2019-01-29 02:40:14 +00:00
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/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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.float baseframe_time;
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.float baseframe_old;
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.float fWasCrouching;
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2019-08-07 05:57:18 +00:00
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enum {
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ANIM_LOOKIDLE,
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ANIM_IDLE,
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ANIM_DEEPIDLE,
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ANIM_RUN2,
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ANIM_WALK2HANDED,
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ANIM_2HANDSHOT,
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ANIM_CRAWL,
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ANIM_CROUCHIDLE,
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ANIM_JUMP,
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ANIM_LONGJUMP,
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ANIM_SWIM,
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ANIM_TREADWATER,
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ANIM_RUN,
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ANIM_WALK,
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ANIM_AIM2,
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ANIM_SHOOT2,
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ANIM_AIM1,
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ANIM_SHOOT1,
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ANIM_DIESIMPLE,
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ANIM_DIEBACKWARDS1,
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ANIM_DIEBACKWARDS2,
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ANIM_DIEFORWARD,
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ANIM_DIEHEADSHOT,
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ANIM_DIESPIN,
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ANIM_DIEGUTSHOT,
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ANIM_AIMCROWBAR,
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ANIM_SHOOTCROWBAR,
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ANIM_CR_AIMCROWBAR,
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ANIM_CR_SHOOTCROWBAR,
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ANIM_AIMTRIPMINE,
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ANIM_SHOOTTRIPMINE,
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ANIM_CR_AIMTRIPMINE,
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ANIM_CR_SHOOTTRIPMINE,
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ANIM_AIM1HAND,
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ANIM_SHOOT1HAND,
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ANIM_CR_AIM1HAND,
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ANIM_CR_SHOOT1HAND,
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ANIM_AIMPYTHON,
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ANIM_SHOOTPYTHON,
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ANIM_CR_AIMPYTHON,
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ANIM_CR_SHOOTPYTHON,
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ANIM_AIMSHOTGUN,
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ANIM_SHOOTSHOTGUN,
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ANIM_CR_AIMSHOTGUN,
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ANIM_CR_SHOOTSHOTGUN,
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ANIM_AIMGAUSS,
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ANIM_SHOOTGAUSS,
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ANIM_CR_AIMGAUSS,
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ANIM_CR_SHOOTGAUSS,
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ANIM_AIMMP5,
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ANIM_SHOOTMP5,
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ANIM_CR_AIMMP5,
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ANIM_CR_SHOOTMP5,
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ANIM_AIMRPG,
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ANIM_SHOOTRPG,
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ANIM_CR_AIMRPG,
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ANIM_CR_SHOOTRPG,
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ANIM_AIMEGON,
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ANIM_SHOOTEGON,
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ANIM_CR_AIMEGON,
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ANIM_CR_SHOOTEGON,
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ANIM_AIMSQUEAK,
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ANIM_SHOOTSQUEAK,
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ANIM_CR_AIMSQUEAK,
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ANIM_CR_SHOOTSQUEAK,
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ANIM_AIMHIVE,
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ANIM_SHOOTHIVE,
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ANIM_CR_AIMHIVE,
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ANIM_CR_SHOOTHIVE,
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ANIM_AIMBOW,
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ANIM_SHOOTBOW,
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ANIM_CR_AIMBOW,
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ANIM_CR_SHOOTBOW
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};
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2019-01-29 02:40:14 +00:00
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// For lerping, sigh
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#ifdef CSQC
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.float frame_last;
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.float baseframe_last;
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#else
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.float subblend2frac;
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#endif
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void Animation_Print( string sWow ) {
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#ifdef CSQC
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print( sprintf( "[DEBUG] %s", sWow ) );
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#else
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bprint(PRINT_HIGH, sprintf( "SSQC: %s", sWow ) );
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#endif
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}
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/*
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=================
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Animation_PlayerUpdate
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Called every frame to update the animation sequences
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depending on what the player is doing
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=================
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*/
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void Animation_PlayerUpdate( void ) {
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2019-08-07 05:57:18 +00:00
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self.basebone = 16;
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#ifdef SSQC
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2019-01-29 02:40:14 +00:00
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// TODO: Make this faster
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if ( self.baseframe_time < time ) {
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2019-08-07 05:57:18 +00:00
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player pl = (player)self;
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int i = pl.activeweapon;
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switch ( i ) {
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case WEAPON_CROWBAR:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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break;
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case WEAPON_GLOCK:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIM1HAND : ANIM_AIM1HAND;
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break;
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case WEAPON_PYTHON:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMPYTHON : ANIM_AIMPYTHON;
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break;
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case WEAPON_MP5:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMMP5 : ANIM_AIMMP5;
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break;
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case WEAPON_SHOTGUN:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
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break;
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case WEAPON_CROSSBOW:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMBOW : ANIM_AIMBOW;
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break;
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case WEAPON_RPG:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMRPG : ANIM_AIMRPG;
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break;
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case WEAPON_GAUSS:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMGAUSS : ANIM_AIMGAUSS;
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break;
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case WEAPON_EGON:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
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break;
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case WEAPON_HORNETGUN:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMHIVE : ANIM_AIMHIVE;
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break;
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case WEAPON_HANDGRENADE:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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break;
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case WEAPON_SATCHEL:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
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break;
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case WEAPON_TRIPMINE:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMTRIPMINE : ANIM_AIMTRIPMINE;
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break;
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case WEAPON_SNARK:
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self.frame = self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
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break;
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2019-01-29 02:40:14 +00:00
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}
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2019-08-07 05:57:18 +00:00
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self.baseframe_old = self.frame;
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2019-01-29 02:40:14 +00:00
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}
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if ( !( self.flags & FL_ONGROUND ) ) {
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2019-08-07 05:57:18 +00:00
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self.baseframe = ANIM_JUMP;
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2019-01-29 02:40:14 +00:00
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} else if ( vlen( self.velocity ) == 0 ) {
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if ( self.flags & FL_CROUCHING ) {
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2019-08-07 05:57:18 +00:00
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self.baseframe = ANIM_CROUCHIDLE;
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2019-01-29 02:40:14 +00:00
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} else {
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2019-08-07 05:57:18 +00:00
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self.baseframe = ANIM_IDLE;
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2019-01-29 02:40:14 +00:00
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}
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} else if ( vlen( self.velocity ) < 150 ) {
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if ( self.flags & FL_CROUCHING ) {
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2019-08-07 05:57:18 +00:00
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self.baseframe = ANIM_CRAWL;
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2019-01-29 02:40:14 +00:00
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} else {
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2019-08-07 05:57:18 +00:00
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self.baseframe = ANIM_WALK;
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2019-01-29 02:40:14 +00:00
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}
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} else if ( vlen( self.velocity ) > 150 ) {
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if ( self.flags & FL_CROUCHING ) {
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2019-08-07 05:57:18 +00:00
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self.baseframe = ANIM_CRAWL;
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2019-01-29 02:40:14 +00:00
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} else {
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2019-08-07 05:57:18 +00:00
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self.baseframe = ANIM_RUN;
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2019-01-29 02:40:14 +00:00
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}
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2019-08-07 05:57:18 +00:00
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}
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#endif
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2019-01-29 02:40:14 +00:00
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#ifdef CSQC
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// Lerp it down!
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if ( self.lerpfrac > 0 ) {
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self.lerpfrac -= frametime * 5;
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if ( self.lerpfrac < 0 ) {
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self.lerpfrac = 0;
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}
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}
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if ( self.baselerpfrac > 0 ) {
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self.baselerpfrac -= frametime * 5;
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if ( self.baselerpfrac < 0 ) {
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self.baselerpfrac = 0;
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}
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}
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if ( self.frame != self.frame_last ) {
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//Animation_Print( sprintf( "New Frame: %d, Last Frame: %d\n", self.frame, self.frame_last ));
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// Move everything over to frame 2
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self.frame2time = self.frame1time;
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self.frame2 = self.frame_last;
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// Set frame_last to avoid this being called again
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self.frame_last = self.frame;
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self.lerpfrac = 1.0f;
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self.frame1time = 0.0f;
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}
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if ( self.baseframe != self.baseframe_last ) {
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//Animation_Print( sprintf( "New Baseframe: %d, Last Baseframe: %d\n", self.baseframe, self.baseframe_last ) );
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// Move everything over to frame 2
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self.baseframe2time = self.baseframe1time;
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self.baseframe2 = self.baseframe_last;
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// Set frame_last to avoid this being called again
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self.baseframe_last = self.baseframe;
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self.baselerpfrac = 1.0f;
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self.baseframe1time = 0.0f;
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}
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2019-03-13 21:03:57 +00:00
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self.bonecontrol1 = self.angles[0];
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2019-01-29 02:40:14 +00:00
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#endif
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2019-03-13 21:03:57 +00:00
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self.angles[0] = self.angles[2] = 0;
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2019-01-29 02:40:14 +00:00
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if ( !( self.flags & FL_ONGROUND ) ) {
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/*self.frame = ANIM_JUMP;*/
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}
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// Force the code above to update if we switched positions
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if ( self.fWasCrouching != ( self.flags & FL_CROUCHING ) ) {
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self.baseframe_old = 0;
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self.baseframe_time = 0;
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self.fWasCrouching = ( self.flags & FL_CROUCHING );
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}
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#ifdef SSQC
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// On the CSQC it's done in Player.c
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2019-03-13 21:03:57 +00:00
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self.subblend2frac = self.v_angle[0] / 90;
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2019-01-29 02:40:14 +00:00
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#endif
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}
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/*
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=================
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Animation_PlayerTop
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Changes the animation sequence for the upper body part
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=================
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*/
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void Animation_PlayerTop( float fFrame ) {
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self.baseframe = fFrame;
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self.baseframe_old = fFrame;
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}
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void Animation_PlayerTopTemp( float fFrame, float fTime ) {
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self.baseframe = fFrame;
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self.baseframe_time = time + fTime;
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}
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void Animation_ShootWeapon( entity ePlayer ) {
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/*switch ( Weapon_GetAnimType( ePlayer.weapon ) ) {
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case ATYPE_AK47:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_AK47 : ANIM_SHOOT_AK47;
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break;
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case ATYPE_C4:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_C4 : ANIM_SHOOT_C4;
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break;
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case ATYPE_CARBINE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_CARBINE : ANIM_SHOOT_CARBINE;
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break;
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case ATYPE_DUALPISTOLS:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_DUALPISTOLS : ANIM_SHOOT_DUALPISTOLS;
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break;
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case ATYPE_GRENADE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_GRENADE : ANIM_SHOOT_GRENADE;
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break;
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case ATYPE_KNIFE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_KNIFE : ANIM_SHOOT_KNIFE;
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break;
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case ATYPE_MP5:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_MP5 : ANIM_SHOOT_MP5;
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break;
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case ATYPE_ONEHAND:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_ONEHAND : ANIM_SHOOT_ONEHAND;
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break;
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case ATYPE_PARA:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_PARA : ANIM_SHOOT_PARA;
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break;
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case ATYPE_RIFLE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_RIFLE : ANIM_SHOOT_RIFLE;
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break;
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case ATYPE_SHOTGUN:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_SHOOT_SHOTGUN : ANIM_SHOOT_SHOTGUN;
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break;
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}
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ePlayer.baseframe_time = time + Weapon_GetFireRate( ePlayer.weapon );*/
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}
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void Animation_ReloadWeapon( entity ePlayer ) {
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/*switch ( Weapon_GetAnimType( ePlayer.weapon ) ) {
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case ATYPE_AK47:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_AK47 : ANIM_RELOAD_AK47;
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break;
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case ATYPE_C4:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_C4 : ANIM_AIM_C4;
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break;
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case ATYPE_CARBINE:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_CARBINE : ANIM_RELOAD_CARBINE;
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break;
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case ATYPE_DUALPISTOLS:
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ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_DUALPISTOLS : ANIM_RELOAD_DUALPISTOLS;
|
|
|
|
break;
|
|
|
|
case ATYPE_GRENADE:
|
|
|
|
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_GRENADE : ANIM_AIM_GRENADE;
|
|
|
|
break;
|
|
|
|
case ATYPE_KNIFE:
|
|
|
|
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_KNIFE : ANIM_AIM_KNIFE;
|
|
|
|
break;
|
|
|
|
case ATYPE_MP5:
|
|
|
|
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_MP5 : ANIM_RELOAD_MP5;
|
|
|
|
break;
|
|
|
|
case ATYPE_ONEHAND:
|
|
|
|
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_ONEHAND : ANIM_RELOAD_ONEHAND;
|
|
|
|
break;
|
|
|
|
case ATYPE_PARA:
|
|
|
|
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_PARA : ANIM_RELOAD_PARA;
|
|
|
|
break;
|
|
|
|
case ATYPE_RIFLE:
|
|
|
|
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_RIFLE : ANIM_RELOAD_RIFLE;
|
|
|
|
break;
|
|
|
|
case ATYPE_SHOTGUN:
|
|
|
|
ePlayer.baseframe = ePlayer.flags & FL_CROUCHING ? ANIM_CROUCH_RELOAD_SHOTGUN : ANIM_RELOAD_SHOTGUN;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
ePlayer.baseframe_time = time + Weapon_GetReloadTime( ePlayer.weapon );*/
|
|
|
|
}
|