201 lines
No EOL
4.4 KiB
C
Executable file
201 lines
No EOL
4.4 KiB
C
Executable file
/***
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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 frame_time;
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.float frame_old;
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.float fWasCrouching;
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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 subblendfrac;
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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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void Animation_Q2PlayerUpdate_Run(int id)
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{
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#ifdef CSQC
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/* Interpolation */
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self.lerpfrac -= clframetime * 10;
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if (self.lerpfrac < 0.0) {
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self.lerpfrac = 0.0f;
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}
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if (self.frame_time > cltime) {
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return;
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}
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/* Next animationf rame inbound, reset interpolation */
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self.frame2 = self.frame;
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self.lerpfrac = 1.0f;
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/* Either advance frame (if we're in framgroup) or start new one */
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if (self.frame >= q2_anims[id].start && self.frame < q2_anims[id].end) {
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self.frame += 1;
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} else {
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self.frame = q2_anims[id].start;
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}
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/* Q2 runs at 10 Hz */
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self.frame_time = cltime + 0.1f;
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#endif
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}
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void Animation_Q2PlayerUpdate(void)
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{
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if ( !( self.flags & FL_ONGROUND ) ) {
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Animation_Q2PlayerUpdate_Run(Q2ANIM_JUMP);
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} else if ( vlen( self.velocity ) == 0 ) {
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if ( self.flags & FL_CROUCHING ) {
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Animation_Q2PlayerUpdate_Run(Q2ANIM_CR_STAND);
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} else {
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Animation_Q2PlayerUpdate_Run(Q2ANIM_STAND);
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}
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} else {
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if ( self.flags & FL_CROUCHING ) {
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Animation_Q2PlayerUpdate_Run(Q2ANIM_CR_WALK);
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} else {
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Animation_Q2PlayerUpdate_Run(Q2ANIM_RUN);
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}
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}
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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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self.basebone = 16;
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#ifdef SSQC
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// TODO: Make this faster
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if ( self.frame_time < time ) {
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player pl = (player)self;
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self.frame = Weapons_GetAim(pl.activeweapon);
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self.frame_old = self.frame;
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}
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if ( !( self.flags & FL_ONGROUND ) ) {
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self.baseframe = ANIM_JUMP;
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} else if ( vlen( self.velocity ) == 0 ) {
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if ( self.flags & FL_CROUCHING ) {
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self.baseframe = ANIM_CROUCHIDLE;
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} else {
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self.baseframe = ANIM_IDLE;
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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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self.baseframe = ANIM_CRAWL;
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} else {
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self.baseframe = ANIM_WALK;
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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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self.baseframe = ANIM_CRAWL;
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} else {
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self.baseframe = ANIM_RUN;
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}
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}
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#endif
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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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self.subblend2frac = self.angles[0];
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#endif
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self.angles[0] = self.angles[2] = 0;
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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.frame_old = 0;
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self.frame_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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self.subblendfrac =
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self.subblend2frac = self.v_angle[0] / 90;
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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.frame = fFrame;
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self.frame_old = fFrame;
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}
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void Animation_PlayerTopTemp( float fFrame, float fTime ) {
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self.frame = fFrame;
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self.frame_time = time + fTime;
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} |