/* OpenCS Project Copyright (C) 2016, 2017 Marco "eukara" Hladik This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ .float baseframe_time; enum { ANIM_DUMMY1, ANIM_IDLE, ANIM_IDLE_CROUCH, ANIM_WALK, ANIM_RUN, ANIM_RUN_CROUCH, ANIM_JUMP, ANIM_LONGJUMP, ANIM_SWIM, ANIM_TREADWATER, ANIM_CROUCH_AIM_CARBINE, ANIM_CROUCH_SHOOT_CARBINE, ANIM_CROUCH_RELOAD_CARBINE, ANIM_AIM_CARBINE, ANIM_SHOOT_CARBINE, ANIM_RELOAD_CARBINE, ANIM_CROUCH_AIM_ONEHAND, ANIM_CROUCH_SHOOT_ONEHAND, ANIM_CROUCH_RELOAD_ONEHAND, ANIM_AIM_ONEHAND, ANIM_SHOOT_ONEHAND, ANIM_RELOAD_ONEHAND, ANIM_CROUCH_AIM_DUALPISTOLS, ANIM_CROUCH_SHOOT_DUALPISTOLS, ANIM_CROUCH_SHOOT2_DUALPISTOLS, ANIM_CROUCH_RELOAD_DUALPISTOLS, ANIM_AIM_DUALPISTOLS, ANIM_SHOOT_DUALPISTOLS, ANIM_SHOOT2_DUALPISTOLS, ANIM_RELOAD_DUALPISTOLS, ANIM_CROUCH_AIM_RIFLE, ANIM_CROUCH_SHOOT_RIFLE, ANIM_CROUCH_RELOAD_RIFLE, ANIM_AIM_RIFLE, ANIM_SHOOT_RIFLE, ANIM_RELOAD_RIFLE, ANIM_CROUCH_AIM_MP5, ANIM_CROUCH_SHOOT_MP5, ANIM_CROUCH_RELOAD_MP5, ANIM_AIM_MP5, ANIM_SHOOT_MP5, ANIM_RELOAD_MP5, ANIM_CROUCH_AIM_SHOTGUN, ANIM_CROUCH_SHOOT_SHOTGUN, ANIM_CROUCH_RELOAD_SHOTGUN, ANIM_AIM_SHOTGUN, ANIM_SHOOT_SHOTGUN, ANIM_RELOAD_SHOTGUN, ANIM_CROUCH_AIM_PARA, ANIM_CROUCH_SHOOT_PARA, ANIM_CROUCH_RELOAD_PARA, ANIM_AIM_PARA, ANIM_SHOOT_PARA, ANIM_RELOAD_PARA, ANIM_DUMMY2, ANIM_DUMMY3, ANIM_AIM_GRENADE, ANIM_SHOOT_GRENADE, ANIM_CROUCH_AIM_GRENADE, ANIM_CROUCH_SHOOT_GRENADE, ANIM_CROUCH_AIM_C4, ANIM_CROUCH_SHOOT_C4, ANIM_AIM_C4, ANIM_SHOOT_C4, ANIM_RELOAD_C4, ANIM_DUPLICATE1, ANIM_DUPLICATE2, ANIM_DUPLICATE3, ANIM_DUPLICATE4, ANIM_DUPLICATE5, ANIM_DUPLICATE6, ANIM_DUPLICATE7, ANIM_DUPLICATE8, ANIM_AIM_KNIFE9, ANIM_CROUCH_SHOOT_KNIFE, ANIM_AIM_KNIFE, ANIM_SHOOT_KNIFE, ANIM_CROUCH_AIM_AK47, ANIM_CROUCH_SHOOT_AK47, ANIM_CROUCH_RELOAD_AK47, ANIM_AIM_AK47, ANIM_SHOOT_AK47, ANIM_RELOAD_AK47, ANIM_GUT_FLINCH, ANIM_HEAD_FLINCH, ANIM_DEATH1, ANIM_DEATH2, ANIM_DEATH3, ANIM_DIE_HEAD, ANIM_DIE_GUT, ANIM_DIE_LEFT, ANIM_DIE_BACK, ANIM_DIE_RIGHT, ANIM_DIE_FORWARD, ANIM_CROUCH_DIE }; void Animation_PlayerUpdate( void ) { self.basebone = 40; if ( self.baseframe_time < time ) { self.baseframe = ANIM_AIM_SHOTGUN; } if ( vlen( self.velocity ) == 0 ) { if ( self.flags & FL_CROUCHING ) { self.frame = ANIM_IDLE_CROUCH; } else { self.frame = ANIM_IDLE; } } else if ( vlen( self.velocity ) < 150 ) { if ( self.flags & FL_CROUCHING ) { self.frame = ANIM_RUN_CROUCH; } else { self.frame = ANIM_WALK; } } else if ( vlen( self.velocity ) > 150 ) { if ( self.flags & FL_CROUCHING ) { self.frame = ANIM_RUN_CROUCH; } else { self.frame = ANIM_RUN; } } if ( !( self.flags & FL_ONGROUND ) ) { self.frame = ANIM_JUMP; } } void Animation_PlayerTop( float fFrame, float fTime ) { self.baseframe = fFrame; self.baseframe_time = time + fTime; }