nuclide/Source/Server/Animations.c
Marco Hladik 427e2d300d Hit-location based death animations
Fix related to shotguns having an insane accuracy
2017-01-08 15:11:34 +01:00

156 lines
3.4 KiB
C

/*
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;
}