nuclide/Source/shared/valve/animations.c

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