
|
// torso animation
|
|
if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) {
|
|
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
|
|
torsoAnim = TORSO_STAND2;
|
|
}
|
|
else {
|
|
torsoAnim = TORSO_STAND;
|
|
}
|
|
}
|
|
|
|
if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
|
|
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
|
|
torsoAnim = TORSO_ATTACK2;
|
|
}
|
|
else {
|
|
torsoAnim = TORSO_ATTACK;
|
|
}
|
|
pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH;
|
|
//FIXME play firing sound here
|
|
}
|
|
|
|
currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
|
|
|
|
if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) {
|
|
pi->pendingTorsoAnim = torsoAnim;
|
|
}
|
|
else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) {
|
|
pi->pendingTorsoAnim = torsoAnim;
|
|
}
|
|
else if ( torsoAnim != currentAnim ) {
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
}
|
|
}
|