/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ .float frame_time; .float frame_old; .float fWasCrouching; // For lerping, sigh #ifdef CSQC .float frame_last; .float baseframe_last; #else .float subblendfrac; .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.frame_time < time ) { player pl = (player)self; self.frame = Weapons_GetAim(pl.activeweapon); self.frame_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.subblend2frac = 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.frame_old = 0; self.frame_time = 0; self.fWasCrouching = ( self.flags & FL_CROUCHING ); } #ifdef SSQC // On the CSQC it's done in Player.c self.subblendfrac = 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.frame = fFrame; self.frame_old = fFrame; } void Animation_PlayerTopTemp( float fFrame, float fTime ) { self.frame = fFrame; self.frame_time = time + fTime; }