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