/* * This file is generated by Entity Class Compiler, (c) CroTeam 1997-98 */ #line 4 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" #include "StdH.h" #include "ModelsMP/Player/SeriousSam/Player.h" #include "ModelsMP/Player/SeriousSam/Body.h" #include "ModelsMP/Player/SeriousSam/Head.h" #include "Models/Weapons/Knife/KnifeItem.h" #include "Models/Weapons/Colt/ColtItem.h" #include "Models/Weapons/Colt/ColtMain.h" #include "Models/Weapons/SingleShotgun/SingleShotgunItem.h" #include "Models/Weapons/SingleShotgun/Barrels.h" #include "Models/Weapons/DoubleShotgun/DoubleShotgunItem.h" #include "Models/Weapons/DoubleShotgun/Dshotgunbarrels.h" #include "Models/Weapons/TommyGun/TommyGunItem.h" #include "Models/Weapons/TommyGun/Body.h" #include "Models/Weapons/MiniGun/MiniGunItem.h" #include "Models/Weapons/MiniGun/Body.h" #include "Models/Weapons/GrenadeLauncher/GrenadeLauncherItem.h" #include "Models/Weapons/RocketLauncher/RocketLauncherItem.h" #include "ModelsMP/Weapons/Sniper/SniperItem.h" #include "ModelsMP/Weapons/Sniper/Sniper.h" //#include "Models/Weapons/Pipebomb/StickItem.h" #include "ModelsMP/Weapons/Flamer/FlamerItem.h" #include "ModelsMP/Weapons/Flamer/Body.h" //#include "ModelsMP/Weapons/Chainsaw/ChainsawItem.h" #include "ModelsMP/Weapons/Chainsaw/ChainsawForPlayer.h" #include "ModelsMP/Weapons/Chainsaw/BladeForPlayer.h" #include "ModelsMP/Weapons/Chainsaw/Body.h" #include "Models/Weapons/Laser/LaserItem.h" //#include "Models/Weapons/GhostBuster/GhostBusterItem.h" //#include "Models/Weapons/GhostBuster/Effect01.h" #include "Models/Weapons/Cannon/Cannon.h" #include #include CEntityEvent *EAnimatorInit::MakeCopy(void) { CEntityEvent *peeCopy = new EAnimatorInit(*this); return peeCopy;} EAnimatorInit::EAnimatorInit() : CEntityEvent(EVENTCODE_EAnimatorInit) {; ClearToDefault(penPlayer); }; #line 47 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" // animator action enum AnimatorAction { AA_JUMPDOWN = 0, AA_CROUCH, AA_RISE, AA_PULLWEAPON, AA_ATTACK, }; // fire flare specific #define FLARE_NONE 0 #define FLARE_REMOVE 1 #define FLARE_ADD 2 extern FLOAT plr_fBreathingStrength; extern FLOAT plr_fViewDampFactor; extern FLOAT plr_fViewDampLimitGroundUp; extern FLOAT plr_fViewDampLimitGroundDn; extern FLOAT plr_fViewDampLimitWater; extern FLOAT wpn_fRecoilSpeed[17]; extern FLOAT wpn_fRecoilLimit[17]; extern FLOAT wpn_fRecoilDampUp[17]; extern FLOAT wpn_fRecoilDampDn[17]; extern FLOAT wpn_fRecoilOffset[17]; extern FLOAT wpn_fRecoilFactorP[17]; extern FLOAT wpn_fRecoilFactorZ[17]; void CPlayerAnimator_Precache(ULONG ulAvailable) { CDLLEntityClass *pdec = &CPlayerAnimator_DLLClass; pdec->PrecacheTexture(TEX_REFL_BWRIPLES01 ); pdec->PrecacheTexture(TEX_REFL_BWRIPLES02 ); pdec->PrecacheTexture(TEX_REFL_LIGHTMETAL01 ); pdec->PrecacheTexture(TEX_REFL_LIGHTBLUEMETAL01); pdec->PrecacheTexture(TEX_REFL_DARKMETAL ); pdec->PrecacheTexture(TEX_REFL_PURPLE01 ); pdec->PrecacheTexture(TEX_SPEC_WEAK ); pdec->PrecacheTexture(TEX_SPEC_MEDIUM ); pdec->PrecacheTexture(TEX_SPEC_STRONG ); pdec->PrecacheModel(MODEL_FLARE02); pdec->PrecacheTexture(TEXTURE_FLARE02); pdec->PrecacheModel(MODEL_GOLDAMON); pdec->PrecacheTexture(TEXTURE_GOLDAMON); pdec->PrecacheTexture(TEX_REFL_GOLD01); pdec->PrecacheClass(CLASS_REMINDER); // precache shells that drop when firing extern void CPlayerWeaponsEffects_Precache(void); CPlayerWeaponsEffects_Precache(); // precache weapons player has if ( ulAvailable&(1<<(WEAPON_KNIFE-1)) ) { pdec->PrecacheModel(MODEL_KNIFE ); pdec->PrecacheTexture(TEXTURE_KNIFE); } if ( ulAvailable&(1<<(WEAPON_COLT-1)) ) { pdec->PrecacheModel(MODEL_COLT ); pdec->PrecacheModel(MODEL_COLTCOCK ); pdec->PrecacheModel(MODEL_COLTMAIN ); pdec->PrecacheModel(MODEL_COLTBULLETS ); pdec->PrecacheTexture(TEXTURE_COLTMAIN ); pdec->PrecacheTexture(TEXTURE_COLTBULLETS ); pdec->PrecacheTexture(TEXTURE_COLTBULLETS ); } if ( ulAvailable&(1<<(WEAPON_SINGLESHOTGUN-1)) ) { pdec->PrecacheModel(MODEL_SINGLESHOTGUN ); pdec->PrecacheModel(MODEL_SS_SLIDER ); pdec->PrecacheModel(MODEL_SS_HANDLE ); pdec->PrecacheModel(MODEL_SS_BARRELS ); pdec->PrecacheTexture(TEXTURE_SS_HANDLE); pdec->PrecacheTexture(TEXTURE_SS_BARRELS); } if ( ulAvailable&(1<<(WEAPON_DOUBLESHOTGUN-1)) ) { pdec->PrecacheModel(MODEL_DOUBLESHOTGUN ); pdec->PrecacheModel(MODEL_DS_HANDLE ); pdec->PrecacheModel(MODEL_DS_BARRELS ); pdec->PrecacheModel(MODEL_DS_SWITCH ); pdec->PrecacheTexture(TEXTURE_DS_HANDLE ); pdec->PrecacheTexture(TEXTURE_DS_BARRELS ); pdec->PrecacheTexture(TEXTURE_DS_SWITCH ); } if ( ulAvailable&(1<<(WEAPON_TOMMYGUN-1)) ) { pdec->PrecacheModel(MODEL_TOMMYGUN ); pdec->PrecacheModel(MODEL_TG_BODY ); pdec->PrecacheModel(MODEL_TG_SLIDER ); pdec->PrecacheTexture(TEXTURE_TG_BODY ); } if ( ulAvailable&(1<<(WEAPON_SNIPER-1)) ) { pdec->PrecacheModel(MODEL_SNIPER ); pdec->PrecacheModel(MODEL_SNIPER_BODY ); pdec->PrecacheTexture(TEXTURE_SNIPER_BODY ); } if ( ulAvailable&(1<<(WEAPON_MINIGUN-1)) ) { pdec->PrecacheModel(MODEL_MINIGUN ); pdec->PrecacheModel(MODEL_MG_BARRELS ); pdec->PrecacheModel(MODEL_MG_BODY ); pdec->PrecacheModel(MODEL_MG_ENGINE ); pdec->PrecacheTexture(TEXTURE_MG_BODY ); pdec->PrecacheTexture(TEXTURE_MG_BARRELS ); } if ( ulAvailable&(1<<(WEAPON_ROCKETLAUNCHER-1)) ) { pdec->PrecacheModel(MODEL_ROCKETLAUNCHER ); pdec->PrecacheModel(MODEL_RL_BODY ); pdec->PrecacheModel(MODEL_RL_ROTATINGPART ); pdec->PrecacheModel(MODEL_RL_ROCKET ); pdec->PrecacheTexture(TEXTURE_RL_BODY ); pdec->PrecacheTexture(TEXTURE_RL_ROCKET); pdec->PrecacheTexture(TEXTURE_RL_ROTATINGPART); } if ( ulAvailable&(1<<(WEAPON_GRENADELAUNCHER-1)) ) { pdec->PrecacheModel(MODEL_GRENADELAUNCHER ); pdec->PrecacheModel(MODEL_GL_BODY ); pdec->PrecacheModel(MODEL_GL_MOVINGPART ); pdec->PrecacheModel(MODEL_GL_GRENADE ); pdec->PrecacheTexture(TEXTURE_GL_BODY ); pdec->PrecacheTexture(TEXTURE_GL_MOVINGPART ); } /* if ( ulAvailable&(1<<(WEAPON_PIPEBOMB-1)) ) { pdec->PrecacheModel(MODEL_PIPEBOMB_STICK ); pdec->PrecacheModel(MODEL_PB_BUTTON ); pdec->PrecacheModel(MODEL_PB_SHIELD ); pdec->PrecacheModel(MODEL_PB_STICK ); pdec->PrecacheModel(MODEL_PB_BOMB ); pdec->PrecacheTexture(TEXTURE_PB_STICK ); pdec->PrecacheTexture(TEXTURE_PB_BOMB ); } */ if ( ulAvailable&(1<<(WEAPON_FLAMER-1)) ) { pdec->PrecacheModel(MODEL_FLAMER ); pdec->PrecacheModel(MODEL_FL_BODY ); pdec->PrecacheModel(MODEL_FL_RESERVOIR); pdec->PrecacheModel(MODEL_FL_FLAME ); pdec->PrecacheTexture(TEXTURE_FL_BODY ); pdec->PrecacheTexture(TEXTURE_FL_FLAME); } if ( ulAvailable&(1<<(WEAPON_CHAINSAW-1)) ) { pdec->PrecacheModel(MODEL_CHAINSAW ); pdec->PrecacheModel(MODEL_CS_BODY ); pdec->PrecacheModel(MODEL_CS_BLADE ); pdec->PrecacheModel(MODEL_CS_TEETH ); pdec->PrecacheTexture(TEXTURE_CS_BODY ); pdec->PrecacheTexture(TEXTURE_CS_BLADE ); pdec->PrecacheTexture(TEXTURE_CS_TEETH ); } if ( ulAvailable&(1<<(WEAPON_LASER-1)) ) { pdec->PrecacheModel(MODEL_LASER ); pdec->PrecacheModel(MODEL_LS_BODY ); pdec->PrecacheModel(MODEL_LS_BARREL ); pdec->PrecacheTexture(TEXTURE_LS_BODY ); pdec->PrecacheTexture(TEXTURE_LS_BARREL); } /* if ( ulAvailable&(1<<(WEAPON_GHOSTBUSTER-1)) ) { pdec->PrecacheModel(MODEL_GHOSTBUSTER ); pdec->PrecacheModel(MODEL_GB_BODY ); pdec->PrecacheModel(MODEL_GB_ROTATOR ); pdec->PrecacheModel(MODEL_GB_EFFECT1 ); pdec->PrecacheModel(MODEL_GB_EFFECT1FLARE ); pdec->PrecacheTexture(TEXTURE_GB_ROTATOR ); pdec->PrecacheTexture(TEXTURE_GB_BODY ); pdec->PrecacheTexture(TEXTURE_GB_LIGHTNING); pdec->PrecacheTexture(TEXTURE_GB_FLARE ); } */ if ( ulAvailable&(1<<(WEAPON_IRONCANNON-1)) /*|| ulAvailable&(1<<(WEAPON_NUKECANNON-1)) */) { pdec->PrecacheModel(MODEL_CANNON ); pdec->PrecacheModel(MODEL_CN_BODY ); // pdec->PrecacheModel(MODEL_CN_NUKEBOX); // pdec->PrecacheModel(MODEL_CN_LIGHT); pdec->PrecacheTexture(TEXTURE_CANNON); } } void CPlayerAnimator::SetDefaultProperties(void) { m_penPlayer = NULL; m_bReference = FALSE ; m_fLastActionTime = 0.0f; m_iContent = 0; m_bWaitJumpAnim = FALSE ; m_bCrouch = FALSE ; m_iCrouchDownWait = FALSE ; m_iRiseUpWait = FALSE ; m_bChangeWeapon = FALSE ; m_bSwim = FALSE ; m_iFlare = FLARE_REMOVE ; m_iSecondFlare = FLARE_REMOVE ; m_bAttacking = FALSE ; m_tmAttackingDue = -1.0f; m_tmFlareAdded = -1.0f; m_bDisableAnimating = FALSE ; m_vLastPlayerPosition = FLOAT3D(0 , 0 , 0); 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_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; m_iWeaponLast = -1; m_fBodyAnimTime = -1.0f; m_penPrediction = NULL; CRationalEntity::SetDefaultProperties(); } #line 440 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::Read_t(CTStream * istr) #line 441 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" { #line 442 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CRationalEntity :: Read_t (istr ); #line 443 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 445 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::Precache(void) #line 446 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" { #line 447 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" INDEX iAvailableWeapons = ((CPlayerWeapons &) * (((CPlayer &) * m_penPlayer ) . m_penWeapons )) . m_iAvailableWeapons ; #line 448 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayerAnimator_Precache (iAvailableWeapons ); #line 449 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 451 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer * CPlayerAnimator::GetPlayer(void) #line 452 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" { #line 453 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return ((CPlayer *) & * m_penPlayer ); #line 454 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 455 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject * CPlayerAnimator::GetBody(void) #line 456 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" { #line 457 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamoBody = GetPlayer () -> GetModelObject () -> GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ); #line 458 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pamoBody == NULL ){ #line 459 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return NULL ; #line 460 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 461 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return & pamoBody -> amo_moModelObject ; #line 462 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 463 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject * CPlayerAnimator::GetBodyRen(void) #line 464 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" { #line 465 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamoBody = GetPlayer () -> m_moRender . GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ); #line 466 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pamoBody == NULL ){ #line 467 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return NULL ; #line 468 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 469 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return & pamoBody -> amo_moModelObject ; #line 470 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 473 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::SetComponents(CModelObject * mo,ULONG ulIDModel,ULONG ulIDTexture, #line 474 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ULONG ulIDReflectionTexture,ULONG ulIDSpecularTexture,ULONG ulIDBumpTexture) { #line 476 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo -> SetData (GetModelDataForComponent (ulIDModel )); #line 478 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo -> mo_toTexture . SetData (GetTextureDataForComponent (ulIDTexture )); #line 480 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(ulIDReflectionTexture > 0){ #line 481 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo -> mo_toReflection . SetData (GetTextureDataForComponent (ulIDReflectionTexture )); #line 482 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 483 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo -> mo_toReflection . SetData (NULL ); #line 484 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 486 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(ulIDSpecularTexture > 0){ #line 487 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo -> mo_toSpecular . SetData (GetTextureDataForComponent (ulIDSpecularTexture )); #line 488 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 489 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo -> mo_toSpecular . SetData (NULL ); #line 490 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 492 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(ulIDBumpTexture > 0){ #line 493 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo -> mo_toBump . SetData (GetTextureDataForComponent (ulIDBumpTexture )); #line 494 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 495 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo -> mo_toBump . SetData (NULL ); #line 496 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 497 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ModelChangeNotify (); #line 498 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 501 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::AddAttachmentModel(CModelObject * mo,INDEX iAttachment,ULONG ulIDModel,ULONG ulIDTexture, #line 502 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ULONG ulIDReflectionTexture,ULONG ulIDSpecularTexture,ULONG ulIDBumpTexture) { #line 503 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetComponents (& mo -> AddAttachmentModel (iAttachment ) -> amo_moModelObject , ulIDModel , #line 504 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ulIDTexture , ulIDReflectionTexture , ulIDSpecularTexture , ulIDBumpTexture ); #line 505 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 508 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::AddWeaponAttachment(INDEX iAttachment,ULONG ulIDModel,ULONG ulIDTexture, #line 509 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ULONG ulIDReflectionTexture,ULONG ulIDSpecularTexture,ULONG ulIDBumpTexture) { #line 510 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddAttachmentModel (pmoModel , iAttachment , ulIDModel , ulIDTexture , #line 511 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ulIDReflectionTexture , ulIDSpecularTexture , ulIDBumpTexture ); #line 512 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 515 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::SetAttachment(INDEX iAttachment) { #line 516 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel = & (pmoModel -> GetAttachmentModel (iAttachment ) -> amo_moModelObject ); #line 517 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 520 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::SyncWeapon(void) #line 521 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" { #line 522 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject * pmoBodyRen = GetBodyRen (); #line 523 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject * pmoBodyDef = GetBody (); #line 525 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" for(INDEX iWeapon = BODY_ATTACHMENT_COLT_RIGHT ;iWeapon <= BODY_ATTACHMENT_ITEM ;iWeapon ++){ #line 526 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamoWeapDef = pmoBodyDef -> GetAttachmentModel (iWeapon ); #line 527 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamoWeapRen = pmoBodyRen -> GetAttachmentModel (iWeapon ); #line 529 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pamoWeapRen == NULL && pamoWeapDef == NULL ){ #line 531 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" NOTHING ; #line 534 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(pamoWeapRen != NULL && pamoWeapDef == NULL ){ #line 536 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" delete pamoWeapRen ; #line 539 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(pamoWeapRen == NULL && pamoWeapDef != NULL ){ #line 541 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoWeapRen = pmoBodyRen -> AddAttachmentModel (iWeapon ); #line 542 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoWeapRen -> amo_plRelative = pamoWeapDef -> amo_plRelative ; #line 543 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoWeapRen -> amo_moModelObject . Copy (pamoWeapDef -> amo_moModelObject ); #line 546 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 548 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoWeapRen -> amo_plRelative = pamoWeapDef -> amo_plRelative ; #line 549 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoWeapRen -> amo_moModelObject . Synchronize (pamoWeapDef -> amo_moModelObject ); #line 550 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 551 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 552 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 555 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::SetWeapon(void) { #line 556 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" INDEX iWeapon = ((CPlayerWeapons &) * (((CPlayer &) * m_penPlayer ) . m_penWeapons )) . m_iCurrentWeapon ; #line 557 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_iWeaponLast = iWeapon ; #line 558 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 559 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel = & (pl . GetModelObject () -> GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ) -> amo_moModelObject ); #line 560 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" switch(iWeapon ){ #line 562 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_KNIFE : #line 563 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_KNIFE , MODEL_KNIFE , #line 564 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_KNIFE , TEX_REFL_BWRIPLES02 , TEX_SPEC_WEAK , 0); #line 565 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 568 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_DOUBLECOLT : #line 569 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_COLT_LEFT , MODEL_COLT , TEXTURE_COLTMAIN , 0 , 0 , 0); #line 570 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_COLT_LEFT ); #line 571 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (COLTITEM_ATTACHMENT_BULLETS , MODEL_COLTBULLETS , #line 572 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_COLTBULLETS , TEX_REFL_LIGHTBLUEMETAL01 , TEX_SPEC_MEDIUM , 0); #line 573 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (COLTITEM_ATTACHMENT_COCK , MODEL_COLTCOCK , #line 574 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_COLTCOCK , TEX_REFL_LIGHTBLUEMETAL01 , TEX_SPEC_MEDIUM , 0); #line 575 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (COLTITEM_ATTACHMENT_BODY , MODEL_COLTMAIN , #line 576 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_COLTMAIN , TEX_REFL_LIGHTBLUEMETAL01 , TEX_SPEC_MEDIUM , 0); #line 577 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (COLTITEM_ATTACHMENT_BODY ); #line 578 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (COLTMAIN_ATTACHMENT_FLARE , MODEL_FLARE02 , TEXTURE_FLARE02 , 0 , 0 , 0); #line 580 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel = & (pl . GetModelObject () -> GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ) -> amo_moModelObject ); #line 583 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_COLT : #line 584 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_COLT_RIGHT , MODEL_COLT , TEXTURE_COLTMAIN , 0 , 0 , 0); #line 585 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_COLT_RIGHT ); #line 586 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (COLTITEM_ATTACHMENT_BULLETS , MODEL_COLTBULLETS , #line 587 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_COLTBULLETS , TEX_REFL_LIGHTBLUEMETAL01 , TEX_SPEC_MEDIUM , 0); #line 588 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (COLTITEM_ATTACHMENT_COCK , MODEL_COLTCOCK , #line 589 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_COLTCOCK , TEX_REFL_LIGHTBLUEMETAL01 , TEX_SPEC_MEDIUM , 0); #line 590 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (COLTITEM_ATTACHMENT_BODY , MODEL_COLTMAIN , #line 591 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_COLTMAIN , TEX_REFL_LIGHTBLUEMETAL01 , TEX_SPEC_MEDIUM , 0); #line 592 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (COLTITEM_ATTACHMENT_BODY ); #line 593 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (COLTMAIN_ATTACHMENT_FLARE , MODEL_FLARE02 , TEXTURE_FLARE02 , 0 , 0 , 0); #line 594 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 597 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SINGLESHOTGUN : #line 598 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_SINGLE_SHOTGUN , MODEL_SINGLESHOTGUN , TEXTURE_SS_HANDLE , 0 , 0 , 0); #line 599 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_SINGLE_SHOTGUN ); #line 600 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (SINGLESHOTGUNITEM_ATTACHMENT_BARRELS , MODEL_SS_BARRELS , #line 601 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_SS_BARRELS , TEX_REFL_DARKMETAL , TEX_SPEC_WEAK , 0); #line 602 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (SINGLESHOTGUNITEM_ATTACHMENT_HANDLE , MODEL_SS_HANDLE , #line 603 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_SS_HANDLE , TEX_REFL_DARKMETAL , TEX_SPEC_MEDIUM , 0); #line 604 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (SINGLESHOTGUNITEM_ATTACHMENT_SLIDER , MODEL_SS_SLIDER , #line 605 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_SS_BARRELS , TEX_REFL_DARKMETAL , TEX_SPEC_MEDIUM , 0); #line 606 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (SINGLESHOTGUNITEM_ATTACHMENT_BARRELS ); #line 607 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BARRELS_ATTACHMENT_FLARE , MODEL_FLARE02 , TEXTURE_FLARE02 , 0 , 0 , 0); #line 608 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 611 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_DOUBLESHOTGUN : #line 612 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_DOUBLE_SHOTGUN , MODEL_DOUBLESHOTGUN , TEXTURE_DS_HANDLE , 0 , 0 , 0); #line 613 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_DOUBLE_SHOTGUN ); #line 614 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS , MODEL_DS_BARRELS , #line 615 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_DS_BARRELS , TEX_REFL_BWRIPLES01 , TEX_SPEC_MEDIUM , 0); #line 616 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (DOUBLESHOTGUNITEM_ATTACHMENT_HANDLE , MODEL_DS_HANDLE , #line 617 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_DS_HANDLE , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 618 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (DOUBLESHOTGUNITEM_ATTACHMENT_SWITCH , MODEL_DS_SWITCH , #line 619 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_DS_SWITCH , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 620 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS ); #line 621 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (DSHOTGUNBARRELS_ATTACHMENT_FLARE , MODEL_FLARE02 , TEXTURE_FLARE02 , 0 , 0 , 0); #line 622 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 626 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_TOMMYGUN : #line 627 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_TOMMYGUN , MODEL_TOMMYGUN , TEXTURE_TG_BODY , 0 , 0 , 0); #line 628 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_TOMMYGUN ); #line 629 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (TOMMYGUNITEM_ATTACHMENT_BODY , MODEL_TG_BODY , TEXTURE_TG_BODY , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 630 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (TOMMYGUNITEM_ATTACHMENT_SLIDER , MODEL_TG_SLIDER , TEXTURE_TG_BODY , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 631 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (TOMMYGUNITEM_ATTACHMENT_BODY ); #line 632 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_FLARE , MODEL_FLARE02 , TEXTURE_FLARE02 , 0 , 0 , 0); #line 633 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 636 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SNIPER : #line 637 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_FLAMER , MODEL_SNIPER , TEXTURE_SNIPER_BODY , 0 , 0 , 0); #line 638 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_FLAMER ); #line 639 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (SNIPERITEM_ATTACHMENT_BODY , MODEL_SNIPER_BODY , TEXTURE_SNIPER_BODY , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 640 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (SNIPERITEM_ATTACHMENT_BODY ); #line 641 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_FLARE , MODEL_FLARE02 , TEXTURE_FLARE02 , 0 , 0 , 0); #line 642 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 645 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_MINIGUN : #line 646 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_MINIGUN , MODEL_MINIGUN , TEXTURE_MG_BODY , 0 , 0 , 0); #line 647 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_MINIGUN ); #line 648 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (MINIGUNITEM_ATTACHMENT_BARRELS , MODEL_MG_BARRELS , TEXTURE_MG_BARRELS , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 649 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (MINIGUNITEM_ATTACHMENT_BODY , MODEL_MG_BODY , TEXTURE_MG_BODY , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 650 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (MINIGUNITEM_ATTACHMENT_ENGINE , MODEL_MG_ENGINE , TEXTURE_MG_BARRELS , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 651 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (MINIGUNITEM_ATTACHMENT_BODY ); #line 652 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_FLARE , MODEL_FLARE02 , TEXTURE_FLARE02 , 0 , 0 , 0); #line 653 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 656 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_ROCKETLAUNCHER : #line 657 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_ROCKET_LAUNCHER , MODEL_ROCKETLAUNCHER , TEXTURE_RL_BODY , 0 , 0 , 0); #line 658 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_ROCKET_LAUNCHER ); #line 659 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (ROCKETLAUNCHERITEM_ATTACHMENT_BODY , MODEL_RL_BODY , TEXTURE_RL_BODY , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 660 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (ROCKETLAUNCHERITEM_ATTACHMENT_ROTATINGPART , MODEL_RL_ROTATINGPART , TEXTURE_RL_ROTATINGPART , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 661 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET1 , MODEL_RL_ROCKET , TEXTURE_RL_ROCKET , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 662 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET2 , MODEL_RL_ROCKET , TEXTURE_RL_ROCKET , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 663 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET3 , MODEL_RL_ROCKET , TEXTURE_RL_ROCKET , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 664 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET4 , MODEL_RL_ROCKET , TEXTURE_RL_ROCKET , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 665 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 668 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_GRENADELAUNCHER : #line 669 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_GRENADE_LAUNCHER , MODEL_GRENADELAUNCHER , TEXTURE_GL_BODY , 0 , 0 , 0); #line 670 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_GRENADE_LAUNCHER ); #line 671 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (GRENADELAUNCHERITEM_ATTACHMENT_BODY , MODEL_GL_BODY , TEXTURE_GL_BODY , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 672 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (GRENADELAUNCHERITEM_ATTACHMENT_MOVING_PART , MODEL_GL_MOVINGPART , TEXTURE_GL_MOVINGPART , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 673 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (GRENADELAUNCHERITEM_ATTACHMENT_GRENADE , MODEL_GL_GRENADE , TEXTURE_GL_MOVINGPART , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 674 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 689 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_FLAMER : #line 690 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_FLAMER , MODEL_FLAMER , TEXTURE_FL_BODY , 0 , 0 , 0); #line 691 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_FLAMER ); #line 692 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (FLAMERITEM_ATTACHMENT_BODY , MODEL_FL_BODY , TEXTURE_FL_BODY , TEX_REFL_BWRIPLES02 , TEX_SPEC_MEDIUM , 0); #line 693 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (FLAMERITEM_ATTACHMENT_FUEL , MODEL_FL_RESERVOIR , TEXTURE_FL_FUELRESERVOIR , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 694 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (FLAMERITEM_ATTACHMENT_FLAME , MODEL_FL_FLAME , TEXTURE_FL_FLAME , 0 , 0 , 0); #line 695 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 698 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_CHAINSAW : { #line 699 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_MINIGUN , MODEL_CHAINSAW , TEXTURE_CS_BODY , 0 , 0 , 0); #line 700 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_MINIGUN ); #line 701 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (CHAINSAWFORPLAYER_ATTACHMENT_CHAINSAW , MODEL_CS_BODY , TEXTURE_CS_BODY , TEX_REFL_BWRIPLES02 , TEX_SPEC_MEDIUM , 0); #line 702 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (CHAINSAWFORPLAYER_ATTACHMENT_BLADE , MODEL_CS_BLADE , TEXTURE_CS_BLADE , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 703 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject * pmo = pmoModel ; #line 704 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (CHAINSAWFORPLAYER_ATTACHMENT_BLADE ); #line 705 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BLADEFORPLAYER_ATTACHMENT_TEETH , MODEL_CS_TEETH , TEXTURE_CS_TEETH , 0 , 0 , 0); #line 706 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ;} #line 709 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_LASER : #line 710 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_LASER , MODEL_LASER , TEXTURE_LS_BODY , 0 , 0 , 0); #line 711 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_LASER ); #line 712 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (LASERITEM_ATTACHMENT_BODY , MODEL_LS_BODY , TEXTURE_LS_BODY , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 713 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (LASERITEM_ATTACHMENT_LEFTUP , MODEL_LS_BARREL , TEXTURE_LS_BARREL , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 714 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (LASERITEM_ATTACHMENT_LEFTDOWN , MODEL_LS_BARREL , TEXTURE_LS_BARREL , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 715 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (LASERITEM_ATTACHMENT_RIGHTUP , MODEL_LS_BARREL , TEXTURE_LS_BARREL , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 716 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (LASERITEM_ATTACHMENT_RIGHTDOWN , MODEL_LS_BARREL , TEXTURE_LS_BARREL , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 717 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 745 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_IRONCANNON : #line 747 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_CANNON , MODEL_CANNON , TEXTURE_CANNON , 0 , 0 , 0); #line 748 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetAttachment (BODY_ATTACHMENT_CANNON ); #line 749 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (CANNON_ATTACHMENT_BODY , MODEL_CN_BODY , TEXTURE_CANNON , TEX_REFL_LIGHTMETAL01 , TEX_SPEC_MEDIUM , 0); #line 752 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 753 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" default : #line 754 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ASSERTALWAYS ("Unknown weapon."); #line 755 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 757 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SyncWeapon (); #line 758 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 761 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::SetItem(CModelObject * pmo) { #line 762 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel = & (GetPlayer () -> GetModelObject () -> GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ) -> amo_moModelObject ); #line 763 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AddWeaponAttachment (BODY_ATTACHMENT_ITEM , MODEL_GOLDAMON , #line 764 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TEXTURE_GOLDAMON , TEX_REFL_GOLD01 , TEX_SPEC_MEDIUM , 0); #line 765 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pmo != NULL ){ #line 766 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 767 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamo = pl . GetModelObject () -> GetAttachmentModelList (PLAYER_ATTACHMENT_TORSO , BODY_ATTACHMENT_ITEM , - 1); #line 768 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel = & (pamo -> amo_moModelObject ); #line 769 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> Copy (* pmo ); #line 770 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> StretchModel (FLOAT3D (1 , 1 , 1)); #line 771 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamo -> amo_plRelative = CPlacement3D (FLOAT3D (0 , 0 , 0) , ANGLE3D (0 , 0 , 0)); #line 772 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 774 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SyncWeapon (); #line 775 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 778 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::SetBodyAnimation(INDEX iAnimation,ULONG ulFlags) { #line 780 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bChangeWeapon ){return ;} #line 782 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bAttacking ){return ;} #line 784 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 785 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject & moBody = pl . GetModelObject () -> GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ) -> amo_moModelObject ; #line 786 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" moBody . PlayAnim (iAnimation , ulFlags ); #line 787 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fBodyAnimTime = moBody . GetAnimLength (iAnimation ); #line 788 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 794 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::Initialize(void) { #line 796 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bReference = TRUE ; #line 797 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bWaitJumpAnim = FALSE ; #line 798 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bCrouch = FALSE ; #line 799 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_iCrouchDownWait = 0; #line 800 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_iRiseUpWait = 0; #line 801 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = FALSE ; #line 802 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSwim = FALSE ; #line 803 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bAttacking = FALSE ; #line 806 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fEyesYLastOffset = 0.0f; #line 807 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fEyesYOffset = 0.0f; #line 808 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fEyesYSpeed = 0.0f; #line 809 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fWeaponYLastOffset = 0.0f; #line 810 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fWeaponYOffset = 0.0f; #line 811 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fWeaponYSpeed = 0.0f; #line 817 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bMoving = FALSE ; #line 818 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fMoveLastBanking = 0.0f; #line 819 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fMoveBanking = 0.0f; #line 820 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_iMovingSide = 0; #line 821 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingLeft = FALSE ; #line 822 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingRight = FALSE ; #line 823 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fSidestepLastBanking = 0.0f; #line 824 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fSidestepBanking = 0.0f; #line 827 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetWeapon (); #line 828 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetBodyAnimation (BODY_ANIM_COLT_STAND , AOF_LOOPING | AOF_NORESTART ); #line 829 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 836 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::StoreLast(void) { #line 837 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 838 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_vLastPlayerPosition = pl . GetPlacement () . pl_PositionVector ; #line 839 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fEyesYLastOffset = m_fEyesYOffset ; #line 840 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fWeaponYLastOffset = m_fWeaponYOffset ; #line 842 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fMoveLastBanking = m_fMoveBanking ; #line 843 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fSidestepLastBanking = m_fSidestepBanking ; #line 844 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 847 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::AnimateBanking(void) { #line 849 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bMoving ){ #line 851 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_iMovingSide == 0){ #line 852 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fMoveBanking += 0.35f; #line 853 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fMoveBanking > 1.0f){ #line 854 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fMoveBanking = 1.0f; #line 855 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_iMovingSide = 1; #line 856 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 858 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 859 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fMoveBanking -= 0.35f; #line 860 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fMoveBanking < - 1.0f){ #line 861 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fMoveBanking = - 1.0f; #line 862 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_iMovingSide = 0; #line 863 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 864 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 865 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" const FLOAT fBankingSpeed = 0.4f; #line 868 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bSidestepBankingLeft ){ #line 869 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fSidestepBanking += fBankingSpeed ; #line 870 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fSidestepBanking > 1.0f){m_fSidestepBanking = 1.0f;} #line 871 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 873 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bSidestepBankingRight ){ #line 874 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fSidestepBanking -= fBankingSpeed ; #line 875 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fSidestepBanking < - 1.0f){m_fSidestepBanking = - 1.0f;} #line 876 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 879 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 881 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fMoveBanking > 0.0f){ #line 882 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fMoveBanking -= 0.1f; #line 883 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fMoveBanking < 0.0f){m_fMoveBanking = 0.0f;} #line 884 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(m_fMoveBanking < 0.0f){ #line 885 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fMoveBanking += 0.1f; #line 886 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fMoveBanking > 0.0f){m_fMoveBanking = 0.0f;} #line 887 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 889 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fSidestepBanking > 0.0f){ #line 890 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fSidestepBanking -= 0.4f; #line 891 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fSidestepBanking < 0.0f){m_fSidestepBanking = 0.0f;} #line 892 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(m_fSidestepBanking < 0.0f){ #line 893 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fSidestepBanking += 0.4f; #line 894 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_fSidestepBanking > 0.0f){m_fSidestepBanking = 0.0f;} #line 895 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 896 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 898 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(GetPlayer () -> GetSettings () -> ps_ulFlags & PSF_NOBOBBING ){ #line 899 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fSidestepBanking = m_fMoveBanking = 0.0f; #line 900 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 901 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 904 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::AnimateSoftEyes(void) { #line 905 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 907 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" FLOAT fRelY = (pl . GetPlacement () . pl_PositionVector - m_vLastPlayerPosition ) % #line 908 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" FLOAT3D (pl . en_mRotation (1 , 2) , pl . en_mRotation (2 , 2) , pl . en_mRotation (3 , 2)); #line 911 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pl . en_tmJumped > _pTimer -> CurrentTick () - 0.5f){ #line 912 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" fRelY = ClampUp (fRelY , 0.0f); #line 913 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 914 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fEyesYOffset -= fRelY ; #line 915 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fWeaponYOffset -= ClampUp (fRelY , 0.0f); #line 917 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" plr_fViewDampFactor = Clamp (plr_fViewDampFactor , 0.0f , 1.0f); #line 918 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" plr_fViewDampLimitGroundUp = Clamp (plr_fViewDampLimitGroundUp , 0.0f , 2.0f); #line 919 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" plr_fViewDampLimitGroundDn = Clamp (plr_fViewDampLimitGroundDn , 0.0f , 2.0f); #line 920 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" plr_fViewDampLimitWater = Clamp (plr_fViewDampLimitWater , 0.0f , 2.0f); #line 922 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fEyesYSpeed = (m_fEyesYSpeed - m_fEyesYOffset * plr_fViewDampFactor ) * (1.0f - plr_fViewDampFactor ); #line 923 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fEyesYOffset += m_fEyesYSpeed ; #line 925 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fWeaponYSpeed = (m_fWeaponYSpeed - m_fWeaponYOffset * plr_fViewDampFactor ) * (1.0f - plr_fViewDampFactor ); #line 926 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fWeaponYOffset += m_fWeaponYSpeed ; #line 928 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bSwim ){ #line 929 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fEyesYOffset = Clamp (m_fEyesYOffset , - plr_fViewDampLimitWater , + plr_fViewDampLimitWater ); #line 930 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fWeaponYOffset = Clamp (m_fWeaponYOffset , - plr_fViewDampLimitWater , + plr_fViewDampLimitWater ); #line 931 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 932 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fEyesYOffset = Clamp (m_fEyesYOffset , - plr_fViewDampLimitGroundDn , + plr_fViewDampLimitGroundUp ); #line 933 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fWeaponYOffset = Clamp (m_fWeaponYOffset , - plr_fViewDampLimitGroundDn , + plr_fViewDampLimitGroundUp ); #line 934 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 935 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 967 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::ChangeView(CPlacement3D & pl) { #line 968 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" TIME tmNow = _pTimer -> GetLerpedCurrentTick (); #line 970 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(! (GetPlayer () -> GetSettings () -> ps_ulFlags & PSF_NOBOBBING )){ #line 972 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" FLOAT fBanking = Lerp (m_fMoveLastBanking , m_fMoveBanking , _pTimer -> GetLerpFactor ()); #line 973 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" fBanking = fBanking * fBanking * Sgn (fBanking ) * 0.25f; #line 974 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" fBanking += Lerp (m_fSidestepLastBanking , m_fSidestepBanking , _pTimer -> GetLerpFactor ()); #line 975 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" fBanking = Clamp (fBanking , - 5.0f , 5.0f); #line 976 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . pl_OrientationAngle (3) += fBanking ; #line 977 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 994 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bSwim ){ #line 995 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . pl_OrientationAngle (1) += sin (tmNow * 0.9) * 2.0f; #line 996 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . pl_OrientationAngle (2) += sin (tmNow * 1.7) * 2.0f; #line 997 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . pl_OrientationAngle (3) += sin (tmNow * 2.5) * 2.0f; #line 998 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1000 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" FLOAT fEyesOffsetY = Lerp (m_fEyesYLastOffset , m_fEyesYOffset , _pTimer -> GetLerpFactor ()); #line 1001 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" fEyesOffsetY += sin (tmNow * 1.5) * 0.05f * plr_fBreathingStrength ; #line 1002 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" fEyesOffsetY = Clamp (fEyesOffsetY , - 1.0f , 1.0f); #line 1003 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . pl_PositionVector (2) += fEyesOffsetY ; #line 1004 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1012 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::BodyAndHeadOrientation(CPlacement3D & plView) { #line 1013 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1014 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamoBody = pl . GetModelObject () -> GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ); #line 1015 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ANGLE3D a = plView . pl_OrientationAngle ; #line 1016 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(! (pl . GetFlags () & ENF_ALIVE )){ #line 1017 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" a = ANGLE3D (0 , 0 , 0); #line 1018 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1019 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoBody -> amo_plRelative . pl_OrientationAngle = a ; #line 1020 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoBody -> amo_plRelative . pl_OrientationAngle (3) *= 4.0f; #line 1022 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamoHead = (pamoBody -> amo_moModelObject ) . GetAttachmentModel (BODY_ATTACHMENT_HEAD ); #line 1023 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoHead -> amo_plRelative . pl_OrientationAngle = a ; #line 1024 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoHead -> amo_plRelative . pl_OrientationAngle (1) = 0.0f; #line 1025 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoHead -> amo_plRelative . pl_OrientationAngle (2) = 0.0f; #line 1026 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoHead -> amo_plRelative . pl_OrientationAngle (3) *= 4.0f; #line 1029 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" const FLOAT fMaxBanking = 5.0f; #line 1030 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoBody -> amo_plRelative . pl_OrientationAngle (3) = Clamp (pamoBody -> amo_plRelative . pl_OrientationAngle (3) , - fMaxBanking , fMaxBanking ); #line 1031 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamoHead -> amo_plRelative . pl_OrientationAngle (3) = Clamp (pamoHead -> amo_plRelative . pl_OrientationAngle (3) , - fMaxBanking , fMaxBanking ); #line 1032 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1035 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::AnimatePlayer(void) { #line 1036 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bDisableAnimating ){ #line 1037 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return ; #line 1038 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1039 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1041 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" FLOAT3D vDesiredTranslation = pl . en_vDesiredTranslationRelative ; #line 1042 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" FLOAT3D vCurrentTranslation = pl . en_vCurrentTranslationAbsolute * ! pl . en_mRotation ; #line 1043 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ANGLE3D aDesiredRotation = pl . en_aDesiredRotationRelative ; #line 1044 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ANGLE3D aCurrentRotation = pl . en_aCurrentRotationAbsolute ; #line 1047 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(vDesiredTranslation . ManhattanNorm () > 0.01f #line 1048 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" || aDesiredRotation . ManhattanNorm () > 0.01f){ #line 1050 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1051 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1054 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bSwim ){ #line 1055 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(vDesiredTranslation . Length () > 1.0f && vCurrentTranslation . Length () > 1.0f){ #line 1056 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_SWIM , AOF_LOOPING | AOF_NORESTART ); #line 1057 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1058 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_SWIMIDLE , AOF_LOOPING | AOF_NORESTART ); #line 1059 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1060 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1063 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1065 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bReference ){ #line 1067 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pl . en_tmJumped + _pTimer -> TickQuantum >= _pTimer -> CurrentTick () && #line 1068 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . en_tmJumped <= _pTimer -> CurrentTick ()){ #line 1069 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bReference = FALSE ; #line 1070 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_JUMPSTART , AOF_NORESTART ); #line 1071 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1072 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1075 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(! m_bWaitJumpAnim && m_iCrouchDownWait == 0 && m_iRiseUpWait == 0){ #line 1077 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(! m_bCrouch ){ #line 1079 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(vDesiredTranslation . Length () > 5.0f && vCurrentTranslation . Length () > 5.0f){ #line 1080 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(vCurrentTranslation (3) < 0){ #line 1081 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_RUN , AOF_LOOPING | AOF_NORESTART ); #line 1082 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1083 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_BACKPEDALRUN , AOF_LOOPING | AOF_NORESTART ); #line 1084 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1085 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1086 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1088 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(vDesiredTranslation . Length () > 2.0f && vCurrentTranslation . Length () > 2.0f){ #line 1089 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(vCurrentTranslation (3) < 0){ #line 1090 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_NORMALWALK , AOF_LOOPING | AOF_NORESTART ); #line 1091 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1092 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_BACKPEDAL , AOF_LOOPING | AOF_NORESTART ); #line 1093 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1094 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1095 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1097 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(aDesiredRotation (1) > 0.5f){ #line 1098 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_TURNLEFT , AOF_LOOPING | AOF_NORESTART ); #line 1099 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1100 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1102 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(aDesiredRotation (1) < - 0.5f){ #line 1103 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_TURNRIGHT , AOF_LOOPING | AOF_NORESTART ); #line 1104 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1105 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1107 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1108 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_STAND , AOF_LOOPING | AOF_NORESTART ); #line 1109 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1110 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1112 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1114 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(vDesiredTranslation . Length () > 2.0f && vCurrentTranslation . Length () > 2.0f){ #line 1115 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(vCurrentTranslation (3) < 0){ #line 1116 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_CROUCH_WALK , AOF_LOOPING | AOF_NORESTART ); #line 1117 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1118 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_CROUCH_WALKBACK , AOF_LOOPING | AOF_NORESTART ); #line 1119 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1120 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1121 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1123 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(aDesiredRotation (1) > 0.5f){ #line 1124 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_CROUCH_TURNLEFT , AOF_LOOPING | AOF_NORESTART ); #line 1125 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1126 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1128 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(aDesiredRotation (1) < - 0.5f){ #line 1129 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_CROUCH_TURNRIGHT , AOF_LOOPING | AOF_NORESTART ); #line 1130 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1131 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1133 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1134 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_CROUCH_IDLE , AOF_LOOPING | AOF_NORESTART ); #line 1135 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1136 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1137 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1139 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1142 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1144 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pl . en_penReference != NULL ){ #line 1145 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bReference = TRUE ; #line 1146 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_JUMPEND , AOF_NORESTART ); #line 1147 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyStillAnimation (); #line 1148 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SpawnReminder (this , pl . GetModelObject () -> GetAnimLength (PLAYER_ANIM_JUMPEND ) , (INDEX) AA_JUMPDOWN ); #line 1149 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bWaitJumpAnim = TRUE ; #line 1150 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1151 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1152 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1155 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(_pTimer -> CurrentTick () - m_fLastActionTime > 10.0f){ #line 1156 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1157 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ((CPlayerWeapons &) * pl . m_penWeapons ) . SendEvent (EBoringWeapon ()); #line 1158 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1162 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bReference != NULL && vDesiredTranslation . Length () > 1.0f && vCurrentTranslation . Length () > 1.0f){ #line 1163 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bMoving = TRUE ; #line 1165 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" FLOAT vSidestepSpeedDesired = vDesiredTranslation (1); #line 1166 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" FLOAT vSidestepSpeedCurrent = vCurrentTranslation (1); #line 1168 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(vSidestepSpeedDesired > 1.0f && vSidestepSpeedCurrent > 1.0f){ #line 1169 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingRight = TRUE ; #line 1170 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingLeft = FALSE ; #line 1172 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(vSidestepSpeedDesired < - 1.0f && vSidestepSpeedCurrent < - 1.0f){ #line 1173 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingLeft = TRUE ; #line 1174 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingRight = FALSE ; #line 1176 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1177 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingLeft = FALSE ; #line 1178 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingRight = FALSE ; #line 1179 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1181 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else { #line 1182 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bMoving = FALSE ; #line 1183 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingLeft = FALSE ; #line 1184 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSidestepBankingRight = FALSE ; #line 1185 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1186 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1189 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::Crouch(void) { #line 1190 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bDisableAnimating ){ #line 1191 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return ; #line 1192 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1193 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1194 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_CROUCH , AOF_NORESTART ); #line 1195 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SpawnReminder (this , pl . GetModelObject () -> GetAnimLength (PLAYER_ANIM_CROUCH ) , (INDEX) AA_CROUCH ); #line 1196 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_iCrouchDownWait ++; #line 1197 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bCrouch = TRUE ; #line 1198 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1201 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::Rise(void) { #line 1202 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bDisableAnimating ){ #line 1203 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return ; #line 1204 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1205 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1206 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_RISE , AOF_NORESTART ); #line 1207 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SpawnReminder (this , pl . GetModelObject () -> GetAnimLength (PLAYER_ANIM_RISE ) , (INDEX) AA_RISE ); #line 1208 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_iRiseUpWait ++; #line 1209 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bCrouch = FALSE ; #line 1210 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1213 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::Fall(void) { #line 1214 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bDisableAnimating ){ #line 1215 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return ; #line 1216 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1217 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1218 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_JUMPSTART , AOF_NORESTART ); #line 1219 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(_pNetwork -> ga_ulDemoMinorVersion > 6){m_bCrouch = FALSE ;} #line 1220 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bReference = FALSE ; #line 1221 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1224 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::Swim(void) { #line 1225 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bDisableAnimating ){ #line 1226 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return ; #line 1227 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1228 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1229 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_SWIM , AOF_LOOPING | AOF_NORESTART ); #line 1230 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(_pNetwork -> ga_ulDemoMinorVersion > 2){m_bCrouch = FALSE ;} #line 1231 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSwim = TRUE ; #line 1232 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1235 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::Stand(void) { #line 1236 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bDisableAnimating ){ #line 1237 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return ; #line 1238 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1239 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1240 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pl . StartModelAnim (PLAYER_ANIM_STAND , AOF_LOOPING | AOF_NORESTART ); #line 1241 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(_pNetwork -> ga_ulDemoMinorVersion > 2){m_bCrouch = FALSE ;} #line 1242 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bSwim = FALSE ; #line 1243 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1246 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::FireAnimation(INDEX iAnim,ULONG ulFlags) { #line 1247 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bSwim ){ #line 1248 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" INDEX iWeapon = ((CPlayerWeapons &) * (((CPlayer &) * m_penPlayer ) . m_penWeapons )) . m_iCurrentWeapon ; #line 1249 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" switch(iWeapon ){ #line 1250 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_NONE : #line 1251 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1252 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_KNIFE : case WEAPON_COLT : case WEAPON_DOUBLECOLT : #line 1253 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" iAnim += BODY_ANIM_COLT_SWIM_STAND - BODY_ANIM_COLT_STAND ; #line 1254 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1255 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SINGLESHOTGUN : case WEAPON_DOUBLESHOTGUN : case WEAPON_TOMMYGUN : #line 1256 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SNIPER : case WEAPON_LASER : case WEAPON_FLAMER : #line 1257 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" iAnim += BODY_ANIM_SHOTGUN_SWIM_STAND - BODY_ANIM_SHOTGUN_STAND ; #line 1258 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1259 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_MINIGUN : case WEAPON_ROCKETLAUNCHER : case WEAPON_GRENADELAUNCHER : #line 1260 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_IRONCANNON : case WEAPON_CHAINSAW : #line 1261 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" iAnim += BODY_ANIM_MINIGUN_SWIM_STAND - BODY_ANIM_MINIGUN_STAND ; #line 1262 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1263 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1264 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1265 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bAttacking = FALSE ; #line 1266 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = FALSE ; #line 1267 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetBodyAnimation (iAnim , ulFlags ); #line 1268 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(! (ulFlags & AOF_LOOPING )){ #line 1269 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SpawnReminder (this , m_fBodyAnimTime , (INDEX) AA_ATTACK ); #line 1270 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_tmAttackingDue = _pTimer -> CurrentTick () + m_fBodyAnimTime ; #line 1271 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1272 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bAttacking = TRUE ; #line 1273 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1274 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::FireAnimationOff(void) { #line 1275 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bAttacking = FALSE ; #line 1276 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1284 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::BodyAnimationTemplate(INDEX iNone,INDEX iColt,INDEX iShotgun,INDEX iMinigun,ULONG ulFlags) { #line 1285 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" INDEX iWeapon = ((CPlayerWeapons &) * (((CPlayer &) * m_penPlayer ) . m_penWeapons )) . m_iCurrentWeapon ; #line 1286 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" switch(iWeapon ){ #line 1287 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_NONE : #line 1288 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetBodyAnimation (iNone , ulFlags ); #line 1289 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1290 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_KNIFE : case WEAPON_COLT : case WEAPON_DOUBLECOLT : #line 1291 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bSwim ){iColt += BODY_ANIM_COLT_SWIM_STAND - BODY_ANIM_COLT_STAND ;} #line 1292 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetBodyAnimation (iColt , ulFlags ); #line 1293 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1294 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SINGLESHOTGUN : case WEAPON_DOUBLESHOTGUN : case WEAPON_TOMMYGUN : #line 1295 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SNIPER : case WEAPON_LASER : case WEAPON_FLAMER : #line 1296 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bSwim ){iShotgun += BODY_ANIM_SHOTGUN_SWIM_STAND - BODY_ANIM_SHOTGUN_STAND ;} #line 1297 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetBodyAnimation (iShotgun , ulFlags ); #line 1298 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1299 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_MINIGUN : case WEAPON_ROCKETLAUNCHER : case WEAPON_GRENADELAUNCHER : #line 1300 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_IRONCANNON : case WEAPON_CHAINSAW : #line 1301 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(m_bSwim ){iMinigun += BODY_ANIM_MINIGUN_SWIM_STAND - BODY_ANIM_MINIGUN_STAND ;} #line 1302 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetBodyAnimation (iMinigun , ulFlags ); #line 1303 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1304 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" default : ASSERTALWAYS ("Player Animator - Unknown weapon"); #line 1305 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1306 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1309 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::BodyWalkAnimation() { #line 1310 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyAnimationTemplate (BODY_ANIM_NORMALWALK , #line 1311 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BODY_ANIM_COLT_STAND , BODY_ANIM_SHOTGUN_STAND , BODY_ANIM_MINIGUN_STAND , #line 1312 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AOF_LOOPING | AOF_NORESTART ); #line 1313 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1316 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::BodyStillAnimation() { #line 1317 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyAnimationTemplate (BODY_ANIM_WAIT , #line 1318 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BODY_ANIM_COLT_STAND , BODY_ANIM_SHOTGUN_STAND , BODY_ANIM_MINIGUN_STAND , #line 1319 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" AOF_LOOPING | AOF_NORESTART ); #line 1320 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1323 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::BodyPushAnimation() { #line 1324 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bAttacking = FALSE ; #line 1325 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = FALSE ; #line 1326 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyAnimationTemplate (BODY_ANIM_WAIT , #line 1327 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BODY_ANIM_COLT_REDRAW , BODY_ANIM_SHOTGUN_REDRAW , BODY_ANIM_MINIGUN_REDRAW , 0); #line 1328 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = TRUE ; #line 1329 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1332 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::RemoveWeapon(void) #line 1333 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" { #line 1334 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1335 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel = & (pl . GetModelObject () -> GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ) -> amo_moModelObject ); #line 1336 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" switch(m_iWeaponLast ){ #line 1337 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_NONE : #line 1338 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_KNIFE : #line 1339 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_KNIFE ); #line 1340 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1341 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_DOUBLECOLT : #line 1342 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_COLT_LEFT ); #line 1344 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel = & (pl . GetModelObject () -> GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ) -> amo_moModelObject ); #line 1345 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_COLT : #line 1346 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_COLT_RIGHT ); #line 1347 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1348 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SINGLESHOTGUN : #line 1349 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_SINGLE_SHOTGUN ); #line 1350 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1351 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_DOUBLESHOTGUN : #line 1352 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_DOUBLE_SHOTGUN ); #line 1353 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1354 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_TOMMYGUN : #line 1355 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_TOMMYGUN ); #line 1356 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1357 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SNIPER : #line 1358 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_FLAMER ); #line 1359 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1360 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_MINIGUN : #line 1361 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_MINIGUN ); #line 1362 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1363 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_ROCKETLAUNCHER : #line 1364 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_ROCKET_LAUNCHER ); #line 1365 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1366 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_GRENADELAUNCHER : #line 1367 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_GRENADE_LAUNCHER ); #line 1368 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1375 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_FLAMER : #line 1376 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_FLAMER ); #line 1377 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1378 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_CHAINSAW : #line 1379 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_MINIGUN ); #line 1380 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1381 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_LASER : #line 1382 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_LASER ); #line 1383 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1387 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_IRONCANNON : #line 1389 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_CANNON ); #line 1390 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1391 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" default : #line 1392 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ASSERT (FALSE ); #line 1393 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1395 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SyncWeapon (); #line 1396 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1399 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::BodyPullAnimation() { #line 1401 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" RemoveWeapon (); #line 1404 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetWeapon (); #line 1407 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = FALSE ; #line 1408 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BodyAnimationTemplate (BODY_ANIM_WAIT , #line 1409 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" BODY_ANIM_COLT_DRAW , BODY_ANIM_SHOTGUN_DRAW , BODY_ANIM_MINIGUN_DRAW , 0); #line 1410 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" INDEX iWeapon = ((CPlayerWeapons &) * (((CPlayer &) * m_penPlayer ) . m_penWeapons )) . m_iCurrentWeapon ; #line 1411 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(iWeapon != WEAPON_NONE ){ #line 1412 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = TRUE ; #line 1413 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SpawnReminder (this , m_fBodyAnimTime , (INDEX) AA_PULLWEAPON ); #line 1414 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1416 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SyncWeapon (); #line 1417 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1420 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::BodyPullItemAnimation() { #line 1422 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" RemoveWeapon (); #line 1425 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = FALSE ; #line 1426 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetBodyAnimation (BODY_ANIM_STATUE_PULL , 0); #line 1427 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = TRUE ; #line 1428 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SpawnReminder (this , m_fBodyAnimTime , (INDEX) AA_PULLWEAPON ); #line 1430 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SyncWeapon (); #line 1431 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1434 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::BodyPickItemAnimation() { #line 1436 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" RemoveWeapon (); #line 1439 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = FALSE ; #line 1440 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetBodyAnimation (BODY_ANIM_KEYLIFT , 0); #line 1441 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_bChangeWeapon = TRUE ; #line 1442 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SpawnReminder (this , m_fBodyAnimTime , (INDEX) AA_PULLWEAPON ); #line 1444 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SyncWeapon (); #line 1445 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1448 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::BodyRemoveItem() { #line 1449 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1450 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel = & (pl . GetModelObject () -> GetAttachmentModel (PLAYER_ATTACHMENT_TORSO ) -> amo_moModelObject ); #line 1451 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pmoModel -> RemoveAttachmentModel (BODY_ATTACHMENT_ITEM ); #line 1453 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SyncWeapon (); #line 1454 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1460 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::OnPreRender(void) { #line 1461 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ControlFlareAttachment (); #line 1464 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayerWeapons & plw = (CPlayerWeapons &) * (((CPlayer &) * m_penPlayer ) . m_penWeapons ); #line 1465 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(plw . m_iCurrentWeapon == WEAPON_MINIGUN ){ #line 1466 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ANGLE aAngle = Lerp (plw . m_aMiniGunLast , plw . m_aMiniGun , _pTimer -> GetLerpFactor ()); #line 1468 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1469 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamo = pl . GetModelObject () -> GetAttachmentModelList ( #line 1470 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" PLAYER_ATTACHMENT_TORSO , BODY_ATTACHMENT_MINIGUN , MINIGUNITEM_ATTACHMENT_BARRELS , - 1); #line 1471 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pamo != NULL ){ #line 1472 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamo -> amo_plRelative . pl_OrientationAngle (3) = aAngle ; #line 1473 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1474 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1475 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1478 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::ShowFlare(INDEX iAttachWeapon,INDEX iAttachObject,INDEX iAttachFlare) { #line 1479 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1480 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamo = pl . GetModelObject () -> GetAttachmentModelList ( #line 1481 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" PLAYER_ATTACHMENT_TORSO , iAttachWeapon , iAttachObject , iAttachFlare , - 1); #line 1482 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pamo != NULL ){ #line 1483 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pamo -> amo_plRelative . pl_OrientationAngle (3) = (rand () * 360.0f) / RAND_MAX ; #line 1484 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject & mo = pamo -> amo_moModelObject ; #line 1485 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo . StretchModel (FLOAT3D (1 , 1 , 1)); #line 1486 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1487 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1490 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::HideFlare(INDEX iAttachWeapon,INDEX iAttachObject,INDEX iAttachFlare) { #line 1491 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer & pl = (CPlayer &) * m_penPlayer ; #line 1492 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CAttachmentModelObject * pamo = pl . GetModelObject () -> GetAttachmentModelList ( #line 1493 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" PLAYER_ATTACHMENT_TORSO , iAttachWeapon , iAttachObject , iAttachFlare , - 1); #line 1494 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pamo != NULL ){ #line 1495 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject & mo = pamo -> amo_moModelObject ; #line 1496 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" mo . StretchModel (FLOAT3D (0 , 0 , 0)); #line 1497 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1498 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1501 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void CPlayerAnimator::ControlFlareAttachment(void) #line 1502 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" { #line 1509 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayerAnimator * pen = (CPlayerAnimator *) GetPredictionTail (); #line 1511 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" INDEX iWeapon = ((CPlayerWeapons &) * (((CPlayer &) * pen -> m_penPlayer ) . m_penWeapons )) . m_iCurrentWeapon ; #line 1513 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(iWeapon == WEAPON_DOUBLECOLT ){ #line 1515 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pen -> m_iSecondFlare == FLARE_ADD ){ #line 1516 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pen -> m_iSecondFlare = FLARE_REMOVE ; #line 1517 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ShowFlare (BODY_ATTACHMENT_COLT_LEFT , COLTITEM_ATTACHMENT_BODY , COLTMAIN_ATTACHMENT_FLARE ); #line 1519 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(m_iSecondFlare == FLARE_REMOVE ){ #line 1520 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" HideFlare (BODY_ATTACHMENT_COLT_LEFT , COLTITEM_ATTACHMENT_BODY , COLTMAIN_ATTACHMENT_FLARE ); #line 1521 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1522 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1525 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" if(pen -> m_iFlare == FLARE_ADD ){ #line 1526 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pen -> m_iFlare = FLARE_REMOVE ; #line 1527 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" pen -> m_tmFlareAdded = _pTimer -> CurrentTick (); #line 1528 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" switch(iWeapon ){ #line 1529 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_DOUBLECOLT : case WEAPON_COLT : #line 1530 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ShowFlare (BODY_ATTACHMENT_COLT_RIGHT , COLTITEM_ATTACHMENT_BODY , COLTMAIN_ATTACHMENT_FLARE ); #line 1531 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1532 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SINGLESHOTGUN : #line 1533 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ShowFlare (BODY_ATTACHMENT_SINGLE_SHOTGUN , SINGLESHOTGUNITEM_ATTACHMENT_BARRELS , BARRELS_ATTACHMENT_FLARE ); #line 1534 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1535 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_DOUBLESHOTGUN : #line 1536 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ShowFlare (BODY_ATTACHMENT_DOUBLE_SHOTGUN , DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS , DSHOTGUNBARRELS_ATTACHMENT_FLARE ); #line 1537 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1538 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_TOMMYGUN : #line 1539 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ShowFlare (BODY_ATTACHMENT_TOMMYGUN , TOMMYGUNITEM_ATTACHMENT_BODY , BODY_ATTACHMENT_FLARE ); #line 1540 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1541 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SNIPER : #line 1542 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ShowFlare (BODY_ATTACHMENT_FLAMER , SNIPERITEM_ATTACHMENT_BODY , BODY_ATTACHMENT_FLARE ); #line 1543 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1544 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_MINIGUN : #line 1545 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ShowFlare (BODY_ATTACHMENT_MINIGUN , MINIGUNITEM_ATTACHMENT_BODY , BODY_ATTACHMENT_FLARE ); #line 1546 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1547 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1549 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }else if(m_iFlare == FLARE_REMOVE && #line 1550 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" _pTimer -> CurrentTick () > pen -> m_tmFlareAdded + _pTimer -> TickQuantum ){ #line 1551 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" switch(iWeapon ){ #line 1552 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_DOUBLECOLT : case WEAPON_COLT : #line 1553 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" HideFlare (BODY_ATTACHMENT_COLT_RIGHT , COLTITEM_ATTACHMENT_BODY , COLTMAIN_ATTACHMENT_FLARE ); #line 1554 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1555 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SINGLESHOTGUN : #line 1556 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" HideFlare (BODY_ATTACHMENT_SINGLE_SHOTGUN , SINGLESHOTGUNITEM_ATTACHMENT_BARRELS , BARRELS_ATTACHMENT_FLARE ); #line 1557 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1558 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_DOUBLESHOTGUN : #line 1559 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" HideFlare (BODY_ATTACHMENT_DOUBLE_SHOTGUN , DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS , DSHOTGUNBARRELS_ATTACHMENT_FLARE ); #line 1560 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1561 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_TOMMYGUN : #line 1562 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" HideFlare (BODY_ATTACHMENT_TOMMYGUN , TOMMYGUNITEM_ATTACHMENT_BODY , BODY_ATTACHMENT_FLARE ); #line 1563 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1564 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_SNIPER : #line 1565 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" HideFlare (BODY_ATTACHMENT_FLAMER , SNIPERITEM_ATTACHMENT_BODY , BODY_ATTACHMENT_FLARE ); #line 1566 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1567 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case WEAPON_MINIGUN : #line 1568 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" HideFlare (BODY_ATTACHMENT_MINIGUN , MINIGUNITEM_ATTACHMENT_BODY , BODY_ATTACHMENT_FLARE ); #line 1569 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" break ; #line 1570 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1571 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1572 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } BOOL CPlayerAnimator:: #line 1580 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ReminderAction(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CPlayerAnimator_ReminderAction ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EReminder, "CPlayerAnimator::ReminderAction expects 'EReminder' as input!"); const EReminder &er = (const EReminder &)__eeInput; #line 1581 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" switch(er . iValue ){ #line 1582 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case AA_JUMPDOWN : m_bWaitJumpAnim = FALSE ;break ; #line 1583 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case AA_CROUCH : m_iCrouchDownWait --;ASSERT (m_iCrouchDownWait >= 0);break ; #line 1584 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case AA_RISE : m_iRiseUpWait --;ASSERT (m_iRiseUpWait >= 0);break ; #line 1585 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case AA_PULLWEAPON : m_bChangeWeapon = FALSE ;break ; #line 1586 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" case AA_ATTACK : if(m_tmAttackingDue <= _pTimer -> CurrentTick ()){m_bAttacking = FALSE ;}break ; #line 1587 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" default : ASSERTALWAYS ("Animator - unknown reminder action."); #line 1588 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" } #line 1589 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" Return(STATE_CURRENT,EBegin ()); #line 1589 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return TRUE; ASSERT(FALSE); return TRUE;};BOOL CPlayerAnimator:: #line 1592 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" Main(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT STATE_CPlayerAnimator_Main ASSERTMSG(__eeInput.ee_slEvent==EVENTCODE_EAnimatorInit, "CPlayerAnimator::Main expects 'EAnimatorInit' as input!"); const EAnimatorInit &eInit = (const EAnimatorInit &)__eeInput; #line 1594 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ASSERT (eInit . penPlayer != NULL ); #line 1595 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_penPlayer = eInit . penPlayer ; #line 1598 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" InitAsVoid (); #line 1599 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetFlags (GetFlags () | ENF_CROSSESLEVELS ); #line 1600 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetPhysicsFlags (EPF_MODEL_IMMATERIAL ); #line 1601 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetCollisionFlags (ECF_IMMATERIAL ); #line 1604 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" m_fLastActionTime = _pTimer -> CurrentTick (); #line 1606 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" SetTimerAt(THINKTIME_NEVER); Jump(STATE_CURRENT, 0x01960002, FALSE, EBegin());return TRUE;}BOOL CPlayerAnimator::H0x01960002_Main_01(const CEntityEvent &__eeInput) { #undef STATE_CURRENT #define STATE_CURRENT 0x01960002 switch(__eeInput.ee_slEvent){case(EVENTCODE_EBegin):{const EBegin&e= (EBegin&)__eeInput; return TRUE;}ASSERT(FALSE);break;case(EVENTCODE_EReminder):{const EReminder&er= (EReminder&)__eeInput; Call(STATE_CURRENT, STATE_CPlayerAnimator_ReminderAction, TRUE, er );return TRUE;}ASSERT(FALSE);break;case(EVENTCODE_EEnd):{const EEnd&e= (EEnd&)__eeInput; UnsetTimer();Jump(STATE_CURRENT,0x01960003, FALSE, EInternal());return TRUE;}ASSERT(FALSE);break;default: return FALSE; break; #line 1610 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" }return TRUE;}BOOL CPlayerAnimator::H0x01960003_Main_02(const CEntityEvent &__eeInput){ ASSERT(__eeInput.ee_slEvent==EVENTCODE_EInternal); #undef STATE_CURRENT #define STATE_CURRENT 0x01960003 #line 1613 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" Destroy (); #line 1615 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" Return(STATE_CURRENT,EVoid()); #line 1615 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" return TRUE; ASSERT(FALSE); return TRUE;};