-#if defined(CSQC)
- #include "../dpdefs/csprogsdefs.qh"
- #include "animdecide.qh"
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
+#include "animdecide.qh"
+
+#include <common/monsters/_mod.qh>
+
+#if defined(SVQC)
#include "util.qh"
- #include "animdecide.qh"
#include "../server/defs.qh"
#endif
-bool monsters_animoverride(entity e)
+bool monsters_animoverride(entity this)
{
- int monster_id = 0;
- for(int i = MON_FIRST; i <= MON_LAST; ++i)
- {
- entity mon = get_monsterinfo(i);
-
- //if(substring(e.model, 0, strlen(mon.model) - 4) == substring(mon.model, 0, strlen(mon.model) - 4))
- if(e.model == mon.model)
- {
- monster_id = i;
- break;
- }
- }
+ Monster monster_id = NULL;
+ FOREACH(Monsters, it != MON_Null && it.m_model.model_str() == this.model, {
+ monster_id = it;
+ break;
+ });
if(!monster_id) { return false; }
- MON_ACTION(monster_id, MR_ANIM);
+ monster_id.mr_anim(monster_id, this);
vector none = '0 0 0';
- e.anim_duckwalk = e.anim_walk;
- e.anim_duckjump = animfixfps(e, '5 1 10', none);
- e.anim_duckidle = e.anim_idle;
- e.anim_jump = animfixfps(e, '8 1 10', none);
- e.anim_taunt = animfixfps(e, '12 1 0.33', none);
- e.anim_runbackwards = e.anim_run;
- e.anim_strafeleft = e.anim_run;
- e.anim_straferight = e.anim_run;
- e.anim_forwardright = e.anim_run;
- e.anim_forwardleft = e.anim_run;
- e.anim_backright = e.anim_run;
- e.anim_backleft = e.anim_run;
- e.anim_duckwalkbackwards = e.anim_walk;
- e.anim_duckwalkstrafeleft = e.anim_walk;
- e.anim_duckwalkstraferight = e.anim_walk;
- e.anim_duckwalkforwardright = e.anim_walk;
- e.anim_duckwalkforwardleft = e.anim_walk;
- e.anim_duckwalkbackright = e.anim_walk;
- e.anim_duckwalkbackleft = e.anim_walk;
+ this.anim_duckwalk = this.anim_walk;
+ this.anim_duckjump = animfixfps(this, '5 1 10', none);
+ this.anim_duckidle = this.anim_idle;
+ this.anim_jump = animfixfps(this, '8 1 10', none);
+ this.anim_taunt = animfixfps(this, '12 1 0.33', none);
+ this.anim_runbackwards = this.anim_run;
+ this.anim_strafeleft = this.anim_run;
+ this.anim_straferight = this.anim_run;
+ this.anim_forwardright = this.anim_run;
+ this.anim_forwardleft = this.anim_run;
+ this.anim_backright = this.anim_run;
+ this.anim_backleft = this.anim_run;
+ this.anim_duckwalkbackwards = this.anim_walk;
+ this.anim_duckwalkstrafeleft = this.anim_walk;
+ this.anim_duckwalkstraferight = this.anim_walk;
+ this.anim_duckwalkforwardright = this.anim_walk;
+ this.anim_duckwalkforwardleft = this.anim_walk;
+ this.anim_duckwalkbackright = this.anim_walk;
+ this.anim_duckwalkbackleft = this.anim_walk;
// these anims ought to stay until stopped explicitly by weaponsystem
- e.anim_shoot_z = 0.001;
- e.anim_melee_z = 0.001;
+ this.anim_shoot_z = 0.001;
+ this.anim_melee_z = 0.001;
return true;
}
void animdecide_load_if_needed(entity e)
{
- if(e.modelindex == e.animdecide_modelindex)
- return;
- e.animdecide_modelindex = e.modelindex;
+ int mdlidx = e.modelindex;
+ if (mdlidx == e.animdecide_modelindex) return;
+ e.animdecide_modelindex = mdlidx;
if(substring(e.model, 0, 16) == "models/monsters/")
{
return;
}
+#define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
+
vector none = '0 0 0';
- e.anim_die1 = animfixfps(e, '0 1 0.5', none); // 2 seconds
- e.anim_die2 = animfixfps(e, '1 1 0.5', none); // 2 seconds
- e.anim_draw = animfixfps(e, '2 1 3', none);
- e.anim_duckwalk = animfixfps(e, '4 1 1', none);
- e.anim_duckjump = animfixfps(e, '5 1 10', none);
- e.anim_duckidle = animfixfps(e, '6 1 1', none);
- e.anim_idle = animfixfps(e, '7 1 1', none);
- e.anim_jump = animfixfps(e, '8 1 10', none);
- e.anim_pain1 = animfixfps(e, '9 1 2', none); // 0.5 seconds
- e.anim_pain2 = animfixfps(e, '10 1 2', none); // 0.5 seconds
- e.anim_shoot = animfixfps(e, '11 1 5', none); // analyze models and set framerate
- e.anim_taunt = animfixfps(e, '12 1 0.33', none);
- e.anim_run = animfixfps(e, '13 1 1', none);
- e.anim_runbackwards = animfixfps(e, '14 1 1', none);
- e.anim_strafeleft = animfixfps(e, '15 1 1', none);
- e.anim_straferight = animfixfps(e, '16 1 1', none);
- e.anim_forwardright = animfixfps(e, '19 1 1', '16 1 1');
- e.anim_forwardleft = animfixfps(e, '20 1 1', '15 1 1');
- e.anim_backright = animfixfps(e, '21 1 1', '16 1 1');
- e.anim_backleft = animfixfps(e, '22 1 1', '15 1 1');
- e.anim_melee = animfixfps(e, '23 1 1', '11 1 1');
- e.anim_duckwalkbackwards = animfixfps(e, '24 1 1', '4 1 1');
- e.anim_duckwalkstrafeleft = animfixfps(e, '25 1 1', '4 1 1');
- e.anim_duckwalkstraferight = animfixfps(e, '26 1 1', '4 1 1');
- e.anim_duckwalkforwardright = animfixfps(e, '27 1 1', '4 1 1');
- e.anim_duckwalkforwardleft = animfixfps(e, '28 1 1', '4 1 1');
- e.anim_duckwalkbackright = animfixfps(e, '29 1 1', '4 1 1');
- e.anim_duckwalkbackleft = animfixfps(e, '30 1 1', '4 1 1');
+ e.anim_die1 = animfixfps(e, ANIM_VEC(die1, 1, 0.5), none); // 2 seconds
+ e.anim_die2 = animfixfps(e, ANIM_VEC(die2, 1, 0.5), none); // 2 seconds
+ e.anim_draw = animfixfps(e, ANIM_VEC(draw, 1, 3), none);
+ e.anim_duckwalk = animfixfps(e, ANIM_VEC(duckwalk, 1, 1), none);
+ e.anim_duckjump = animfixfps(e, ANIM_VEC(duckjump, 1, 10), none);
+ e.anim_duckidle = animfixfps(e, ANIM_VEC(duckidle, 1, 1), none);
+ e.anim_idle = animfixfps(e, ANIM_VEC(idle, 1, 1), none);
+ e.anim_jump = animfixfps(e, ANIM_VEC(jump, 1, 10), none);
+ e.anim_pain1 = animfixfps(e, ANIM_VEC(pain1, 1, 2), none); // 0.5 seconds
+ e.anim_pain2 = animfixfps(e, ANIM_VEC(pain2, 1, 2), none); // 0.5 seconds
+ e.anim_shoot = animfixfps(e, ANIM_VEC(shoot, 1, 5), none); // analyze models and set framerate
+ e.anim_taunt = animfixfps(e, ANIM_VEC(taunt, 1, 0.33), none);
+ e.anim_run = animfixfps(e, ANIM_VEC(run, 1, 1), none);
+ e.anim_runbackwards = animfixfps(e, ANIM_VEC(runbackwards, 1, 1), none);
+ e.anim_strafeleft = animfixfps(e, ANIM_VEC(strafeleft, 1, 1), none);
+ e.anim_straferight = animfixfps(e, ANIM_VEC(straferight, 1, 1), none);
+ e.anim_forwardright = animfixfps(e, ANIM_VEC(forwardright, 1, 1), ANIM_VEC(straferight, 1, 1));
+ e.anim_forwardleft = animfixfps(e, ANIM_VEC(forwardleft, 1, 1), ANIM_VEC(strafeleft, 1, 1));
+ e.anim_backright = animfixfps(e, ANIM_VEC(backright, 1, 1), ANIM_VEC(straferight, 1, 1));
+ e.anim_backleft = animfixfps(e, ANIM_VEC(backleft , 1, 1), ANIM_VEC(strafeleft, 1, 1));
+ e.anim_melee = animfixfps(e, ANIM_VEC(melee, 1, 1), ANIM_VEC(shoot, 1, 1));
+ e.anim_duckwalkbackwards = animfixfps(e, ANIM_VEC(duckwalkbackwards, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkstrafeleft = animfixfps(e, ANIM_VEC(duckwalkstrafeleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkstraferight = animfixfps(e, ANIM_VEC(duckwalkstraferight, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkforwardright = animfixfps(e, ANIM_VEC(duckwalkforwardright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkforwardleft = animfixfps(e, ANIM_VEC(duckwalkforwardleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkbackright = animfixfps(e, ANIM_VEC(duckwalkbackright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
+ e.anim_duckwalkbackleft = animfixfps(e, ANIM_VEC(duckwalkbackleft , 1, 1), ANIM_VEC(duckwalk, 1, 1));
+
+#undef ANIM_VEC
// these anims ought to stay until stopped explicitly by weaponsystem
e.anim_shoot_z = 0.001;
return vec3(e.anim_duckwalkbackright.x, t, ANIMPRIO_CROUCH);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
return vec3(e.anim_duckwalkbackleft.x, t, ANIMPRIO_CROUCH);
- default:
- return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
}
+ return vec3(e.anim_duckidle.x, t, ANIMPRIO_CROUCH);
}
else
{
return vec3(e.anim_backright.x, t, ANIMPRIO_ACTIVE);
case ANIMIMPLICITSTATE_BACKWARDS | ANIMIMPLICITSTATE_LEFT:
return vec3(e.anim_backleft.x, t, ANIMPRIO_ACTIVE);
- default:
- return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
+ return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
// can't get here
- return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
+ //return vec3(e.anim_idle.x, t, ANIMPRIO_IDLE);
}
void animdecide_setimplicitstate(entity e, float onground)
// it slightly less likely to "hit two keys at once", so let's do this
// here too
- if(vlen(v) > 10)
+ if(vdist(v, >, 10))
{
if(v.x > fabs(v.y) * 0.5)
s |= ANIMIMPLICITSTATE_FORWARD;