X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fplayer_skeleton.qc;h=59a7907508f750e00956dbae8e6eca1d0e42e367;hb=21dd2c7bcc4d6de80ad92e5070c6f579e0526ed4;hp=146e306a08fd091a852d3b8097a84a23e56626c3;hpb=9185b58da6fe5f2b095d7066577e1e024b4d2798;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/player_skeleton.qc b/qcsrc/client/player_skeleton.qc index 146e306a0..59a790750 100644 --- a/qcsrc/client/player_skeleton.qc +++ b/qcsrc/client/player_skeleton.qc @@ -1,18 +1,20 @@ #include "player_skeleton.qh" -#include "mutators/events.qh" -#include "../lib/csqcmodel/cl_player.qh" -#include "../lib/warpzone/anglestransform.qh" +#include +#include +#include +#include +#include -.vector v_angle; +.float v_angle_save_x; -class(Skeleton) .float skeleton_info_modelindex; -class(Skeleton) .float skeleton_info_skin; +classfield(Skeleton) .float skeleton_info_modelindex; +classfield(Skeleton) .float skeleton_info_skin; const int BONETYPE_LOWER = 0; const int BONETYPE_UPPER = 1; const int MAX_BONES = 128; -class(Skeleton) .float skeleton_bonetype[MAX_BONES]; -class(Skeleton) .float skeleton_numbones; +classfield(Skeleton) .float skeleton_bonetype[MAX_BONES]; +classfield(Skeleton) .float skeleton_numbones; void skeleton_loadinfo(entity e) { @@ -81,7 +83,7 @@ void skeleton_markbones(entity e) void skel_set_boneabs(float s, int bone, vector absorg) { - TC(int, bone); + TC(int, bone); vector absang = fixedvectoangles2(v_forward, v_up); vector parentorg = skel_get_boneabs(s, skel_get_boneparent(s, bone)); @@ -111,7 +113,7 @@ void free_skeleton_from_frames(entity e) void skeleton_from_frames(entity e, bool is_dead) { - TC(bool, is_dead); + TC(bool, is_dead); float m = e.modelindex; if(!e.skeletonindex) { @@ -178,14 +180,23 @@ void skeleton_from_frames(entity e, bool is_dead) if(!is_dead) { - if(e == csqcplayer && !intermission) - e.v_angle_x = input_angles_x; + if(e == csqcplayer) + { + if(e.move_movetype == MOVETYPE_NONE) + { + if(!e.v_angle_save_x) + e.v_angle_save_x = input_angles.x; + e.v_angle_x = e.v_angle_save_x; + } + else + e.v_angle_x = input_angles.x; + } int i; for(i = 0; i < MAX_AIM_BONES; ++i) { if(e.(bone_aim[i])) { - vector aim = '1 0 0' * bound(-90, e.v_angle.x, 90) * e.(bone_aimweight[i]); + vector aim = '1 0 0' * bound(-90, e.v_angle_x, 90) * e.(bone_aimweight[i]); vector org = skel_get_boneabs(s, e.(bone_aim[i])); vector ang_cur = fixedvectoangles2(v_forward, v_up); vector ang = AnglesTransform_Multiply(aim, ang_cur);