#include "../server/defs.qh"
#endif
-// player animation data for this model
-// each vector is as follows:
-// _x = startframe
-// _y = numframes
-// _z = framerate
-.vector anim_die1; // player dies
-.vector anim_die2; // player dies differently
-.vector anim_draw; // player pulls out a weapon
-.vector anim_duckwalk; // player walking while crouching
-.vector anim_duckjump; // player jumping from a crouch
-.vector anim_duckidle; // player idling while crouching
-.vector anim_idle; // player standing
-.vector anim_jump; // player jump
-.vector anim_pain1; // player flinches from pain
-.vector anim_pain2; // player flinches from pain, differently
-.vector anim_shoot; // player shoots
-.vector anim_taunt; // player taunts others (FIXME: no code references this)
-.vector anim_run; // player running forward
-.vector anim_runbackwards; // player running backward
-.vector anim_strafeleft; // player shuffling left quickly
-.vector anim_straferight; // player shuffling right quickly
-.vector anim_forwardright; // player running forward and right
-.vector anim_forwardleft; // player running forward and left
-.vector anim_backright; // player running backward and right
-.vector anim_backleft; // player running back and left
-.vector anim_melee; // player doing the melee action
-.vector anim_duck; // player doing the melee action
-.vector anim_duckwalkbackwards;
-.vector anim_duckwalkstrafeleft;
-.vector anim_duckwalkstraferight;
-.vector anim_duckwalkforwardright;
-.vector anim_duckwalkforwardleft;
-.vector anim_duckwalkbackright;
-.vector anim_duckwalkbackleft;
-.float animdecide_modelindex;
+bool monsters_animoverride(entity e)
+{
+ Monster monster_id = NULL;
+ 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 = mon;
+ break;
+ }
+ }
+
+ if(!monster_id) { return false; }
+
+ MON_ACTION(monster_id, MR_ANIM);
+
+ 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;
+
+ // these anims ought to stay until stopped explicitly by weaponsystem
+ e.anim_shoot_z = 0.001;
+ e.anim_melee_z = 0.001;
+
+ return true;
+}
void animdecide_load_if_needed(entity e)
{
return;
e.animdecide_modelindex = e.modelindex;
+ if(substring(e.model, 0, 16) == "models/monsters/")
+ {
+ if(monsters_animoverride(e))
+ return;
+ }
+
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
vector animdecide_getloweranim(entity e)
{
// death etc.
+ if(e.anim_state & ANIMSTATE_FOLLOW)
+ return vec3(((e.anim_state & ANIMSTATE_DUCK) ? e.anim_duckidle_x : e.anim_idle_x), e.anim_time, ANIMPRIO_DEAD); // dead priority so it's above all
if(e.anim_state & ANIMSTATE_FROZEN)
return vec3(e.anim_idle.x, e.anim_time, ANIMPRIO_DEAD);
if(e.anim_state & ANIMSTATE_DEAD1)