mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
1551 lines
65 KiB
C++
1551 lines
65 KiB
C++
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406
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Player/SeriousSam/Player.h"
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#include "Models/Player/SeriousSam/Body.h"
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#include "Models/Player/SeriousSam/Head.h"
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#include "Models/Weapons/Knife/KnifeItem.h"
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#include "Models/Weapons/Colt/ColtItem.h"
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#include "Models/Weapons/Colt/ColtMain.h"
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#include "Models/Weapons/SingleShotgun/SingleShotgunItem.h"
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#include "Models/Weapons/SingleShotgun/Barrels.h"
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#include "Models/Weapons/DoubleShotgun/DoubleShotgunItem.h"
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#include "Models/Weapons/DoubleShotgun/Dshotgunbarrels.h"
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#include "Models/Weapons/TommyGun/TommyGunItem.h"
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#include "Models/Weapons/TommyGun/Body.h"
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#include "Models/Weapons/MiniGun/MiniGunItem.h"
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#include "Models/Weapons/MiniGun/Body.h"
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#include "Models/Weapons/GrenadeLauncher/GrenadeLauncherItem.h"
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#include "Models/Weapons/RocketLauncher/RocketLauncherItem.h"
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//#include "Models/Weapons/Pipebomb/StickItem.h"
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//#include "Models/Weapons/Flamer/FlamerItem.h"
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#include "Models/Weapons/Laser/LaserItem.h"
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//#include "Models/Weapons/GhostBuster/GhostBusterItem.h"
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//#include "Models/Weapons/GhostBuster/Effect01.h"
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#include "Models/Weapons/Cannon/Cannon.h"
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%}
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uses "Entities/Player";
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uses "Entities/PlayerWeapons";
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// input parameter for animator
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event EAnimatorInit {
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CEntityPointer penPlayer, // player owns it
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};
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%{
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// animator action
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enum AnimatorAction {
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AA_JUMPDOWN = 0,
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AA_CROUCH,
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AA_RISE,
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AA_PULLWEAPON,
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AA_ATTACK,
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};
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// fire flare specific
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#define FLARE_NONE 0
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#define FLARE_REMOVE 1
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#define FLARE_ADD 2
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extern FLOAT plr_fBreathingStrength;
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extern FLOAT plr_fViewDampFactor;
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extern FLOAT plr_fViewDampLimitGroundUp;
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extern FLOAT plr_fViewDampLimitGroundDn;
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extern FLOAT plr_fViewDampLimitWater;
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extern FLOAT wpn_fRecoilSpeed[17];
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extern FLOAT wpn_fRecoilLimit[17];
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extern FLOAT wpn_fRecoilDampUp[17];
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extern FLOAT wpn_fRecoilDampDn[17];
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extern FLOAT wpn_fRecoilOffset[17];
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extern FLOAT wpn_fRecoilFactorP[17];
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extern FLOAT wpn_fRecoilFactorZ[17];
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void CPlayerAnimator_Precache(ULONG ulAvailable)
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{
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CDLLEntityClass *pdec = &CPlayerAnimator_DLLClass;
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pdec->PrecacheTexture(TEX_REFL_BWRIPLES01 );
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pdec->PrecacheTexture(TEX_REFL_BWRIPLES02 );
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pdec->PrecacheTexture(TEX_REFL_LIGHTMETAL01 );
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pdec->PrecacheTexture(TEX_REFL_LIGHTBLUEMETAL01);
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pdec->PrecacheTexture(TEX_REFL_DARKMETAL );
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pdec->PrecacheTexture(TEX_REFL_PURPLE01 );
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pdec->PrecacheTexture(TEX_SPEC_WEAK );
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pdec->PrecacheTexture(TEX_SPEC_MEDIUM );
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pdec->PrecacheTexture(TEX_SPEC_STRONG );
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pdec->PrecacheModel(MODEL_FLARE02);
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pdec->PrecacheTexture(TEXTURE_FLARE02);
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pdec->PrecacheModel(MODEL_GOLDAMON);
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pdec->PrecacheTexture(TEXTURE_GOLDAMON);
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pdec->PrecacheTexture(TEX_REFL_GOLD01);
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pdec->PrecacheClass(CLASS_REMINDER);
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// precache shells that drop when firing
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extern void CPlayerWeaponsEffects_Precache(void);
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CPlayerWeaponsEffects_Precache();
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// precache weapons player has
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if ( ulAvailable&(1<<(WEAPON_KNIFE-1)) ) {
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pdec->PrecacheModel(MODEL_KNIFE );
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pdec->PrecacheTexture(TEXTURE_KNIFE);
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}
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if ( ulAvailable&(1<<(WEAPON_COLT-1)) ) {
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pdec->PrecacheModel(MODEL_COLT );
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pdec->PrecacheModel(MODEL_COLTCOCK );
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pdec->PrecacheModel(MODEL_COLTMAIN );
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pdec->PrecacheModel(MODEL_COLTBULLETS );
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pdec->PrecacheTexture(TEXTURE_COLTMAIN );
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pdec->PrecacheTexture(TEXTURE_COLTBULLETS );
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pdec->PrecacheTexture(TEXTURE_COLTBULLETS );
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}
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if ( ulAvailable&(1<<(WEAPON_SINGLESHOTGUN-1)) ) {
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pdec->PrecacheModel(MODEL_SINGLESHOTGUN );
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pdec->PrecacheModel(MODEL_SS_SLIDER );
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pdec->PrecacheModel(MODEL_SS_HANDLE );
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pdec->PrecacheModel(MODEL_SS_BARRELS );
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pdec->PrecacheTexture(TEXTURE_SS_HANDLE);
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pdec->PrecacheTexture(TEXTURE_SS_BARRELS);
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}
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if ( ulAvailable&(1<<(WEAPON_DOUBLESHOTGUN-1)) ) {
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pdec->PrecacheModel(MODEL_DOUBLESHOTGUN );
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pdec->PrecacheModel(MODEL_DS_HANDLE );
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pdec->PrecacheModel(MODEL_DS_BARRELS );
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pdec->PrecacheModel(MODEL_DS_SWITCH );
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pdec->PrecacheTexture(TEXTURE_DS_HANDLE );
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pdec->PrecacheTexture(TEXTURE_DS_BARRELS );
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pdec->PrecacheTexture(TEXTURE_DS_SWITCH );
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}
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if ( ulAvailable&(1<<(WEAPON_TOMMYGUN-1)) ) {
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pdec->PrecacheModel(MODEL_TOMMYGUN );
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pdec->PrecacheModel(MODEL_TG_BODY );
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pdec->PrecacheModel(MODEL_TG_SLIDER );
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pdec->PrecacheTexture(TEXTURE_TG_BODY );
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}
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if ( ulAvailable&(1<<(WEAPON_MINIGUN-1)) ) {
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pdec->PrecacheModel(MODEL_MINIGUN );
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pdec->PrecacheModel(MODEL_MG_BARRELS );
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pdec->PrecacheModel(MODEL_MG_BODY );
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pdec->PrecacheModel(MODEL_MG_ENGINE );
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pdec->PrecacheTexture(TEXTURE_MG_BODY );
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pdec->PrecacheTexture(TEXTURE_MG_BARRELS );
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}
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if ( ulAvailable&(1<<(WEAPON_ROCKETLAUNCHER-1)) ) {
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pdec->PrecacheModel(MODEL_ROCKETLAUNCHER );
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pdec->PrecacheModel(MODEL_RL_BODY );
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pdec->PrecacheModel(MODEL_RL_ROTATINGPART );
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pdec->PrecacheModel(MODEL_RL_ROCKET );
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pdec->PrecacheTexture(TEXTURE_RL_BODY );
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pdec->PrecacheTexture(TEXTURE_RL_ROCKET);
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pdec->PrecacheTexture(TEXTURE_RL_ROTATINGPART);
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}
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if ( ulAvailable&(1<<(WEAPON_GRENADELAUNCHER-1)) ) {
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pdec->PrecacheModel(MODEL_GRENADELAUNCHER );
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pdec->PrecacheModel(MODEL_GL_BODY );
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pdec->PrecacheModel(MODEL_GL_MOVINGPART );
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pdec->PrecacheModel(MODEL_GL_GRENADE );
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pdec->PrecacheTexture(TEXTURE_GL_BODY );
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pdec->PrecacheTexture(TEXTURE_GL_MOVINGPART );
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}
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/*
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if ( ulAvailable&(1<<(WEAPON_PIPEBOMB-1)) ) {
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pdec->PrecacheModel(MODEL_PIPEBOMB_STICK );
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pdec->PrecacheModel(MODEL_PB_BUTTON );
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pdec->PrecacheModel(MODEL_PB_SHIELD );
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pdec->PrecacheModel(MODEL_PB_STICK );
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pdec->PrecacheModel(MODEL_PB_BOMB );
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pdec->PrecacheTexture(TEXTURE_PB_STICK );
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pdec->PrecacheTexture(TEXTURE_PB_BOMB );
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}
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if ( ulAvailable&(1<<(WEAPON_FLAMER-1)) ) {
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pdec->PrecacheModel(MODEL_FLAMER );
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pdec->PrecacheModel(MODEL_FL_BODY );
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pdec->PrecacheModel(MODEL_FL_RESERVOIR);
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pdec->PrecacheModel(MODEL_FL_FLAME );
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pdec->PrecacheTexture(TEXTURE_FL_BODY );
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pdec->PrecacheTexture(TEXTURE_FL_FLAME);
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}
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*/
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if ( ulAvailable&(1<<(WEAPON_LASER-1)) ) {
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pdec->PrecacheModel(MODEL_LASER );
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pdec->PrecacheModel(MODEL_LS_BODY );
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pdec->PrecacheModel(MODEL_LS_BARREL );
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pdec->PrecacheTexture(TEXTURE_LS_BODY );
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pdec->PrecacheTexture(TEXTURE_LS_BARREL);
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}
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/*
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if ( ulAvailable&(1<<(WEAPON_GHOSTBUSTER-1)) ) {
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pdec->PrecacheModel(MODEL_GHOSTBUSTER );
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pdec->PrecacheModel(MODEL_GB_BODY );
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pdec->PrecacheModel(MODEL_GB_ROTATOR );
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pdec->PrecacheModel(MODEL_GB_EFFECT1 );
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pdec->PrecacheModel(MODEL_GB_EFFECT1FLARE );
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pdec->PrecacheTexture(TEXTURE_GB_ROTATOR );
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pdec->PrecacheTexture(TEXTURE_GB_BODY );
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pdec->PrecacheTexture(TEXTURE_GB_LIGHTNING);
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pdec->PrecacheTexture(TEXTURE_GB_FLARE );
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}
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*/
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if ( ulAvailable&(1<<(WEAPON_IRONCANNON-1)) /*||
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ulAvailable&(1<<(WEAPON_NUKECANNON-1)) */) {
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pdec->PrecacheModel(MODEL_CANNON );
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pdec->PrecacheModel(MODEL_CN_BODY );
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// pdec->PrecacheModel(MODEL_CN_NUKEBOX);
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// pdec->PrecacheModel(MODEL_CN_LIGHT);
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pdec->PrecacheTexture(TEXTURE_CANNON);
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}
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}
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%}
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class export CPlayerAnimator: CRationalEntity {
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name "Player Animator";
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thumbnail "";
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features "CanBePredictable";
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properties:
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1 CEntityPointer m_penPlayer, // player which owns it
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5 BOOL m_bReference=FALSE, // player has reference (floor)
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6 FLOAT m_fLastActionTime = 0.0f, // last action time for boring weapon animations
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7 INDEX m_iContent = 0, // content type index
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8 BOOL m_bWaitJumpAnim = FALSE, // wait legs anim (for jump end)
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9 BOOL m_bCrouch = FALSE, // player crouch state
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10 BOOL m_iCrouchDownWait = FALSE, // wait for crouch down
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11 BOOL m_iRiseUpWait = FALSE, // wait for rise up
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12 BOOL m_bChangeWeapon = FALSE, // wait for weapon change
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13 BOOL m_bSwim = FALSE, // player in water
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14 INDEX m_iFlare = FLARE_REMOVE, // 0-none, 1-remove, 2-add
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15 INDEX m_iSecondFlare = FLARE_REMOVE, // 0-none, 1-remove, 2-add
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16 BOOL m_bAttacking = FALSE, // currently firing weapon/swinging knife
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19 FLOAT m_tmAttackingDue = -1.0f, // when firing animation is due
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17 FLOAT m_tmFlareAdded = -1.0f, // for better flare add/remove
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18 BOOL m_bDisableAnimating = FALSE,
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// player soft eyes on Y axis
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20 FLOAT3D m_vLastPlayerPosition = FLOAT3D(0,0,0), // last player position for eyes movement
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21 FLOAT m_fEyesYLastOffset = 0.0f, // eyes offset from player position
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22 FLOAT m_fEyesYOffset = 0.0f,
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23 FLOAT m_fEyesYSpeed = 0.0f, // eyes speed
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27 FLOAT m_fWeaponYLastOffset = 0.0f, // eyes offset from player position
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28 FLOAT m_fWeaponYOffset = 0.0f,
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29 FLOAT m_fWeaponYSpeed = 0.0f, // eyes speed
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// recoil pitch
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// 24 FLOAT m_fRecoilLastOffset = 0.0f, // eyes offset from player position
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// 25 FLOAT m_fRecoilOffset = 0.0f,
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// 26 FLOAT m_fRecoilSpeed = 0.0f, // eyes speed
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// player banking when moving
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30 BOOL m_bMoving = FALSE,
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31 FLOAT m_fMoveLastBanking = 0.0f,
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32 FLOAT m_fMoveBanking = 0.0f,
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33 BOOL m_iMovingSide = 0,
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34 BOOL m_bSidestepBankingLeft = FALSE,
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35 BOOL m_bSidestepBankingRight = FALSE,
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36 FLOAT m_fSidestepLastBanking = 0.0f,
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37 FLOAT m_fSidestepBanking = 0.0f,
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38 INDEX m_iWeaponLast = -1,
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39 FLOAT m_fBodyAnimTime = -1.0f,
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{
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CModelObject *pmoModel;
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}
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components:
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1 class CLASS_REMINDER "Classes\\Reminder.ecl",
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// ************** KNIFE **************
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20 model MODEL_KNIFE "Models\\Weapons\\Knife\\KnifeItem.mdl",
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22 texture TEXTURE_KNIFE "Models\\Weapons\\Knife\\KnifeItem.tex",
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// ************** COLT **************
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30 model MODEL_COLT "Models\\Weapons\\Colt\\ColtItem.mdl",
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31 model MODEL_COLTCOCK "Models\\Weapons\\Colt\\ColtCock.mdl",
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32 model MODEL_COLTMAIN "Models\\Weapons\\Colt\\ColtMain.mdl",
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33 model MODEL_COLTBULLETS "Models\\Weapons\\Colt\\ColtBullets.mdl",
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34 texture TEXTURE_COLTBULLETS "Models\\Weapons\\Colt\\ColtBullets.tex",
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35 texture TEXTURE_COLTMAIN "Models\\Weapons\\Colt\\ColtMain.tex",
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36 texture TEXTURE_COLTCOCK "Models\\Weapons\\Colt\\ColtCock.tex",
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// ************** SINGLE SHOTGUN ************
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40 model MODEL_SINGLESHOTGUN "Models\\Weapons\\SingleShotgun\\SingleShotgunItem.mdl",
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41 model MODEL_SS_SLIDER "Models\\Weapons\\SingleShotgun\\Slider.mdl",
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42 model MODEL_SS_HANDLE "Models\\Weapons\\SingleShotgun\\Handle.mdl",
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43 model MODEL_SS_BARRELS "Models\\Weapons\\SingleShotgun\\Barrels.mdl",
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44 texture TEXTURE_SS_HANDLE "Models\\Weapons\\SingleShotgun\\Handle.tex",
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45 texture TEXTURE_SS_BARRELS "Models\\Weapons\\SingleShotgun\\Barrels.tex",
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// ************** DOUBLE SHOTGUN **************
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50 model MODEL_DOUBLESHOTGUN "Models\\Weapons\\DoubleShotgun\\DoubleShotgunItem.mdl",
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51 model MODEL_DS_HANDLE "Models\\Weapons\\DoubleShotgun\\Dshotgunhandle.mdl",
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52 model MODEL_DS_BARRELS "Models\\Weapons\\DoubleShotgun\\Dshotgunbarrels.mdl",
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54 model MODEL_DS_SWITCH "Models\\Weapons\\DoubleShotgun\\Switch.mdl",
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56 texture TEXTURE_DS_HANDLE "Models\\Weapons\\DoubleShotgun\\Handle.tex",
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57 texture TEXTURE_DS_BARRELS "Models\\Weapons\\DoubleShotgun\\Barrels.tex",
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58 texture TEXTURE_DS_SWITCH "Models\\Weapons\\DoubleShotgun\\Switch.tex",
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// ************** TOMMYGUN **************
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70 model MODEL_TOMMYGUN "Models\\Weapons\\TommyGun\\TommyGunItem.mdl",
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71 model MODEL_TG_BODY "Models\\Weapons\\TommyGun\\Body.mdl",
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72 model MODEL_TG_SLIDER "Models\\Weapons\\TommyGun\\Slider.mdl",
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73 texture TEXTURE_TG_BODY "Models\\Weapons\\TommyGun\\Body.tex",
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// ************** MINIGUN **************
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80 model MODEL_MINIGUN "Models\\Weapons\\MiniGun\\MiniGunItem.mdl",
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81 model MODEL_MG_BARRELS "Models\\Weapons\\MiniGun\\Barrels.mdl",
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82 model MODEL_MG_BODY "Models\\Weapons\\MiniGun\\Body.mdl",
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83 model MODEL_MG_ENGINE "Models\\Weapons\\MiniGun\\Engine.mdl",
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84 texture TEXTURE_MG_BODY "Models\\Weapons\\MiniGun\\Body.tex",
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99 texture TEXTURE_MG_BARRELS "Models\\Weapons\\MiniGun\\Barrels.tex",
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// ************** ROCKET LAUNCHER **************
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90 model MODEL_ROCKETLAUNCHER "Models\\Weapons\\RocketLauncher\\RocketLauncherItem.mdl",
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91 model MODEL_RL_BODY "Models\\Weapons\\RocketLauncher\\Body.mdl",
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92 texture TEXTURE_RL_BODY "Models\\Weapons\\RocketLauncher\\Body.tex",
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93 model MODEL_RL_ROTATINGPART "Models\\Weapons\\RocketLauncher\\RotatingPart.mdl",
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94 texture TEXTURE_RL_ROTATINGPART "Models\\Weapons\\RocketLauncher\\RotatingPart.tex",
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95 model MODEL_RL_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl",
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96 texture TEXTURE_RL_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex",
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// ************** GRENADE LAUNCHER **************
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100 model MODEL_GRENADELAUNCHER "Models\\Weapons\\GrenadeLauncher\\GrenadeLauncherItem.mdl",
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101 model MODEL_GL_BODY "Models\\Weapons\\GrenadeLauncher\\Body.mdl",
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102 model MODEL_GL_MOVINGPART "Models\\Weapons\\GrenadeLauncher\\MovingPipe.mdl",
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103 model MODEL_GL_GRENADE "Models\\Weapons\\GrenadeLauncher\\GrenadeBack.mdl",
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104 texture TEXTURE_GL_BODY "Models\\Weapons\\GrenadeLauncher\\Body.tex",
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105 texture TEXTURE_GL_MOVINGPART "Models\\Weapons\\GrenadeLauncher\\MovingPipe.tex",
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/*
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// ************** PIPEBOMB **************
|
||
|
110 model MODEL_PIPEBOMB_STICK "Models\\Weapons\\Pipebomb\\StickItem.mdl",
|
||
|
112 model MODEL_PB_BUTTON "Models\\Weapons\\Pipebomb\\Button.mdl",
|
||
|
113 model MODEL_PB_SHIELD "Models\\Weapons\\Pipebomb\\Shield.mdl",
|
||
|
114 model MODEL_PB_STICK "Models\\Weapons\\Pipebomb\\Stick.mdl",
|
||
|
115 model MODEL_PB_BOMB "Models\\Weapons\\Pipebomb\\Bomb.mdl",
|
||
|
116 texture TEXTURE_PB_STICK "Models\\Weapons\\Pipebomb\\Stick.tex",
|
||
|
117 texture TEXTURE_PB_BOMB "Models\\Weapons\\Pipebomb\\Bomb.tex",
|
||
|
*/
|
||
|
/*
|
||
|
// ************** FLAMER **************
|
||
|
130 model MODEL_FLAMER "Models\\Weapons\\Flamer\\FlamerItem.mdl",
|
||
|
131 model MODEL_FL_BODY "Models\\Weapons\\Flamer\\Body.mdl",
|
||
|
132 model MODEL_FL_RESERVOIR "Models\\Weapons\\Flamer\\FuelReservoir.mdl",
|
||
|
133 model MODEL_FL_FLAME "Models\\Weapons\\Flamer\\Flame.mdl",
|
||
|
134 texture TEXTURE_FL_BODY "Models\\Weapons\\Flamer\\Body.tex",
|
||
|
135 texture TEXTURE_FL_FLAME "Models\\Weapons\\Flamer\\Flame.tex",
|
||
|
136 texture TEXTURE_FL_FUELRESERVOIR "Models\\Weapons\\Flamer\\FuelReservoir.tex",
|
||
|
*/
|
||
|
// ************** LASER **************
|
||
|
140 model MODEL_LASER "Models\\Weapons\\Laser\\LaserItem.mdl",
|
||
|
141 model MODEL_LS_BODY "Models\\Weapons\\Laser\\Body.mdl",
|
||
|
142 model MODEL_LS_BARREL "Models\\Weapons\\Laser\\Barrel.mdl",
|
||
|
143 texture TEXTURE_LS_BODY "Models\\Weapons\\Laser\\Body.tex",
|
||
|
144 texture TEXTURE_LS_BARREL "Models\\Weapons\\Laser\\Barrel.tex",
|
||
|
|
||
|
// ************** GHOSTBUSTER **************
|
||
|
/*
|
||
|
150 model MODEL_GHOSTBUSTER "Models\\Weapons\\GhostBuster\\GhostBusterItem.mdl",
|
||
|
151 model MODEL_GB_BODY "Models\\Weapons\\GhostBuster\\Body.mdl",
|
||
|
152 model MODEL_GB_ROTATOR "Models\\Weapons\\GhostBuster\\Rotator.mdl",
|
||
|
153 model MODEL_GB_EFFECT1 "Models\\Weapons\\GhostBuster\\Effect01.mdl",
|
||
|
154 model MODEL_GB_EFFECT1FLARE "Models\\Weapons\\GhostBuster\\EffectFlare01.mdl",
|
||
|
155 texture TEXTURE_GB_ROTATOR "Models\\Weapons\\GhostBuster\\Rotator.tex",
|
||
|
156 texture TEXTURE_GB_BODY "Models\\Weapons\\GhostBuster\\Body.tex",
|
||
|
157 texture TEXTURE_GB_LIGHTNING "Models\\Weapons\\GhostBuster\\Lightning.tex",
|
||
|
158 texture TEXTURE_GB_FLARE "Models\\Weapons\\GhostBuster\\EffectFlare.tex",
|
||
|
*/
|
||
|
// ************** CANNON **************
|
||
|
170 model MODEL_CANNON "Models\\Weapons\\Cannon\\Cannon.mdl",
|
||
|
171 model MODEL_CN_BODY "Models\\Weapons\\Cannon\\Body.mdl",
|
||
|
173 texture TEXTURE_CANNON "Models\\Weapons\\Cannon\\Body.tex",
|
||
|
//174 model MODEL_CN_NUKEBOX "Models\\Weapons\\Cannon\\NukeBox.mdl",
|
||
|
//175 model MODEL_CN_LIGHT "Models\\Weapons\\Cannon\\Light.mdl",
|
||
|
|
||
|
// ************** AMON STATUE **************
|
||
|
180 model MODEL_GOLDAMON "Models\\Ages\\Egypt\\Gods\\Amon\\AmonGold.mdl",
|
||
|
181 texture TEXTURE_GOLDAMON "Models\\Ages\\Egypt\\Gods\\Amon\\AmonGold.tex",
|
||
|
|
||
|
// ************** REFLECTIONS **************
|
||
|
200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex",
|
||
|
201 texture TEX_REFL_BWRIPLES02 "Models\\ReflectionTextures\\BWRiples02.tex",
|
||
|
202 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex",
|
||
|
203 texture TEX_REFL_LIGHTBLUEMETAL01 "Models\\ReflectionTextures\\LightBlueMetal01.tex",
|
||
|
204 texture TEX_REFL_DARKMETAL "Models\\ReflectionTextures\\DarkMetal.tex",
|
||
|
205 texture TEX_REFL_PURPLE01 "Models\\ReflectionTextures\\Purple01.tex",
|
||
|
206 texture TEX_REFL_GOLD01 "Models\\ReflectionTextures\\Gold01.tex",
|
||
|
|
||
|
// ************** SPECULAR **************
|
||
|
210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex",
|
||
|
211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
|
||
|
212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex",
|
||
|
|
||
|
// ************** FLARES **************
|
||
|
250 model MODEL_FLARE02 "Models\\Effects\\Weapons\\Flare02\\Flare.mdl",
|
||
|
251 texture TEXTURE_FLARE02 "Models\\Effects\\Weapons\\Flare02\\Flare.tex",
|
||
|
|
||
|
|
||
|
functions:
|
||
|
|
||
|
/* Read from stream. */
|
||
|
void Read_t( CTStream *istr) // throw char *
|
||
|
{
|
||
|
CRationalEntity::Read_t(istr);
|
||
|
}
|
||
|
|
||
|
void Precache(void)
|
||
|
{
|
||
|
INDEX iAvailableWeapons = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iAvailableWeapons;
|
||
|
CPlayerAnimator_Precache(iAvailableWeapons);
|
||
|
}
|
||
|
|
||
|
CPlayer *GetPlayer(void)
|
||
|
{
|
||
|
return ((CPlayer*)&*m_penPlayer);
|
||
|
}
|
||
|
CModelObject *GetBody(void)
|
||
|
{
|
||
|
CAttachmentModelObject *pamoBody = GetPlayer()->GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO);
|
||
|
if (pamoBody==NULL) {
|
||
|
return NULL;
|
||
|
}
|
||
|
return &pamoBody->amo_moModelObject;
|
||
|
}
|
||
|
CModelObject *GetBodyRen(void)
|
||
|
{
|
||
|
CAttachmentModelObject *pamoBody = GetPlayer()->m_moRender.GetAttachmentModel(PLAYER_ATTACHMENT_TORSO);
|
||
|
if (pamoBody==NULL) {
|
||
|
return NULL;
|
||
|
}
|
||
|
return &pamoBody->amo_moModelObject;
|
||
|
}
|
||
|
|
||
|
// Set components
|
||
|
void SetComponents(CModelObject *mo, ULONG ulIDModel, ULONG ulIDTexture,
|
||
|
ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) {
|
||
|
// model data
|
||
|
mo->SetData(GetModelDataForComponent(ulIDModel));
|
||
|
// texture data
|
||
|
mo->mo_toTexture.SetData(GetTextureDataForComponent(ulIDTexture));
|
||
|
// reflection texture data
|
||
|
if (ulIDReflectionTexture>0) {
|
||
|
mo->mo_toReflection.SetData(GetTextureDataForComponent(ulIDReflectionTexture));
|
||
|
} else {
|
||
|
mo->mo_toReflection.SetData(NULL);
|
||
|
}
|
||
|
// specular texture data
|
||
|
if (ulIDSpecularTexture>0) {
|
||
|
mo->mo_toSpecular.SetData(GetTextureDataForComponent(ulIDSpecularTexture));
|
||
|
} else {
|
||
|
mo->mo_toSpecular.SetData(NULL);
|
||
|
}
|
||
|
// bump texture data
|
||
|
if (ulIDBumpTexture>0) {
|
||
|
mo->mo_toBump.SetData(GetTextureDataForComponent(ulIDBumpTexture));
|
||
|
} else {
|
||
|
mo->mo_toBump.SetData(NULL);
|
||
|
}
|
||
|
ModelChangeNotify();
|
||
|
};
|
||
|
|
||
|
// Add attachment model
|
||
|
void AddAttachmentModel(CModelObject *mo, INDEX iAttachment, ULONG ulIDModel, ULONG ulIDTexture,
|
||
|
ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) {
|
||
|
SetComponents(&mo->AddAttachmentModel(iAttachment)->amo_moModelObject, ulIDModel,
|
||
|
ulIDTexture, ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture);
|
||
|
};
|
||
|
|
||
|
// Add weapon attachment
|
||
|
void AddWeaponAttachment(INDEX iAttachment, ULONG ulIDModel, ULONG ulIDTexture,
|
||
|
ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) {
|
||
|
AddAttachmentModel(pmoModel, iAttachment, ulIDModel, ulIDTexture,
|
||
|
ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture);
|
||
|
};
|
||
|
|
||
|
// set active attachment (model)
|
||
|
void SetAttachment(INDEX iAttachment) {
|
||
|
pmoModel = &(pmoModel->GetAttachmentModel(iAttachment)->amo_moModelObject);
|
||
|
};
|
||
|
|
||
|
// synchronize any possible weapon attachment(s) with default appearance
|
||
|
void SyncWeapon(void)
|
||
|
{
|
||
|
CModelObject *pmoBodyRen = GetBodyRen();
|
||
|
CModelObject *pmoBodyDef = GetBody();
|
||
|
// for each weapon attachment
|
||
|
for (INDEX iWeapon = BODY_ATTACHMENT_COLT_RIGHT; iWeapon<=BODY_ATTACHMENT_ITEM; iWeapon++) {
|
||
|
CAttachmentModelObject *pamoWeapDef = pmoBodyDef->GetAttachmentModel(iWeapon);
|
||
|
CAttachmentModelObject *pamoWeapRen = pmoBodyRen->GetAttachmentModel(iWeapon);
|
||
|
// if it doesn't exist in either
|
||
|
if (pamoWeapRen==NULL && pamoWeapDef==NULL) {
|
||
|
// just skip it
|
||
|
NOTHING;
|
||
|
|
||
|
// if exists only in rendering model
|
||
|
} else if (pamoWeapRen!=NULL && pamoWeapDef==NULL) {
|
||
|
// remove it from rendering
|
||
|
delete pamoWeapRen;
|
||
|
|
||
|
// if exists only in default
|
||
|
} else if (pamoWeapRen==NULL && pamoWeapDef!=NULL) {
|
||
|
// add it to rendering
|
||
|
pamoWeapRen = pmoBodyRen->AddAttachmentModel(iWeapon);
|
||
|
pamoWeapRen->amo_plRelative = pamoWeapDef->amo_plRelative;
|
||
|
pamoWeapRen->amo_moModelObject.Copy(pamoWeapDef->amo_moModelObject);
|
||
|
|
||
|
// if exists in both
|
||
|
} else {
|
||
|
// just synchronize
|
||
|
pamoWeapRen->amo_plRelative = pamoWeapDef->amo_plRelative;
|
||
|
pamoWeapRen->amo_moModelObject.Synchronize(pamoWeapDef->amo_moModelObject);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// set weapon
|
||
|
void SetWeapon(void) {
|
||
|
INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iCurrentWeapon;
|
||
|
m_iWeaponLast = iWeapon;
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject);
|
||
|
switch (iWeapon) {
|
||
|
// *********** KNIFE ***********
|
||
|
case WEAPON_KNIFE:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_KNIFE, MODEL_KNIFE,
|
||
|
TEXTURE_KNIFE, TEX_REFL_BWRIPLES02, TEX_SPEC_WEAK, 0);
|
||
|
break;
|
||
|
|
||
|
// *********** DOUBLE COLT ***********
|
||
|
case WEAPON_DOUBLECOLT:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_COLT_LEFT, MODEL_COLT, TEXTURE_COLTMAIN, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_COLT_LEFT);
|
||
|
AddWeaponAttachment(COLTITEM_ATTACHMENT_BULLETS, MODEL_COLTBULLETS,
|
||
|
TEXTURE_COLTBULLETS, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(COLTITEM_ATTACHMENT_COCK, MODEL_COLTCOCK,
|
||
|
TEXTURE_COLTCOCK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(COLTITEM_ATTACHMENT_BODY, MODEL_COLTMAIN,
|
||
|
TEXTURE_COLTMAIN, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
SetAttachment(COLTITEM_ATTACHMENT_BODY);
|
||
|
AddWeaponAttachment(COLTMAIN_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0);
|
||
|
// reset to player body
|
||
|
pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject);
|
||
|
|
||
|
// *********** COLT ***********
|
||
|
case WEAPON_COLT:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_COLT_RIGHT, MODEL_COLT, TEXTURE_COLTMAIN, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_COLT_RIGHT);
|
||
|
AddWeaponAttachment(COLTITEM_ATTACHMENT_BULLETS, MODEL_COLTBULLETS,
|
||
|
TEXTURE_COLTBULLETS, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(COLTITEM_ATTACHMENT_COCK, MODEL_COLTCOCK,
|
||
|
TEXTURE_COLTCOCK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(COLTITEM_ATTACHMENT_BODY, MODEL_COLTMAIN,
|
||
|
TEXTURE_COLTMAIN, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
SetAttachment(COLTITEM_ATTACHMENT_BODY);
|
||
|
AddWeaponAttachment(COLTMAIN_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0);
|
||
|
break;
|
||
|
|
||
|
// *********** SINGLE SHOTGUN ***********
|
||
|
case WEAPON_SINGLESHOTGUN:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_SINGLE_SHOTGUN, MODEL_SINGLESHOTGUN, TEXTURE_SS_HANDLE, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_SINGLE_SHOTGUN);
|
||
|
AddWeaponAttachment(SINGLESHOTGUNITEM_ATTACHMENT_BARRELS, MODEL_SS_BARRELS,
|
||
|
TEXTURE_SS_BARRELS, TEX_REFL_DARKMETAL, TEX_SPEC_WEAK, 0);
|
||
|
AddWeaponAttachment(SINGLESHOTGUNITEM_ATTACHMENT_HANDLE, MODEL_SS_HANDLE,
|
||
|
TEXTURE_SS_HANDLE, TEX_REFL_DARKMETAL, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(SINGLESHOTGUNITEM_ATTACHMENT_SLIDER, MODEL_SS_SLIDER,
|
||
|
TEXTURE_SS_BARRELS, TEX_REFL_DARKMETAL, TEX_SPEC_MEDIUM, 0);
|
||
|
SetAttachment(SINGLESHOTGUNITEM_ATTACHMENT_BARRELS);
|
||
|
AddWeaponAttachment(BARRELS_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0);
|
||
|
break;
|
||
|
|
||
|
// *********** DOUBLE SHOTGUN ***********
|
||
|
case WEAPON_DOUBLESHOTGUN:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_DOUBLE_SHOTGUN, MODEL_DOUBLESHOTGUN, TEXTURE_DS_HANDLE, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_DOUBLE_SHOTGUN);
|
||
|
AddWeaponAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS, MODEL_DS_BARRELS,
|
||
|
TEXTURE_DS_BARRELS, TEX_REFL_BWRIPLES01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_HANDLE, MODEL_DS_HANDLE,
|
||
|
TEXTURE_DS_HANDLE, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_SWITCH, MODEL_DS_SWITCH,
|
||
|
TEXTURE_DS_SWITCH, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
SetAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS);
|
||
|
AddWeaponAttachment(DSHOTGUNBARRELS_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0);
|
||
|
break;
|
||
|
|
||
|
|
||
|
// *********** TOMMYGUN ***********
|
||
|
case WEAPON_TOMMYGUN:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_TOMMYGUN, MODEL_TOMMYGUN, TEXTURE_TG_BODY, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_TOMMYGUN);
|
||
|
AddWeaponAttachment(TOMMYGUNITEM_ATTACHMENT_BODY, MODEL_TG_BODY, TEXTURE_TG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(TOMMYGUNITEM_ATTACHMENT_SLIDER, MODEL_TG_SLIDER, TEXTURE_TG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
SetAttachment(TOMMYGUNITEM_ATTACHMENT_BODY);
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0);
|
||
|
break;
|
||
|
|
||
|
// *********** MINIGUN ***********
|
||
|
case WEAPON_MINIGUN:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_MINIGUN, MODEL_MINIGUN, TEXTURE_MG_BODY, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_MINIGUN);
|
||
|
AddWeaponAttachment(MINIGUNITEM_ATTACHMENT_BARRELS, MODEL_MG_BARRELS, TEXTURE_MG_BARRELS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(MINIGUNITEM_ATTACHMENT_BODY, MODEL_MG_BODY, TEXTURE_MG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(MINIGUNITEM_ATTACHMENT_ENGINE, MODEL_MG_ENGINE, TEXTURE_MG_BARRELS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
SetAttachment(MINIGUNITEM_ATTACHMENT_BODY);
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0);
|
||
|
break;
|
||
|
|
||
|
// *********** ROCKET LAUNCHER ***********
|
||
|
case WEAPON_ROCKETLAUNCHER:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_ROCKET_LAUNCHER, MODEL_ROCKETLAUNCHER, TEXTURE_RL_BODY, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_ROCKET_LAUNCHER);
|
||
|
AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_BODY, MODEL_RL_BODY, TEXTURE_RL_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROTATINGPART, MODEL_RL_ROTATINGPART, TEXTURE_RL_ROTATINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET1, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET2, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET3, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET4, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
break;
|
||
|
|
||
|
// *********** GRENADE LAUNCHER ***********
|
||
|
case WEAPON_GRENADELAUNCHER:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_GRENADE_LAUNCHER, MODEL_GRENADELAUNCHER, TEXTURE_GL_BODY, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_GRENADE_LAUNCHER);
|
||
|
AddWeaponAttachment(GRENADELAUNCHERITEM_ATTACHMENT_BODY, MODEL_GL_BODY, TEXTURE_GL_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(GRENADELAUNCHERITEM_ATTACHMENT_MOVING_PART, MODEL_GL_MOVINGPART, TEXTURE_GL_MOVINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(GRENADELAUNCHERITEM_ATTACHMENT_GRENADE, MODEL_GL_GRENADE, TEXTURE_GL_MOVINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
break;
|
||
|
|
||
|
/* // *********** PIPEBOMB ***********
|
||
|
case WEAPON_PIPEBOMB:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_COLT_RIGHT, MODEL_PIPEBOMB_STICK, TEXTURE_PB_STICK, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_COLT_RIGHT);
|
||
|
AddWeaponAttachment(STICKITEM_ATTACHMENT_STICK, MODEL_PB_STICK, TEXTURE_PB_STICK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(STICKITEM_ATTACHMENT_SHIELD, MODEL_PB_SHIELD, TEXTURE_PB_STICK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(STICKITEM_ATTACHMENT_BUTTON, MODEL_PB_BUTTON, TEXTURE_PB_STICK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
// reset to player body
|
||
|
pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject);
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_COLT_LEFT, MODEL_PB_BOMB, TEXTURE_PB_BOMB, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
break;
|
||
|
|
||
|
// *********** FLAMER ***********
|
||
|
case WEAPON_FLAMER:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_FLAMER, MODEL_FLAMER, TEXTURE_FL_BODY, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_FLAMER);
|
||
|
AddWeaponAttachment(FLAMERITEM_ATTACHMENT_BODY, MODEL_FL_BODY, TEXTURE_FL_BODY, TEX_REFL_BWRIPLES02, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(FLAMERITEM_ATTACHMENT_FUEL, MODEL_FL_RESERVOIR, TEXTURE_FL_FUELRESERVOIR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(FLAMERITEM_ATTACHMENT_FLAME, MODEL_FL_FLAME, TEXTURE_FL_FLAME, 0, 0, 0);
|
||
|
break;
|
||
|
*/
|
||
|
// *********** LASER ***********
|
||
|
case WEAPON_LASER:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_LASER, MODEL_LASER, TEXTURE_LS_BODY, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_LASER);
|
||
|
AddWeaponAttachment(LASERITEM_ATTACHMENT_BODY, MODEL_LS_BODY, TEXTURE_LS_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(LASERITEM_ATTACHMENT_LEFTUP, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(LASERITEM_ATTACHMENT_LEFTDOWN, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(LASERITEM_ATTACHMENT_RIGHTUP, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(LASERITEM_ATTACHMENT_RIGHTDOWN, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
break;
|
||
|
|
||
|
/*
|
||
|
// *********** GHOSTBUSTER ***********
|
||
|
case WEAPON_GHOSTBUSTER: {
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_LASER, MODEL_GHOSTBUSTER, TEXTURE_GB_BODY, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_LASER);
|
||
|
AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_BODY, MODEL_GB_BODY, TEXTURE_GB_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_ROTATOR, MODEL_GB_ROTATOR, TEXTURE_GB_ROTATOR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT01, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0);
|
||
|
AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT02, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0);
|
||
|
AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT03, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0);
|
||
|
AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT04, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0);
|
||
|
CModelObject *pmo = pmoModel;
|
||
|
SetAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT01);
|
||
|
AddWeaponAttachment(EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0);
|
||
|
pmoModel = pmo;
|
||
|
SetAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT02);
|
||
|
AddWeaponAttachment(EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0);
|
||
|
pmoModel = pmo;
|
||
|
SetAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT03);
|
||
|
AddWeaponAttachment(EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0);
|
||
|
pmoModel = pmo;
|
||
|
SetAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT04);
|
||
|
AddWeaponAttachment(EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0);
|
||
|
break; }
|
||
|
*/
|
||
|
// *********** CANNON ***********
|
||
|
case WEAPON_IRONCANNON:
|
||
|
// case WEAPON_NUKECANNON:
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_CANNON, MODEL_CANNON, TEXTURE_CANNON, 0, 0, 0);
|
||
|
SetAttachment(BODY_ATTACHMENT_CANNON);
|
||
|
AddWeaponAttachment(CANNON_ATTACHMENT_BODY, MODEL_CN_BODY, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
// AddWeaponAttachment(CANNON_ATTACHMENT_NUKEBOX, MODEL_CN_NUKEBOX, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
// AddWeaponAttachment(CANNON_ATTACHMENT_LIGHT, MODEL_CN_LIGHT, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
|
||
|
break;
|
||
|
}
|
||
|
// sync apperances
|
||
|
SyncWeapon();
|
||
|
};
|
||
|
|
||
|
// set item
|
||
|
void SetItem(CModelObject *pmo) {
|
||
|
pmoModel = &(GetPlayer()->GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject);
|
||
|
AddWeaponAttachment(BODY_ATTACHMENT_ITEM, MODEL_GOLDAMON,
|
||
|
TEXTURE_GOLDAMON, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0);
|
||
|
if (pmo!=NULL) {
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
CAttachmentModelObject *pamo = pl.GetModelObject()->GetAttachmentModelList(PLAYER_ATTACHMENT_TORSO, BODY_ATTACHMENT_ITEM, -1);
|
||
|
pmoModel = &(pamo->amo_moModelObject);
|
||
|
pmoModel->Copy(*pmo);
|
||
|
pmoModel->StretchModel(FLOAT3D(1,1,1));
|
||
|
pamo->amo_plRelative = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
|
||
|
}
|
||
|
// sync apperances
|
||
|
SyncWeapon();
|
||
|
}
|
||
|
|
||
|
// set player body animation
|
||
|
void SetBodyAnimation(INDEX iAnimation, ULONG ulFlags) {
|
||
|
// on weapon change skip anim
|
||
|
if (m_bChangeWeapon) { return; }
|
||
|
// on firing skip anim
|
||
|
if (m_bAttacking) { return; }
|
||
|
// play body anim
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
CModelObject &moBody = pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject;
|
||
|
moBody.PlayAnim(iAnimation, ulFlags);
|
||
|
m_fBodyAnimTime = moBody.GetAnimLength(iAnimation); // anim length
|
||
|
};
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* INITIALIZE *
|
||
|
************************************************************/
|
||
|
void Initialize(void) {
|
||
|
// set internal properties
|
||
|
m_bReference = TRUE;
|
||
|
m_bWaitJumpAnim = FALSE;
|
||
|
m_bCrouch = FALSE;
|
||
|
m_iCrouchDownWait = 0;
|
||
|
m_iRiseUpWait = 0;
|
||
|
m_bChangeWeapon = FALSE;
|
||
|
m_bSwim = FALSE;
|
||
|
m_bAttacking = FALSE;
|
||
|
|
||
|
// clear eyes offsets
|
||
|
m_fEyesYLastOffset = 0.0f;
|
||
|
m_fEyesYOffset = 0.0f;
|
||
|
m_fEyesYSpeed = 0.0f;
|
||
|
m_fWeaponYLastOffset = 0.0f;
|
||
|
m_fWeaponYOffset = 0.0f;
|
||
|
m_fWeaponYSpeed = 0.0f;
|
||
|
// m_fRecoilLastOffset = 0.0f;
|
||
|
// m_fRecoilOffset = 0.0f;
|
||
|
// m_fRecoilSpeed = 0.0f;
|
||
|
|
||
|
// clear moving banking
|
||
|
m_bMoving = FALSE;
|
||
|
m_fMoveLastBanking = 0.0f;
|
||
|
m_fMoveBanking = 0.0f;
|
||
|
m_iMovingSide = 0;
|
||
|
m_bSidestepBankingLeft = FALSE;
|
||
|
m_bSidestepBankingRight = FALSE;
|
||
|
m_fSidestepLastBanking = 0.0f;
|
||
|
m_fSidestepBanking = 0.0f;
|
||
|
|
||
|
// weapon
|
||
|
SetWeapon();
|
||
|
SetBodyAnimation(BODY_ANIM_COLT_STAND, AOF_LOOPING|AOF_NORESTART);
|
||
|
};
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* ANIMATE BANKING AND SOFT EYES *
|
||
|
************************************************************/
|
||
|
// store for lerping
|
||
|
void StoreLast(void) {
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
m_vLastPlayerPosition = pl.GetPlacement().pl_PositionVector; // store last player position
|
||
|
m_fEyesYLastOffset = m_fEyesYOffset; // store last eyes offset
|
||
|
m_fWeaponYLastOffset = m_fWeaponYOffset;
|
||
|
// m_fRecoilLastOffset = m_fRecoilOffset;
|
||
|
m_fMoveLastBanking = m_fMoveBanking; // store last banking for lerping
|
||
|
m_fSidestepLastBanking = m_fSidestepBanking;
|
||
|
};
|
||
|
|
||
|
// animate banking
|
||
|
void AnimateBanking(void) {
|
||
|
// moving -> change banking
|
||
|
if (m_bMoving) {
|
||
|
// move banking left
|
||
|
if (m_iMovingSide == 0) {
|
||
|
m_fMoveBanking += 0.35f;
|
||
|
if (m_fMoveBanking > 1.0f) {
|
||
|
m_fMoveBanking = 1.0f;
|
||
|
m_iMovingSide = 1;
|
||
|
}
|
||
|
// move banking right
|
||
|
} else {
|
||
|
m_fMoveBanking -= 0.35f;
|
||
|
if (m_fMoveBanking < -1.0f) {
|
||
|
m_fMoveBanking = -1.0f;
|
||
|
m_iMovingSide = 0;
|
||
|
}
|
||
|
}
|
||
|
const FLOAT fBankingSpeed = 0.4f;
|
||
|
|
||
|
// sidestep banking left
|
||
|
if (m_bSidestepBankingLeft) {
|
||
|
m_fSidestepBanking += fBankingSpeed;
|
||
|
if (m_fSidestepBanking > 1.0f) { m_fSidestepBanking = 1.0f; }
|
||
|
}
|
||
|
// sidestep banking right
|
||
|
if (m_bSidestepBankingRight) {
|
||
|
m_fSidestepBanking -= fBankingSpeed;
|
||
|
if (m_fSidestepBanking < -1.0f) { m_fSidestepBanking = -1.0f; }
|
||
|
}
|
||
|
|
||
|
// restore banking
|
||
|
} else {
|
||
|
// move banking
|
||
|
if (m_fMoveBanking > 0.0f) {
|
||
|
m_fMoveBanking -= 0.1f;
|
||
|
if (m_fMoveBanking < 0.0f) { m_fMoveBanking = 0.0f; }
|
||
|
} else if (m_fMoveBanking < 0.0f) {
|
||
|
m_fMoveBanking += 0.1f;
|
||
|
if (m_fMoveBanking > 0.0f) { m_fMoveBanking = 0.0f; }
|
||
|
}
|
||
|
// sidestep banking
|
||
|
if (m_fSidestepBanking > 0.0f) {
|
||
|
m_fSidestepBanking -= 0.4f;
|
||
|
if (m_fSidestepBanking < 0.0f) { m_fSidestepBanking = 0.0f; }
|
||
|
} else if (m_fSidestepBanking < 0.0f) {
|
||
|
m_fSidestepBanking += 0.4f;
|
||
|
if (m_fSidestepBanking > 0.0f) { m_fSidestepBanking = 0.0f; }
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (GetPlayer()->GetSettings()->ps_ulFlags&PSF_NOBOBBING) {
|
||
|
m_fSidestepBanking = m_fMoveBanking = 0.0f;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// animate soft eyes
|
||
|
void AnimateSoftEyes(void) {
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
// find eyes offset and speed (differential formula realized in numerical mathematics)
|
||
|
FLOAT fRelY = (pl.GetPlacement().pl_PositionVector-m_vLastPlayerPosition) %
|
||
|
FLOAT3D(pl.en_mRotation(1, 2), pl.en_mRotation(2, 2), pl.en_mRotation(3, 2));
|
||
|
|
||
|
// if just jumped
|
||
|
if (pl.en_tmJumped>_pTimer->CurrentTick()-0.5f) {
|
||
|
fRelY = ClampUp(fRelY, 0.0f);
|
||
|
}
|
||
|
m_fEyesYOffset -= fRelY;
|
||
|
m_fWeaponYOffset -= ClampUp(fRelY, 0.0f);
|
||
|
|
||
|
plr_fViewDampFactor = Clamp(plr_fViewDampFactor ,0.0f,1.0f);
|
||
|
plr_fViewDampLimitGroundUp = Clamp(plr_fViewDampLimitGroundUp ,0.0f,2.0f);
|
||
|
plr_fViewDampLimitGroundDn = Clamp(plr_fViewDampLimitGroundDn ,0.0f,2.0f);
|
||
|
plr_fViewDampLimitWater = Clamp(plr_fViewDampLimitWater ,0.0f,2.0f);
|
||
|
|
||
|
m_fEyesYSpeed = (m_fEyesYSpeed - m_fEyesYOffset*plr_fViewDampFactor) * (1.0f-plr_fViewDampFactor);
|
||
|
m_fEyesYOffset += m_fEyesYSpeed;
|
||
|
|
||
|
m_fWeaponYSpeed = (m_fWeaponYSpeed - m_fWeaponYOffset*plr_fViewDampFactor) * (1.0f-plr_fViewDampFactor);
|
||
|
m_fWeaponYOffset += m_fWeaponYSpeed;
|
||
|
|
||
|
if (m_bSwim) {
|
||
|
m_fEyesYOffset = Clamp(m_fEyesYOffset, -plr_fViewDampLimitWater, +plr_fViewDampLimitWater);
|
||
|
m_fWeaponYOffset = Clamp(m_fWeaponYOffset, -plr_fViewDampLimitWater, +plr_fViewDampLimitWater);
|
||
|
} else {
|
||
|
m_fEyesYOffset = Clamp(m_fEyesYOffset, -plr_fViewDampLimitGroundDn, +plr_fViewDampLimitGroundUp);
|
||
|
m_fWeaponYOffset = Clamp(m_fWeaponYOffset, -plr_fViewDampLimitGroundDn, +plr_fViewDampLimitGroundUp);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
// animate view pitch (for recoil)
|
||
|
void AnimateRecoilPitch(void)
|
||
|
{
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
INDEX iWeapon = ((CPlayerWeapons&)*pl.m_penWeapons).m_iCurrentWeapon;
|
||
|
|
||
|
wpn_fRecoilDampUp[iWeapon] = Clamp(wpn_fRecoilDampUp[iWeapon],0.0f,1.0f);
|
||
|
wpn_fRecoilDampDn[iWeapon] = Clamp(wpn_fRecoilDampDn[iWeapon],0.0f,1.0f);
|
||
|
|
||
|
FLOAT fDamp;
|
||
|
if (m_fRecoilSpeed>0) {
|
||
|
fDamp = wpn_fRecoilDampUp[iWeapon];
|
||
|
} else {
|
||
|
fDamp = wpn_fRecoilDampDn[iWeapon];
|
||
|
}
|
||
|
m_fRecoilSpeed = (m_fRecoilSpeed - m_fRecoilOffset*fDamp)* (1.0f-fDamp);
|
||
|
|
||
|
m_fRecoilOffset += m_fRecoilSpeed;
|
||
|
|
||
|
if (m_fRecoilOffset<0.0f) {
|
||
|
m_fRecoilOffset = 0.0f;
|
||
|
}
|
||
|
if (m_fRecoilOffset>wpn_fRecoilLimit[iWeapon]) {
|
||
|
m_fRecoilOffset = wpn_fRecoilLimit[iWeapon];
|
||
|
m_fRecoilSpeed = 0.0f;
|
||
|
}
|
||
|
};
|
||
|
*/
|
||
|
// change view
|
||
|
void ChangeView(CPlacement3D &pl) {
|
||
|
TIME tmNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
if (!(GetPlayer()->GetSettings()->ps_ulFlags&PSF_NOBOBBING)) {
|
||
|
// banking
|
||
|
FLOAT fBanking = Lerp(m_fMoveLastBanking, m_fMoveBanking, _pTimer->GetLerpFactor());
|
||
|
fBanking = fBanking * fBanking * Sgn(fBanking) * 0.25f;
|
||
|
fBanking += Lerp(m_fSidestepLastBanking, m_fSidestepBanking, _pTimer->GetLerpFactor());
|
||
|
fBanking = Clamp(fBanking, -5.0f, 5.0f);
|
||
|
pl.pl_OrientationAngle(3) += fBanking;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
// recoil pitch
|
||
|
INDEX iWeapon = ((CPlayerWeapons&)*((CPlayer&)*m_penPlayer).m_penWeapons).m_iCurrentWeapon;
|
||
|
FLOAT fRecoil = Lerp(m_fRecoilLastOffset, m_fRecoilOffset, _pTimer->GetLerpFactor());
|
||
|
FLOAT fRecoilP = wpn_fRecoilFactorP[iWeapon]*fRecoil;
|
||
|
pl.pl_OrientationAngle(2) += fRecoilP;
|
||
|
// adjust recoil pitch handle
|
||
|
FLOAT fRecoilH = wpn_fRecoilOffset[iWeapon];
|
||
|
FLOAT fDY = fRecoilH*(1.0f-Cos(fRecoilP));
|
||
|
FLOAT fDZ = fRecoilH*Sin(fRecoilP);
|
||
|
pl.pl_PositionVector(2)-=fDY;
|
||
|
pl.pl_PositionVector(3)+=fDZ+wpn_fRecoilFactorZ[iWeapon]*fRecoil;
|
||
|
*/
|
||
|
|
||
|
// swimming
|
||
|
if (m_bSwim) {
|
||
|
pl.pl_OrientationAngle(1) += sin(tmNow*0.9)*2.0f;
|
||
|
pl.pl_OrientationAngle(2) += sin(tmNow*1.7)*2.0f;
|
||
|
pl.pl_OrientationAngle(3) += sin(tmNow*2.5)*2.0f;
|
||
|
}
|
||
|
// eyes up/down for jumping and breathing
|
||
|
FLOAT fEyesOffsetY = Lerp(m_fEyesYLastOffset, m_fEyesYOffset, _pTimer->GetLerpFactor());
|
||
|
fEyesOffsetY+= sin(tmNow*1.5)*0.05f * plr_fBreathingStrength;
|
||
|
fEyesOffsetY = Clamp(fEyesOffsetY, -1.0f, 1.0f);
|
||
|
pl.pl_PositionVector(2) += fEyesOffsetY;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* ANIMATE PLAYER *
|
||
|
************************************************************/
|
||
|
// body and head animation
|
||
|
void BodyAndHeadOrientation(CPlacement3D &plView) {
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
CAttachmentModelObject *pamoBody = pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO);
|
||
|
ANGLE3D a = plView.pl_OrientationAngle;
|
||
|
if (!(pl.GetFlags()&ENF_ALIVE)) {
|
||
|
a = ANGLE3D(0,0,0);
|
||
|
}
|
||
|
pamoBody->amo_plRelative.pl_OrientationAngle = a;
|
||
|
pamoBody->amo_plRelative.pl_OrientationAngle(3) *= 4.0f;
|
||
|
|
||
|
CAttachmentModelObject *pamoHead = (pamoBody->amo_moModelObject).GetAttachmentModel(BODY_ATTACHMENT_HEAD);
|
||
|
pamoHead->amo_plRelative.pl_OrientationAngle = a;
|
||
|
pamoHead->amo_plRelative.pl_OrientationAngle(1) = 0.0f;
|
||
|
pamoHead->amo_plRelative.pl_OrientationAngle(2) = 0.0f;
|
||
|
pamoHead->amo_plRelative.pl_OrientationAngle(3) *= 4.0f;
|
||
|
|
||
|
// forbid players from cheating by kissing their @$$
|
||
|
const FLOAT fMaxBanking = 5.0f;
|
||
|
pamoBody->amo_plRelative.pl_OrientationAngle(3) = Clamp(pamoBody->amo_plRelative.pl_OrientationAngle(3), -fMaxBanking, fMaxBanking);
|
||
|
pamoHead->amo_plRelative.pl_OrientationAngle(3) = Clamp(pamoHead->amo_plRelative.pl_OrientationAngle(3), -fMaxBanking, fMaxBanking);
|
||
|
};
|
||
|
|
||
|
// animate player
|
||
|
void AnimatePlayer(void) {
|
||
|
if (m_bDisableAnimating) {
|
||
|
return;
|
||
|
}
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
|
||
|
FLOAT3D vDesiredTranslation = pl.en_vDesiredTranslationRelative;
|
||
|
FLOAT3D vCurrentTranslation = pl.en_vCurrentTranslationAbsolute * !pl.en_mRotation;
|
||
|
ANGLE3D aDesiredRotation = pl.en_aDesiredRotationRelative;
|
||
|
ANGLE3D aCurrentRotation = pl.en_aCurrentRotationAbsolute;
|
||
|
|
||
|
// if player is moving
|
||
|
if (vDesiredTranslation.ManhattanNorm()>0.01f
|
||
|
||aDesiredRotation.ManhattanNorm()>0.01f) {
|
||
|
// prevent idle weapon animations
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
}
|
||
|
|
||
|
// swimming
|
||
|
if (m_bSwim) {
|
||
|
if (vDesiredTranslation.Length()>1.0f && vCurrentTranslation.Length()>1.0f) {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_SWIM, AOF_LOOPING|AOF_NORESTART);
|
||
|
} else {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_SWIMIDLE, AOF_LOOPING|AOF_NORESTART);
|
||
|
}
|
||
|
BodyStillAnimation();
|
||
|
|
||
|
// stand
|
||
|
} else {
|
||
|
// has reference (floor)
|
||
|
if (m_bReference) {
|
||
|
// jump
|
||
|
if (pl.en_tmJumped+_pTimer->TickQuantum>=_pTimer->CurrentTick() &&
|
||
|
pl.en_tmJumped<=_pTimer->CurrentTick()) {
|
||
|
m_bReference = FALSE;
|
||
|
pl.StartModelAnim(PLAYER_ANIM_JUMPSTART, AOF_NORESTART);
|
||
|
BodyStillAnimation();
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
|
||
|
// not in jump anim and in stand mode change
|
||
|
} else if (!m_bWaitJumpAnim && m_iCrouchDownWait==0 && m_iRiseUpWait==0) {
|
||
|
// standing
|
||
|
if (!m_bCrouch) {
|
||
|
// running anim
|
||
|
if (vDesiredTranslation.Length()>5.0f && vCurrentTranslation.Length()>5.0f) {
|
||
|
if (vCurrentTranslation(3)<0) {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_RUN, AOF_LOOPING|AOF_NORESTART);
|
||
|
} else {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_BACKPEDALRUN, AOF_LOOPING|AOF_NORESTART);
|
||
|
}
|
||
|
BodyStillAnimation();
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
// walking anim
|
||
|
} else if (vDesiredTranslation.Length()>2.0f && vCurrentTranslation.Length()>2.0f) {
|
||
|
if (vCurrentTranslation(3)<0) {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART);
|
||
|
} else {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_BACKPEDAL, AOF_LOOPING|AOF_NORESTART);
|
||
|
}
|
||
|
BodyStillAnimation();
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
// left rotation anim
|
||
|
} else if (aDesiredRotation(1)>0.5f) {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_TURNLEFT, AOF_LOOPING|AOF_NORESTART);
|
||
|
BodyStillAnimation();
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
// right rotation anim
|
||
|
} else if (aDesiredRotation(1)<-0.5f) {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_TURNRIGHT, AOF_LOOPING|AOF_NORESTART);
|
||
|
BodyStillAnimation();
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
// standing anim
|
||
|
} else {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_STAND, AOF_LOOPING|AOF_NORESTART);
|
||
|
BodyStillAnimation();
|
||
|
}
|
||
|
// crouch
|
||
|
} else {
|
||
|
// walking anim
|
||
|
if (vDesiredTranslation.Length()>2.0f && vCurrentTranslation.Length()>2.0f) {
|
||
|
if (vCurrentTranslation(3)<0) {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_CROUCH_WALK, AOF_LOOPING|AOF_NORESTART);
|
||
|
} else {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_CROUCH_WALKBACK, AOF_LOOPING|AOF_NORESTART);
|
||
|
}
|
||
|
BodyStillAnimation();
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
// left rotation anim
|
||
|
} else if (aDesiredRotation(1)>0.5f) {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_CROUCH_TURNLEFT, AOF_LOOPING|AOF_NORESTART);
|
||
|
BodyStillAnimation();
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
// right rotation anim
|
||
|
} else if (aDesiredRotation(1)<-0.5f) {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_CROUCH_TURNRIGHT, AOF_LOOPING|AOF_NORESTART);
|
||
|
BodyStillAnimation();
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
// standing anim
|
||
|
} else {
|
||
|
pl.StartModelAnim(PLAYER_ANIM_CROUCH_IDLE, AOF_LOOPING|AOF_NORESTART);
|
||
|
BodyStillAnimation();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// no reference (in air)
|
||
|
} else {
|
||
|
// touched reference
|
||
|
if (pl.en_penReference!=NULL) {
|
||
|
m_bReference = TRUE;
|
||
|
pl.StartModelAnim(PLAYER_ANIM_JUMPEND, AOF_NORESTART);
|
||
|
BodyStillAnimation();
|
||
|
SpawnReminder(this, pl.GetModelObject()->GetAnimLength(PLAYER_ANIM_JUMPEND), (INDEX) AA_JUMPDOWN);
|
||
|
m_bWaitJumpAnim = TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// boring weapon animation
|
||
|
if (_pTimer->CurrentTick()-m_fLastActionTime > 10.0f) {
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
((CPlayerWeapons&)*pl.m_penWeapons).SendEvent(EBoringWeapon());
|
||
|
}
|
||
|
|
||
|
// moving view change
|
||
|
// translating -> change banking
|
||
|
if (m_bReference != 0 && vDesiredTranslation.Length()>1.0f && vCurrentTranslation.Length()>1.0f) {
|
||
|
m_bMoving = TRUE;
|
||
|
// sidestep banking
|
||
|
FLOAT vSidestepSpeedDesired = vDesiredTranslation(1);
|
||
|
FLOAT vSidestepSpeedCurrent = vCurrentTranslation(1);
|
||
|
// right
|
||
|
if (vSidestepSpeedDesired>1.0f && vSidestepSpeedCurrent>1.0f) {
|
||
|
m_bSidestepBankingRight = TRUE;
|
||
|
m_bSidestepBankingLeft = FALSE;
|
||
|
// left
|
||
|
} else if (vSidestepSpeedDesired<-1.0f && vSidestepSpeedCurrent<-1.0f) {
|
||
|
m_bSidestepBankingLeft = TRUE;
|
||
|
m_bSidestepBankingRight = FALSE;
|
||
|
// none
|
||
|
} else {
|
||
|
m_bSidestepBankingLeft = FALSE;
|
||
|
m_bSidestepBankingRight = FALSE;
|
||
|
}
|
||
|
// in air (space) or not moving
|
||
|
} else {
|
||
|
m_bMoving = FALSE;
|
||
|
m_bSidestepBankingLeft = FALSE;
|
||
|
m_bSidestepBankingRight = FALSE;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// crouch
|
||
|
void Crouch(void) {
|
||
|
if (m_bDisableAnimating) {
|
||
|
return;
|
||
|
}
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
pl.StartModelAnim(PLAYER_ANIM_CROUCH, AOF_NORESTART);
|
||
|
SpawnReminder(this, pl.GetModelObject()->GetAnimLength(PLAYER_ANIM_CROUCH), (INDEX) AA_CROUCH);
|
||
|
m_iCrouchDownWait++;
|
||
|
m_bCrouch = TRUE;
|
||
|
};
|
||
|
|
||
|
// rise
|
||
|
void Rise(void) {
|
||
|
if (m_bDisableAnimating) {
|
||
|
return;
|
||
|
}
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
pl.StartModelAnim(PLAYER_ANIM_RISE, AOF_NORESTART);
|
||
|
SpawnReminder(this, pl.GetModelObject()->GetAnimLength(PLAYER_ANIM_RISE), (INDEX) AA_RISE);
|
||
|
m_iRiseUpWait++;
|
||
|
m_bCrouch = FALSE;
|
||
|
};
|
||
|
|
||
|
// fall
|
||
|
void Fall(void) {
|
||
|
if (m_bDisableAnimating) {
|
||
|
return;
|
||
|
}
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
pl.StartModelAnim(PLAYER_ANIM_JUMPSTART, AOF_NORESTART);
|
||
|
if (_pNetwork->ga_ulDemoMinorVersion>2) { m_bCrouch = FALSE; }
|
||
|
m_bReference = FALSE;
|
||
|
};
|
||
|
|
||
|
// swim
|
||
|
void Swim(void) {
|
||
|
if (m_bDisableAnimating) {
|
||
|
return;
|
||
|
}
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
pl.StartModelAnim(PLAYER_ANIM_SWIM, AOF_LOOPING|AOF_NORESTART);
|
||
|
if (_pNetwork->ga_ulDemoMinorVersion>2) { m_bCrouch = FALSE; }
|
||
|
m_bSwim = TRUE;
|
||
|
};
|
||
|
|
||
|
// stand
|
||
|
void Stand(void) {
|
||
|
if (m_bDisableAnimating) {
|
||
|
return;
|
||
|
}
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
pl.StartModelAnim(PLAYER_ANIM_STAND, AOF_LOOPING|AOF_NORESTART);
|
||
|
if (_pNetwork->ga_ulDemoMinorVersion>2) { m_bCrouch = FALSE; }
|
||
|
m_bSwim = FALSE;
|
||
|
};
|
||
|
|
||
|
// fire/attack
|
||
|
void FireAnimation(INDEX iAnim, ULONG ulFlags) {
|
||
|
if (m_bSwim) {
|
||
|
INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iCurrentWeapon;
|
||
|
switch (iWeapon) {
|
||
|
case WEAPON_NONE:
|
||
|
break;
|
||
|
case WEAPON_KNIFE: case WEAPON_COLT: case WEAPON_DOUBLECOLT: //case WEAPON_PIPEBOMB:
|
||
|
iAnim += BODY_ANIM_COLT_SWIM_STAND-BODY_ANIM_COLT_STAND;
|
||
|
break;
|
||
|
case WEAPON_SINGLESHOTGUN: case WEAPON_DOUBLESHOTGUN: case WEAPON_TOMMYGUN:
|
||
|
case WEAPON_LASER: // case WEAPON_FLAMER: case WEAPON_GHOSTBUSTER:
|
||
|
iAnim += BODY_ANIM_SHOTGUN_SWIM_STAND-BODY_ANIM_SHOTGUN_STAND;
|
||
|
break;
|
||
|
case WEAPON_MINIGUN: case WEAPON_ROCKETLAUNCHER: case WEAPON_GRENADELAUNCHER:
|
||
|
case WEAPON_IRONCANNON: // case WEAPON_NUKECANNON:
|
||
|
iAnim += BODY_ANIM_MINIGUN_SWIM_STAND-BODY_ANIM_MINIGUN_STAND;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
m_bAttacking = FALSE;
|
||
|
m_bChangeWeapon = FALSE;
|
||
|
SetBodyAnimation(iAnim, ulFlags);
|
||
|
if (!(ulFlags&AOF_LOOPING)) {
|
||
|
SpawnReminder(this, m_fBodyAnimTime, (INDEX) AA_ATTACK);
|
||
|
m_tmAttackingDue = _pTimer->CurrentTick()+m_fBodyAnimTime;
|
||
|
}
|
||
|
m_bAttacking = TRUE;
|
||
|
};
|
||
|
void FireAnimationOff(void) {
|
||
|
m_bAttacking = FALSE;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* CHANGE BODY ANIMATION *
|
||
|
************************************************************/
|
||
|
// body animation template
|
||
|
void BodyAnimationTemplate(INDEX iNone, INDEX iColt, INDEX iShotgun, INDEX iMinigun, ULONG ulFlags) {
|
||
|
INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iCurrentWeapon;
|
||
|
switch (iWeapon) {
|
||
|
case WEAPON_NONE:
|
||
|
SetBodyAnimation(iNone, ulFlags);
|
||
|
break;
|
||
|
case WEAPON_KNIFE: case WEAPON_COLT: case WEAPON_DOUBLECOLT: // case WEAPON_PIPEBOMB:
|
||
|
if (m_bSwim) { iColt += BODY_ANIM_COLT_SWIM_STAND-BODY_ANIM_COLT_STAND; }
|
||
|
SetBodyAnimation(iColt, ulFlags);
|
||
|
break;
|
||
|
case WEAPON_SINGLESHOTGUN: case WEAPON_DOUBLESHOTGUN: case WEAPON_TOMMYGUN:
|
||
|
case WEAPON_LASER: // case WEAPON_FLAMER: case WEAPON_GHOSTBUSTER:
|
||
|
if (m_bSwim) { iShotgun += BODY_ANIM_SHOTGUN_SWIM_STAND-BODY_ANIM_SHOTGUN_STAND; }
|
||
|
SetBodyAnimation(iShotgun, ulFlags);
|
||
|
break;
|
||
|
case WEAPON_MINIGUN: case WEAPON_ROCKETLAUNCHER: case WEAPON_GRENADELAUNCHER:
|
||
|
case WEAPON_IRONCANNON: // case WEAPON_NUKECANNON:
|
||
|
if (m_bSwim) { iMinigun+=BODY_ANIM_MINIGUN_SWIM_STAND-BODY_ANIM_MINIGUN_STAND; }
|
||
|
SetBodyAnimation(iMinigun, ulFlags);
|
||
|
break;
|
||
|
default: ASSERTALWAYS("Player Animator - Unknown weapon");
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// walk
|
||
|
void BodyWalkAnimation() {
|
||
|
BodyAnimationTemplate(BODY_ANIM_NORMALWALK,
|
||
|
BODY_ANIM_COLT_STAND, BODY_ANIM_SHOTGUN_STAND, BODY_ANIM_MINIGUN_STAND,
|
||
|
AOF_LOOPING|AOF_NORESTART);
|
||
|
};
|
||
|
|
||
|
// stand
|
||
|
void BodyStillAnimation() {
|
||
|
BodyAnimationTemplate(BODY_ANIM_WAIT,
|
||
|
BODY_ANIM_COLT_STAND, BODY_ANIM_SHOTGUN_STAND, BODY_ANIM_MINIGUN_STAND,
|
||
|
AOF_LOOPING|AOF_NORESTART);
|
||
|
};
|
||
|
|
||
|
// push weapon
|
||
|
void BodyPushAnimation() {
|
||
|
m_bAttacking = FALSE;
|
||
|
m_bChangeWeapon = FALSE;
|
||
|
BodyAnimationTemplate(BODY_ANIM_WAIT,
|
||
|
BODY_ANIM_COLT_REDRAW, BODY_ANIM_SHOTGUN_REDRAW, BODY_ANIM_MINIGUN_REDRAW, 0);
|
||
|
m_bChangeWeapon = TRUE;
|
||
|
};
|
||
|
|
||
|
// remove weapon attachment
|
||
|
void RemoveWeapon(void)
|
||
|
{
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject);
|
||
|
switch (m_iWeaponLast) {
|
||
|
case WEAPON_NONE:
|
||
|
case WEAPON_KNIFE:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_KNIFE);
|
||
|
break;
|
||
|
case WEAPON_DOUBLECOLT:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_COLT_LEFT);
|
||
|
// reset to player body
|
||
|
pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject);
|
||
|
case WEAPON_COLT:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_COLT_RIGHT);
|
||
|
break;
|
||
|
case WEAPON_SINGLESHOTGUN:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_SINGLE_SHOTGUN);
|
||
|
break;
|
||
|
case WEAPON_DOUBLESHOTGUN:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_DOUBLE_SHOTGUN);
|
||
|
break;
|
||
|
case WEAPON_TOMMYGUN:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_TOMMYGUN);
|
||
|
break;
|
||
|
case WEAPON_MINIGUN:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_MINIGUN);
|
||
|
break;
|
||
|
case WEAPON_ROCKETLAUNCHER:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_ROCKET_LAUNCHER);
|
||
|
break;
|
||
|
case WEAPON_GRENADELAUNCHER:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_GRENADE_LAUNCHER);
|
||
|
break;
|
||
|
/*
|
||
|
case WEAPON_PIPEBOMB:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_COLT_RIGHT);
|
||
|
// reset to player body
|
||
|
pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject);
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_COLT_LEFT);
|
||
|
break;
|
||
|
case WEAPON_FLAMER:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_FLAMER);
|
||
|
break;
|
||
|
*/
|
||
|
case WEAPON_LASER:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_LASER);
|
||
|
break;
|
||
|
/*
|
||
|
case WEAPON_GHOSTBUSTER:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_LASER);
|
||
|
break;
|
||
|
*/
|
||
|
case WEAPON_IRONCANNON:
|
||
|
// case WEAPON_NUKECANNON:
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_CANNON);
|
||
|
break;
|
||
|
default:
|
||
|
ASSERT(FALSE);
|
||
|
}
|
||
|
// sync apperances
|
||
|
SyncWeapon();
|
||
|
}
|
||
|
|
||
|
// pull weapon
|
||
|
void BodyPullAnimation() {
|
||
|
// remove old weapon
|
||
|
RemoveWeapon();
|
||
|
|
||
|
// set new weapon
|
||
|
SetWeapon();
|
||
|
|
||
|
// pull weapon
|
||
|
m_bChangeWeapon = FALSE;
|
||
|
BodyAnimationTemplate(BODY_ANIM_WAIT,
|
||
|
BODY_ANIM_COLT_DRAW, BODY_ANIM_SHOTGUN_DRAW, BODY_ANIM_MINIGUN_DRAW, 0);
|
||
|
INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iCurrentWeapon;
|
||
|
if (iWeapon!=WEAPON_NONE) {
|
||
|
m_bChangeWeapon = TRUE;
|
||
|
SpawnReminder(this, m_fBodyAnimTime, (INDEX) AA_PULLWEAPON);
|
||
|
}
|
||
|
// sync apperances
|
||
|
SyncWeapon();
|
||
|
};
|
||
|
|
||
|
// pull item
|
||
|
void BodyPullItemAnimation() {
|
||
|
// remove old weapon
|
||
|
RemoveWeapon();
|
||
|
|
||
|
// pull item
|
||
|
m_bChangeWeapon = FALSE;
|
||
|
SetBodyAnimation(BODY_ANIM_STATUE_PULL, 0);
|
||
|
m_bChangeWeapon = TRUE;
|
||
|
SpawnReminder(this, m_fBodyAnimTime, (INDEX) AA_PULLWEAPON);
|
||
|
// sync apperances
|
||
|
SyncWeapon();
|
||
|
};
|
||
|
|
||
|
// pick item
|
||
|
void BodyPickItemAnimation() {
|
||
|
// remove old weapon
|
||
|
RemoveWeapon();
|
||
|
|
||
|
// pick item
|
||
|
m_bChangeWeapon = FALSE;
|
||
|
SetBodyAnimation(BODY_ANIM_KEYLIFT, 0);
|
||
|
m_bChangeWeapon = TRUE;
|
||
|
SpawnReminder(this, m_fBodyAnimTime, (INDEX) AA_PULLWEAPON);
|
||
|
// sync apperances
|
||
|
SyncWeapon();
|
||
|
};
|
||
|
|
||
|
// remove item
|
||
|
void BodyRemoveItem() {
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject);
|
||
|
pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_ITEM);
|
||
|
// sync apperances
|
||
|
SyncWeapon();
|
||
|
};
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* FIRE FLARE *
|
||
|
************************************************************/
|
||
|
void OnPreRender(void) {
|
||
|
ControlFlareAttachment();
|
||
|
|
||
|
// Minigun Specific
|
||
|
CPlayerWeapons &plw = (CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons);
|
||
|
if (plw.m_iCurrentWeapon==WEAPON_MINIGUN) {
|
||
|
ANGLE aAngle = Lerp(plw.m_aMiniGunLast, plw.m_aMiniGun, _pTimer->GetLerpFactor());
|
||
|
// rotate minigun barrels
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
CAttachmentModelObject *pamo = pl.GetModelObject()->GetAttachmentModelList(
|
||
|
PLAYER_ATTACHMENT_TORSO, BODY_ATTACHMENT_MINIGUN, MINIGUNITEM_ATTACHMENT_BARRELS, -1);
|
||
|
if (pamo!=NULL) {
|
||
|
pamo->amo_plRelative.pl_OrientationAngle(3) = aAngle;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// show flare
|
||
|
void ShowFlare(INDEX iAttachWeapon, INDEX iAttachObject, INDEX iAttachFlare) {
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
CAttachmentModelObject *pamo = pl.GetModelObject()->GetAttachmentModelList(
|
||
|
PLAYER_ATTACHMENT_TORSO, iAttachWeapon, iAttachObject, iAttachFlare, -1);
|
||
|
if (pamo!=NULL) {
|
||
|
pamo->amo_plRelative.pl_OrientationAngle(3) = (rand()*360.0f)/RAND_MAX;
|
||
|
CModelObject &mo = pamo->amo_moModelObject;
|
||
|
mo.StretchModel(FLOAT3D(1, 1, 1));
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// hide flare
|
||
|
void HideFlare(INDEX iAttachWeapon, INDEX iAttachObject, INDEX iAttachFlare) {
|
||
|
CPlayer &pl = (CPlayer&)*m_penPlayer;
|
||
|
CAttachmentModelObject *pamo = pl.GetModelObject()->GetAttachmentModelList(
|
||
|
PLAYER_ATTACHMENT_TORSO, iAttachWeapon, iAttachObject, iAttachFlare, -1);
|
||
|
if (pamo!=NULL) {
|
||
|
CModelObject &mo = pamo->amo_moModelObject;
|
||
|
mo.StretchModel(FLOAT3D(0, 0, 0));
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// flare attachment
|
||
|
void ControlFlareAttachment(void)
|
||
|
{
|
||
|
/* if(!IsPredictionHead()) {
|
||
|
return;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// get your prediction tail
|
||
|
CPlayerAnimator *pen = (CPlayerAnimator *)GetPredictionTail();
|
||
|
|
||
|
INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*pen->m_penPlayer).m_penWeapons)).m_iCurrentWeapon;
|
||
|
// second colt only
|
||
|
if (iWeapon==WEAPON_DOUBLECOLT) {
|
||
|
// add flare
|
||
|
if (pen->m_iSecondFlare==FLARE_ADD) {
|
||
|
pen->m_iSecondFlare = FLARE_REMOVE;
|
||
|
ShowFlare(BODY_ATTACHMENT_COLT_LEFT, COLTITEM_ATTACHMENT_BODY, COLTMAIN_ATTACHMENT_FLARE);
|
||
|
// remove flare
|
||
|
} else if (m_iSecondFlare==FLARE_REMOVE) {
|
||
|
HideFlare(BODY_ATTACHMENT_COLT_LEFT, COLTITEM_ATTACHMENT_BODY, COLTMAIN_ATTACHMENT_FLARE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// add flare
|
||
|
if (pen->m_iFlare==FLARE_ADD) {
|
||
|
pen->m_iFlare = FLARE_REMOVE;
|
||
|
pen->m_tmFlareAdded = _pTimer->CurrentTick();
|
||
|
switch(iWeapon) {
|
||
|
case WEAPON_DOUBLECOLT: case WEAPON_COLT:
|
||
|
ShowFlare(BODY_ATTACHMENT_COLT_RIGHT, COLTITEM_ATTACHMENT_BODY, COLTMAIN_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
case WEAPON_SINGLESHOTGUN:
|
||
|
ShowFlare(BODY_ATTACHMENT_SINGLE_SHOTGUN, SINGLESHOTGUNITEM_ATTACHMENT_BARRELS, BARRELS_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
case WEAPON_DOUBLESHOTGUN:
|
||
|
ShowFlare(BODY_ATTACHMENT_DOUBLE_SHOTGUN, DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS, DSHOTGUNBARRELS_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
case WEAPON_TOMMYGUN:
|
||
|
ShowFlare(BODY_ATTACHMENT_TOMMYGUN, TOMMYGUNITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
case WEAPON_MINIGUN:
|
||
|
ShowFlare(BODY_ATTACHMENT_MINIGUN, MINIGUNITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
}
|
||
|
// remove
|
||
|
} else if (m_iFlare==FLARE_REMOVE &&
|
||
|
_pTimer->CurrentTick()>pen->m_tmFlareAdded+_pTimer->TickQuantum) {
|
||
|
switch(iWeapon) {
|
||
|
case WEAPON_DOUBLECOLT: case WEAPON_COLT:
|
||
|
HideFlare(BODY_ATTACHMENT_COLT_RIGHT, COLTITEM_ATTACHMENT_BODY, COLTMAIN_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
case WEAPON_SINGLESHOTGUN:
|
||
|
HideFlare(BODY_ATTACHMENT_SINGLE_SHOTGUN, SINGLESHOTGUNITEM_ATTACHMENT_BARRELS, BARRELS_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
case WEAPON_DOUBLESHOTGUN:
|
||
|
HideFlare(BODY_ATTACHMENT_DOUBLE_SHOTGUN, DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS, DSHOTGUNBARRELS_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
case WEAPON_TOMMYGUN:
|
||
|
HideFlare(BODY_ATTACHMENT_TOMMYGUN, TOMMYGUNITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
case WEAPON_MINIGUN:
|
||
|
HideFlare(BODY_ATTACHMENT_MINIGUN, MINIGUNITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* PROCEDURES *
|
||
|
************************************************************/
|
||
|
procedures:
|
||
|
ReminderAction(EReminder er) {
|
||
|
switch (er.iValue) {
|
||
|
case AA_JUMPDOWN: m_bWaitJumpAnim = FALSE; break;
|
||
|
case AA_CROUCH: m_iCrouchDownWait--; ASSERT(m_iCrouchDownWait>=0); break;
|
||
|
case AA_RISE: m_iRiseUpWait--; ASSERT(m_iRiseUpWait>=0); break;
|
||
|
case AA_PULLWEAPON: m_bChangeWeapon = FALSE; break;
|
||
|
case AA_ATTACK: if(m_tmAttackingDue<=_pTimer->CurrentTick()) { m_bAttacking = FALSE; } break;
|
||
|
default: ASSERTALWAYS("Animator - unknown reminder action.");
|
||
|
}
|
||
|
return EBegin();
|
||
|
};
|
||
|
|
||
|
Main(EAnimatorInit eInit) {
|
||
|
// remember the initial parameters
|
||
|
ASSERT(eInit.penPlayer!=NULL);
|
||
|
m_penPlayer = eInit.penPlayer;
|
||
|
|
||
|
// declare yourself as a void
|
||
|
InitAsVoid();
|
||
|
SetFlags(GetFlags()|ENF_CROSSESLEVELS);
|
||
|
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
|
||
|
SetCollisionFlags(ECF_IMMATERIAL);
|
||
|
|
||
|
// last action time for boring weapon animation
|
||
|
m_fLastActionTime = _pTimer->CurrentTick();
|
||
|
|
||
|
wait() {
|
||
|
on (EBegin) : { resume; }
|
||
|
on (EReminder er) : { call ReminderAction(er); }
|
||
|
on (EEnd) : { stop; }
|
||
|
}
|
||
|
|
||
|
// cease to exist
|
||
|
Destroy();
|
||
|
|
||
|
return;
|
||
|
};
|
||
|
};
|
||
|
|