6 #include "../client/sys-pre.qh"
7 #include "../dpdefs/csprogsdefs.qc"
8 #include "../client/sys-post.qh"
9 #include "../client/Defs.qc"
10 #include "../dpdefs/keycodes.qc"
11 #include "constants.qh"
13 #include "../warpzonelib/anglestransform.qh"
14 #include "../warpzonelib/mathlib.qh"
15 #include "../warpzonelib/common.qh"
16 #include "../warpzonelib/client.qh"
17 #include "playerstats.qh"
23 #include "counting.qh"
24 #include "weapons/weapons.qh"
26 #include "command/markup.qh"
27 #include "command/rpn.qh"
28 #include "command/generic.qh"
29 #include "command/shared_defs.qh"
33 #include "util-pre.qh"
34 #include "../server/sys-pre.qh"
35 #include "../dpdefs/progsdefs.qc"
36 #include "../dpdefs/dpextensions.qc"
37 #include "../server/sys-post.qh"
38 #include "../warpzonelib/anglestransform.qh"
39 #include "../warpzonelib/mathlib.qh"
40 #include "../warpzonelib/common.qh"
41 #include "../warpzonelib/util_server.qh"
42 #include "../warpzonelib/server.qh"
43 #include "constants.qh"
50 #include "counting.qh"
52 #include "command/markup.qh"
53 #include "command/rpn.qh"
54 #include "command/generic.qh"
55 #include "command/shared_defs.qh"
56 #include "net_notice.qh"
59 // must be called at least once to initialize, or when modelindex is changed
60 void animdecide_load_if_needed(entity e);
62 // client side frame inferring
63 void animdecide_setimplicitstate(entity e, float onground);
64 void animdecide_setframes(entity e, bool support_blending, .int fld_frame, .int fld_frame1time, .int fld_frame2, .int fld_frame2time);
66 // please network this one
69 .float anim_lower_action;
70 .float anim_lower_time;
71 .float anim_upper_action;
72 .float anim_upper_time;
74 // when copying entities, copy these too
75 .int anim_implicit_state;
76 .float anim_implicit_time;
77 .float anim_lower_implicit_action;
78 .float anim_lower_implicit_time;
79 .float anim_upper_implicit_action;
80 .float anim_upper_implicit_time;
82 // explicit anim states (networked)
83 void animdecide_setstate(entity e, float newstate, float restart);
84 const int ANIMSTATE_DEAD1 = 1; // base frames: die1
85 const int ANIMSTATE_DEAD2 = 2; // base frames: die2
86 const int ANIMSTATE_DUCK = 4; // turns walk into duckwalk, jump into duckjump, etc.
87 const int ANIMSTATE_FROZEN = 8; // force idle
89 // implicit anim states (inferred from velocity, etc.)
90 const int ANIMIMPLICITSTATE_INAIR = 1;
91 const int ANIMIMPLICITSTATE_FORWARD = 2;
92 const int ANIMIMPLICITSTATE_BACKWARDS = 4;
93 const int ANIMIMPLICITSTATE_LEFT = 8;
94 const int ANIMIMPLICITSTATE_RIGHT = 16;
95 const int ANIMIMPLICITSTATE_JUMPRELEASED = 32;
97 // explicit actions (networked); negative values are for lower body
98 void animdecide_setaction(entity e, float action, float restart);
99 const int ANIMACTION_JUMP = -1; // jump
100 const int ANIMACTION_DRAW = 1; // draw
101 const int ANIMACTION_PAIN1 = 2; // pain
102 const int ANIMACTION_PAIN2 = 3; // pain
103 const int ANIMACTION_SHOOT = 4; // shoot
104 const int ANIMACTION_TAUNT = 5; // taunt
105 const int ANIMACTION_MELEE = 6; // melee