]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/anim.qc
Merge branch 'master' into mirceakitsune/playermodel_ubot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / anim.qc
diff --git a/qcsrc/common/anim.qc b/qcsrc/common/anim.qc
new file mode 100644 (file)
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--- /dev/null
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+#include "anim.qh"
+
+/**
+ * @param anim x = startframe, y = numframes, z = framerate
+ */
+void anim_set(entity e, vector anim, bool looping, bool override, bool restart)
+{
+       if (!anim) return;  // no animation was given to us! We can't use this.
+
+       if (anim.x == e.animstate_startframe)
+       {
+               if (anim.y == e.animstate_numframes)
+               {
+                       if (anim.z == e.animstate_framerate)
+                       {
+                               if (!restart) return;
+                               if (anim.y == 1)  // ZYM animation
+                                       BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
+                       }
+               }
+       }
+       e.animstate_startframe = anim.x;
+       e.animstate_numframes = anim.y;
+       e.animstate_framerate = anim.z;
+       e.animstate_starttime = time - 0.1 * frametime;  // shift it a little bit into the past to prevent float inaccuracy hiccups
+       e.animstate_endtime = e.animstate_starttime + e.animstate_numframes / e.animstate_framerate;
+       e.animstate_looping = looping;
+       e.animstate_override = override;
+       e.frame = e.animstate_startframe;
+       e.frame1time = time;
+}
+
+/**
+ * Update e.frame based on its animstate relative to time
+ */
+void anim_update(entity e)
+{
+       if (time >= e.animstate_endtime)
+       {
+               if (e.animstate_looping)
+               {
+                       e.animstate_starttime = e.animstate_endtime;
+                       e.animstate_endtime = e.animstate_starttime + e.animstate_numframes / e.animstate_framerate;
+               }
+               e.animstate_override = false;
+       }
+       float frameofs = bound(0, (time - e.animstate_starttime) * e.animstate_framerate, e.animstate_numframes - 1);
+       e.frame = e.animstate_startframe + frameofs;
+}