/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 406 %{ #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" %} uses "EntitiesMP/Player"; uses "EntitiesMP/PlayerWeapons"; // input parameter for animator event EAnimatorInit { CEntityPointer penPlayer, // player owns it }; %{ // 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); } } %} class export CPlayerAnimator: CRationalEntity { name "Player Animator"; thumbnail ""; features "CanBePredictable"; properties: 1 CEntityPointer m_penPlayer, // player which owns it 5 BOOL m_bReference=FALSE, // player has reference (floor) 6 FLOAT m_fLastActionTime = 0.0f, // last action time for boring weapon animations 7 INDEX m_iContent = 0, // content type index 8 BOOL m_bWaitJumpAnim = FALSE, // wait legs anim (for jump end) 9 BOOL m_bCrouch = FALSE, // player crouch state 10 BOOL m_iCrouchDownWait = FALSE, // wait for crouch down 11 BOOL m_iRiseUpWait = FALSE, // wait for rise up 12 BOOL m_bChangeWeapon = FALSE, // wait for weapon change 13 BOOL m_bSwim = FALSE, // player in water 14 INDEX m_iFlare = FLARE_REMOVE, // 0-none, 1-remove, 2-add 15 INDEX m_iSecondFlare = FLARE_REMOVE, // 0-none, 1-remove, 2-add 16 BOOL m_bAttacking = FALSE, // currently firing weapon/swinging knife 19 FLOAT m_tmAttackingDue = -1.0f, // when firing animation is due 17 FLOAT m_tmFlareAdded = -1.0f, // for better flare add/remove 18 BOOL m_bDisableAnimating = FALSE, // player soft eyes on Y axis 20 FLOAT3D m_vLastPlayerPosition = FLOAT3D(0,0,0), // last player position for eyes movement 21 FLOAT m_fEyesYLastOffset = 0.0f, // eyes offset from player position 22 FLOAT m_fEyesYOffset = 0.0f, 23 FLOAT m_fEyesYSpeed = 0.0f, // eyes speed 27 FLOAT m_fWeaponYLastOffset = 0.0f, // eyes offset from player position 28 FLOAT m_fWeaponYOffset = 0.0f, 29 FLOAT m_fWeaponYSpeed = 0.0f, // eyes speed // recoil pitch // 24 FLOAT m_fRecoilLastOffset = 0.0f, // eyes offset from player position // 25 FLOAT m_fRecoilOffset = 0.0f, // 26 FLOAT m_fRecoilSpeed = 0.0f, // eyes speed // player banking when moving 30 BOOL m_bMoving = FALSE, 31 FLOAT m_fMoveLastBanking = 0.0f, 32 FLOAT m_fMoveBanking = 0.0f, 33 BOOL m_iMovingSide = 0, 34 BOOL m_bSidestepBankingLeft = FALSE, 35 BOOL m_bSidestepBankingRight = FALSE, 36 FLOAT m_fSidestepLastBanking = 0.0f, 37 FLOAT m_fSidestepBanking = 0.0f, 38 INDEX m_iWeaponLast = -1, 39 FLOAT m_fBodyAnimTime = -1.0f, { CModelObject *pmoModel; } components: 1 class CLASS_REMINDER "Classes\\Reminder.ecl", // ************** KNIFE ************** 20 model MODEL_KNIFE "Models\\Weapons\\Knife\\KnifeItem.mdl", 22 texture TEXTURE_KNIFE "Models\\Weapons\\Knife\\KnifeItem.tex", // ************** COLT ************** 30 model MODEL_COLT "Models\\Weapons\\Colt\\ColtItem.mdl", 31 model MODEL_COLTCOCK "Models\\Weapons\\Colt\\ColtCock.mdl", 32 model MODEL_COLTMAIN "Models\\Weapons\\Colt\\ColtMain.mdl", 33 model MODEL_COLTBULLETS "Models\\Weapons\\Colt\\ColtBullets.mdl", 34 texture TEXTURE_COLTBULLETS "Models\\Weapons\\Colt\\ColtBullets.tex", 35 texture TEXTURE_COLTMAIN "Models\\Weapons\\Colt\\ColtMain.tex", 36 texture TEXTURE_COLTCOCK "Models\\Weapons\\Colt\\ColtCock.tex", // ************** SINGLE SHOTGUN ************ 40 model MODEL_SINGLESHOTGUN "Models\\Weapons\\SingleShotgun\\SingleShotgunItem.mdl", 41 model MODEL_SS_SLIDER "Models\\Weapons\\SingleShotgun\\Slider.mdl", 42 model MODEL_SS_HANDLE "Models\\Weapons\\SingleShotgun\\Handle.mdl", 43 model MODEL_SS_BARRELS "Models\\Weapons\\SingleShotgun\\Barrels.mdl", 44 texture TEXTURE_SS_HANDLE "Models\\Weapons\\SingleShotgun\\Handle.tex", 45 texture TEXTURE_SS_BARRELS "Models\\Weapons\\SingleShotgun\\Barrels.tex", // ************** DOUBLE SHOTGUN ************** 50 model MODEL_DOUBLESHOTGUN "Models\\Weapons\\DoubleShotgun\\DoubleShotgunItem.mdl", 51 model MODEL_DS_HANDLE "Models\\Weapons\\DoubleShotgun\\Dshotgunhandle.mdl", 52 model MODEL_DS_BARRELS "Models\\Weapons\\DoubleShotgun\\Dshotgunbarrels.mdl", 54 model MODEL_DS_SWITCH "Models\\Weapons\\DoubleShotgun\\Switch.mdl", 56 texture TEXTURE_DS_HANDLE "Models\\Weapons\\DoubleShotgun\\Handle.tex", 57 texture TEXTURE_DS_BARRELS "Models\\Weapons\\DoubleShotgun\\Barrels.tex", 58 texture TEXTURE_DS_SWITCH "Models\\Weapons\\DoubleShotgun\\Switch.tex", // ************** TOMMYGUN ************** 70 model MODEL_TOMMYGUN "Models\\Weapons\\TommyGun\\TommyGunItem.mdl", 71 model MODEL_TG_BODY "Models\\Weapons\\TommyGun\\Body.mdl", 72 model MODEL_TG_SLIDER "Models\\Weapons\\TommyGun\\Slider.mdl", 73 texture TEXTURE_TG_BODY "Models\\Weapons\\TommyGun\\Body.tex", // ************** MINIGUN ************** 80 model MODEL_MINIGUN "Models\\Weapons\\MiniGun\\MiniGunItem.mdl", 81 model MODEL_MG_BARRELS "Models\\Weapons\\MiniGun\\Barrels.mdl", 82 model MODEL_MG_BODY "Models\\Weapons\\MiniGun\\Body.mdl", 83 model MODEL_MG_ENGINE "Models\\Weapons\\MiniGun\\Engine.mdl", 84 texture TEXTURE_MG_BODY "Models\\Weapons\\MiniGun\\Body.tex", 99 texture TEXTURE_MG_BARRELS "Models\\Weapons\\MiniGun\\Barrels.tex", // ************** ROCKET LAUNCHER ************** 90 model MODEL_ROCKETLAUNCHER "Models\\Weapons\\RocketLauncher\\RocketLauncherItem.mdl", 91 model MODEL_RL_BODY "Models\\Weapons\\RocketLauncher\\Body.mdl", 92 texture TEXTURE_RL_BODY "Models\\Weapons\\RocketLauncher\\Body.tex", 93 model MODEL_RL_ROTATINGPART "Models\\Weapons\\RocketLauncher\\RotatingPart.mdl", 94 texture TEXTURE_RL_ROTATINGPART "Models\\Weapons\\RocketLauncher\\RotatingPart.tex", 95 model MODEL_RL_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl", 96 texture TEXTURE_RL_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex", // ************** GRENADE LAUNCHER ************** 100 model MODEL_GRENADELAUNCHER "Models\\Weapons\\GrenadeLauncher\\GrenadeLauncherItem.mdl", 101 model MODEL_GL_BODY "Models\\Weapons\\GrenadeLauncher\\Body.mdl", 102 model MODEL_GL_MOVINGPART "Models\\Weapons\\GrenadeLauncher\\MovingPipe.mdl", 103 model MODEL_GL_GRENADE "Models\\Weapons\\GrenadeLauncher\\GrenadeBack.mdl", 104 texture TEXTURE_GL_BODY "Models\\Weapons\\GrenadeLauncher\\Body.tex", 105 texture TEXTURE_GL_MOVINGPART "Models\\Weapons\\GrenadeLauncher\\MovingPipe.tex", // ************** SNIPER ************** 110 model MODEL_SNIPER "ModelsMP\\Weapons\\Sniper\\Sniper.mdl", 111 model MODEL_SNIPER_BODY "ModelsMP\\Weapons\\Sniper\\Body.mdl", 112 texture TEXTURE_SNIPER_BODY "ModelsMP\\Weapons\\Sniper\\Body.tex", /* // ************** PIPEBOMB ************** 110 model MODEL_PIPEBOMB_STICK "Models\\Weapons\\Pipebomb\\StickItem.mdl", 112 model MODEL_PB_BUTTON "Models\\Weapons\\Pipebomb\\Button.mdl", 113 model MODEL_PB_SHIELD "Models\\Weapons\\Pipebomb\\Shield.mdl", 114 model MODEL_PB_STICK "Models\\Weapons\\Pipebomb\\Stick.mdl", 115 model MODEL_PB_BOMB "Models\\Weapons\\Pipebomb\\Bomb.mdl", 116 texture TEXTURE_PB_STICK "Models\\Weapons\\Pipebomb\\Stick.tex", 117 texture TEXTURE_PB_BOMB "Models\\Weapons\\Pipebomb\\Bomb.tex", */ // ************** FLAMER ************** 130 model MODEL_FLAMER "ModelsMP\\Weapons\\Flamer\\FlamerItem.mdl", 131 model MODEL_FL_BODY "ModelsMP\\Weapons\\Flamer\\Body.mdl", 132 model MODEL_FL_RESERVOIR "ModelsMP\\Weapons\\Flamer\\FuelReservoir.mdl", 133 model MODEL_FL_FLAME "ModelsMP\\Weapons\\Flamer\\Flame.mdl", 134 texture TEXTURE_FL_BODY "ModelsMP\\Weapons\\Flamer\\Body.tex", 135 texture TEXTURE_FL_FLAME "ModelsMP\\Effects\\Flame\\Flame.tex", 136 texture TEXTURE_FL_FUELRESERVOIR "ModelsMP\\Weapons\\Flamer\\FuelReservoir.tex", // ************** LASER ************** 140 model MODEL_LASER "Models\\Weapons\\Laser\\LaserItem.mdl", 141 model MODEL_LS_BODY "Models\\Weapons\\Laser\\Body.mdl", 142 model MODEL_LS_BARREL "Models\\Weapons\\Laser\\Barrel.mdl", 143 texture TEXTURE_LS_BODY "Models\\Weapons\\Laser\\Body.tex", 144 texture TEXTURE_LS_BARREL "Models\\Weapons\\Laser\\Barrel.tex", // ************** CHAINSAW ************** 150 model MODEL_CHAINSAW "ModelsMP\\Weapons\\Chainsaw\\ChainsawForPlayer.mdl", 151 model MODEL_CS_BODY "ModelsMP\\Weapons\\Chainsaw\\BodyForPlayer.mdl", 152 model MODEL_CS_BLADE "ModelsMP\\Weapons\\Chainsaw\\Blade.mdl", 153 model MODEL_CS_TEETH "ModelsMP\\Weapons\\Chainsaw\\Teeth.mdl", 154 texture TEXTURE_CS_BODY "ModelsMP\\Weapons\\Chainsaw\\Body.tex", 155 texture TEXTURE_CS_BLADE "ModelsMP\\Weapons\\Chainsaw\\Blade.tex", 156 texture TEXTURE_CS_TEETH "ModelsMP\\Weapons\\Chainsaw\\Teeth.tex", // ************** GHOSTBUSTER ************** /* 150 model MODEL_GHOSTBUSTER "Models\\Weapons\\GhostBuster\\GhostBusterItem.mdl", 151 model MODEL_GB_BODY "Models\\Weapons\\GhostBuster\\Body.mdl", 152 model MODEL_GB_ROTATOR "Models\\Weapons\\GhostBuster\\Rotator.mdl", 153 model MODEL_GB_EFFECT1 "Models\\Weapons\\GhostBuster\\Effect01.mdl", 154 model MODEL_GB_EFFECT1FLARE "Models\\Weapons\\GhostBuster\\EffectFlare01.mdl", 155 texture TEXTURE_GB_ROTATOR "Models\\Weapons\\GhostBuster\\Rotator.tex", 156 texture TEXTURE_GB_BODY "Models\\Weapons\\GhostBuster\\Body.tex", 157 texture TEXTURE_GB_LIGHTNING "Models\\Weapons\\GhostBuster\\Lightning.tex", 158 texture TEXTURE_GB_FLARE "Models\\Weapons\\GhostBuster\\EffectFlare.tex", */ // ************** CANNON ************** 170 model MODEL_CANNON "Models\\Weapons\\Cannon\\Cannon.mdl", 171 model MODEL_CN_BODY "Models\\Weapons\\Cannon\\Body.mdl", 173 texture TEXTURE_CANNON "Models\\Weapons\\Cannon\\Body.tex", //174 model MODEL_CN_NUKEBOX "Models\\Weapons\\Cannon\\NukeBox.mdl", //175 model MODEL_CN_LIGHT "Models\\Weapons\\Cannon\\Light.mdl", // ************** AMON STATUE ************** 180 model MODEL_GOLDAMON "Models\\Ages\\Egypt\\Gods\\Amon\\AmonGold.mdl", 181 texture TEXTURE_GOLDAMON "Models\\Ages\\Egypt\\Gods\\Amon\\AmonGold.tex", // ************** REFLECTIONS ************** 200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex", 201 texture TEX_REFL_BWRIPLES02 "Models\\ReflectionTextures\\BWRiples02.tex", 202 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex", 203 texture TEX_REFL_LIGHTBLUEMETAL01 "Models\\ReflectionTextures\\LightBlueMetal01.tex", 204 texture TEX_REFL_DARKMETAL "Models\\ReflectionTextures\\DarkMetal.tex", 205 texture TEX_REFL_PURPLE01 "Models\\ReflectionTextures\\Purple01.tex", 206 texture TEX_REFL_GOLD01 "Models\\ReflectionTextures\\Gold01.tex", // ************** SPECULAR ************** 210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex", 211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex", 212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex", // ************** FLARES ************** 250 model MODEL_FLARE02 "Models\\Effects\\Weapons\\Flare02\\Flare.mdl", 251 texture TEXTURE_FLARE02 "Models\\Effects\\Weapons\\Flare02\\Flare.tex", functions: /* Read from stream. */ void Read_t( CTStream *istr) // throw char * { CRationalEntity::Read_t(istr); } void Precache(void) { INDEX iAvailableWeapons = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iAvailableWeapons; CPlayerAnimator_Precache(iAvailableWeapons); } CPlayer *GetPlayer(void) { return ((CPlayer*)&*m_penPlayer); } CModelObject *GetBody(void) { CAttachmentModelObject *pamoBody = GetPlayer()->GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO); if (pamoBody==NULL) { return NULL; } return &pamoBody->amo_moModelObject; } CModelObject *GetBodyRen(void) { CAttachmentModelObject *pamoBody = GetPlayer()->m_moRender.GetAttachmentModel(PLAYER_ATTACHMENT_TORSO); if (pamoBody==NULL) { return NULL; } return &pamoBody->amo_moModelObject; } // Set components void SetComponents(CModelObject *mo, ULONG ulIDModel, ULONG ulIDTexture, ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) { // model data mo->SetData(GetModelDataForComponent(ulIDModel)); // texture data mo->mo_toTexture.SetData(GetTextureDataForComponent(ulIDTexture)); // reflection texture data if (ulIDReflectionTexture>0) { mo->mo_toReflection.SetData(GetTextureDataForComponent(ulIDReflectionTexture)); } else { mo->mo_toReflection.SetData(NULL); } // specular texture data if (ulIDSpecularTexture>0) { mo->mo_toSpecular.SetData(GetTextureDataForComponent(ulIDSpecularTexture)); } else { mo->mo_toSpecular.SetData(NULL); } // bump texture data if (ulIDBumpTexture>0) { mo->mo_toBump.SetData(GetTextureDataForComponent(ulIDBumpTexture)); } else { mo->mo_toBump.SetData(NULL); } ModelChangeNotify(); }; // Add attachment model void AddAttachmentModel(CModelObject *mo, INDEX iAttachment, ULONG ulIDModel, ULONG ulIDTexture, ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) { SetComponents(&mo->AddAttachmentModel(iAttachment)->amo_moModelObject, ulIDModel, ulIDTexture, ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture); }; // Add weapon attachment void AddWeaponAttachment(INDEX iAttachment, ULONG ulIDModel, ULONG ulIDTexture, ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) { AddAttachmentModel(pmoModel, iAttachment, ulIDModel, ulIDTexture, ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture); }; // set active attachment (model) void SetAttachment(INDEX iAttachment) { pmoModel = &(pmoModel->GetAttachmentModel(iAttachment)->amo_moModelObject); }; // synchronize any possible weapon attachment(s) with default appearance void SyncWeapon(void) { CModelObject *pmoBodyRen = GetBodyRen(); CModelObject *pmoBodyDef = GetBody(); // for each weapon attachment for (INDEX iWeapon = BODY_ATTACHMENT_COLT_RIGHT; iWeapon<=BODY_ATTACHMENT_ITEM; iWeapon++) { CAttachmentModelObject *pamoWeapDef = pmoBodyDef->GetAttachmentModel(iWeapon); CAttachmentModelObject *pamoWeapRen = pmoBodyRen->GetAttachmentModel(iWeapon); // if it doesn't exist in either if (pamoWeapRen==NULL && pamoWeapDef==NULL) { // just skip it NOTHING; // if exists only in rendering model } else if (pamoWeapRen!=NULL && pamoWeapDef==NULL) { // remove it from rendering delete pamoWeapRen; // if exists only in default } else if (pamoWeapRen==NULL && pamoWeapDef!=NULL) { // add it to rendering pamoWeapRen = pmoBodyRen->AddAttachmentModel(iWeapon); pamoWeapRen->amo_plRelative = pamoWeapDef->amo_plRelative; pamoWeapRen->amo_moModelObject.Copy(pamoWeapDef->amo_moModelObject); // if exists in both } else { // just synchronize pamoWeapRen->amo_plRelative = pamoWeapDef->amo_plRelative; pamoWeapRen->amo_moModelObject.Synchronize(pamoWeapDef->amo_moModelObject); } } } // set weapon void SetWeapon(void) { INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iCurrentWeapon; m_iWeaponLast = iWeapon; CPlayer &pl = (CPlayer&)*m_penPlayer; pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject); switch (iWeapon) { // *********** KNIFE *********** case WEAPON_KNIFE: AddWeaponAttachment(BODY_ATTACHMENT_KNIFE, MODEL_KNIFE, TEXTURE_KNIFE, TEX_REFL_BWRIPLES02, TEX_SPEC_WEAK, 0); break; // *********** DOUBLE COLT *********** case WEAPON_DOUBLECOLT: AddWeaponAttachment(BODY_ATTACHMENT_COLT_LEFT, MODEL_COLT, TEXTURE_COLTMAIN, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_COLT_LEFT); AddWeaponAttachment(COLTITEM_ATTACHMENT_BULLETS, MODEL_COLTBULLETS, TEXTURE_COLTBULLETS, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(COLTITEM_ATTACHMENT_COCK, MODEL_COLTCOCK, TEXTURE_COLTCOCK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(COLTITEM_ATTACHMENT_BODY, MODEL_COLTMAIN, TEXTURE_COLTMAIN, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); SetAttachment(COLTITEM_ATTACHMENT_BODY); AddWeaponAttachment(COLTMAIN_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0); // reset to player body pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject); // *********** COLT *********** case WEAPON_COLT: AddWeaponAttachment(BODY_ATTACHMENT_COLT_RIGHT, MODEL_COLT, TEXTURE_COLTMAIN, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_COLT_RIGHT); AddWeaponAttachment(COLTITEM_ATTACHMENT_BULLETS, MODEL_COLTBULLETS, TEXTURE_COLTBULLETS, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(COLTITEM_ATTACHMENT_COCK, MODEL_COLTCOCK, TEXTURE_COLTCOCK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(COLTITEM_ATTACHMENT_BODY, MODEL_COLTMAIN, TEXTURE_COLTMAIN, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); SetAttachment(COLTITEM_ATTACHMENT_BODY); AddWeaponAttachment(COLTMAIN_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0); break; // *********** SINGLE SHOTGUN *********** case WEAPON_SINGLESHOTGUN: AddWeaponAttachment(BODY_ATTACHMENT_SINGLE_SHOTGUN, MODEL_SINGLESHOTGUN, TEXTURE_SS_HANDLE, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_SINGLE_SHOTGUN); AddWeaponAttachment(SINGLESHOTGUNITEM_ATTACHMENT_BARRELS, MODEL_SS_BARRELS, TEXTURE_SS_BARRELS, TEX_REFL_DARKMETAL, TEX_SPEC_WEAK, 0); AddWeaponAttachment(SINGLESHOTGUNITEM_ATTACHMENT_HANDLE, MODEL_SS_HANDLE, TEXTURE_SS_HANDLE, TEX_REFL_DARKMETAL, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(SINGLESHOTGUNITEM_ATTACHMENT_SLIDER, MODEL_SS_SLIDER, TEXTURE_SS_BARRELS, TEX_REFL_DARKMETAL, TEX_SPEC_MEDIUM, 0); SetAttachment(SINGLESHOTGUNITEM_ATTACHMENT_BARRELS); AddWeaponAttachment(BARRELS_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0); break; // *********** DOUBLE SHOTGUN *********** case WEAPON_DOUBLESHOTGUN: AddWeaponAttachment(BODY_ATTACHMENT_DOUBLE_SHOTGUN, MODEL_DOUBLESHOTGUN, TEXTURE_DS_HANDLE, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_DOUBLE_SHOTGUN); AddWeaponAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS, MODEL_DS_BARRELS, TEXTURE_DS_BARRELS, TEX_REFL_BWRIPLES01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_HANDLE, MODEL_DS_HANDLE, TEXTURE_DS_HANDLE, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_SWITCH, MODEL_DS_SWITCH, TEXTURE_DS_SWITCH, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); SetAttachment(DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS); AddWeaponAttachment(DSHOTGUNBARRELS_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0); break; // *********** TOMMYGUN *********** case WEAPON_TOMMYGUN: AddWeaponAttachment(BODY_ATTACHMENT_TOMMYGUN, MODEL_TOMMYGUN, TEXTURE_TG_BODY, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_TOMMYGUN); AddWeaponAttachment(TOMMYGUNITEM_ATTACHMENT_BODY, MODEL_TG_BODY, TEXTURE_TG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(TOMMYGUNITEM_ATTACHMENT_SLIDER, MODEL_TG_SLIDER, TEXTURE_TG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); SetAttachment(TOMMYGUNITEM_ATTACHMENT_BODY); AddWeaponAttachment(BODY_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0); break; // *********** SNIPER *********** case WEAPON_SNIPER: AddWeaponAttachment(BODY_ATTACHMENT_FLAMER, MODEL_SNIPER, TEXTURE_SNIPER_BODY, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_FLAMER); AddWeaponAttachment(SNIPERITEM_ATTACHMENT_BODY, MODEL_SNIPER_BODY, TEXTURE_SNIPER_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); SetAttachment(SNIPERITEM_ATTACHMENT_BODY); AddWeaponAttachment(BODY_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0); break; // *********** MINIGUN *********** case WEAPON_MINIGUN: AddWeaponAttachment(BODY_ATTACHMENT_MINIGUN, MODEL_MINIGUN, TEXTURE_MG_BODY, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_MINIGUN); AddWeaponAttachment(MINIGUNITEM_ATTACHMENT_BARRELS, MODEL_MG_BARRELS, TEXTURE_MG_BARRELS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(MINIGUNITEM_ATTACHMENT_BODY, MODEL_MG_BODY, TEXTURE_MG_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(MINIGUNITEM_ATTACHMENT_ENGINE, MODEL_MG_ENGINE, TEXTURE_MG_BARRELS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); SetAttachment(MINIGUNITEM_ATTACHMENT_BODY); AddWeaponAttachment(BODY_ATTACHMENT_FLARE, MODEL_FLARE02, TEXTURE_FLARE02, 0, 0, 0); break; // *********** ROCKET LAUNCHER *********** case WEAPON_ROCKETLAUNCHER: AddWeaponAttachment(BODY_ATTACHMENT_ROCKET_LAUNCHER, MODEL_ROCKETLAUNCHER, TEXTURE_RL_BODY, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_ROCKET_LAUNCHER); AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_BODY, MODEL_RL_BODY, TEXTURE_RL_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROTATINGPART, MODEL_RL_ROTATINGPART, TEXTURE_RL_ROTATINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET1, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET2, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET3, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET4, MODEL_RL_ROCKET, TEXTURE_RL_ROCKET, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); break; // *********** GRENADE LAUNCHER *********** case WEAPON_GRENADELAUNCHER: AddWeaponAttachment(BODY_ATTACHMENT_GRENADE_LAUNCHER, MODEL_GRENADELAUNCHER, TEXTURE_GL_BODY, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_GRENADE_LAUNCHER); AddWeaponAttachment(GRENADELAUNCHERITEM_ATTACHMENT_BODY, MODEL_GL_BODY, TEXTURE_GL_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(GRENADELAUNCHERITEM_ATTACHMENT_MOVING_PART, MODEL_GL_MOVINGPART, TEXTURE_GL_MOVINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(GRENADELAUNCHERITEM_ATTACHMENT_GRENADE, MODEL_GL_GRENADE, TEXTURE_GL_MOVINGPART, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); break; /* // *********** PIPEBOMB *********** case WEAPON_PIPEBOMB: AddWeaponAttachment(BODY_ATTACHMENT_COLT_RIGHT, MODEL_PIPEBOMB_STICK, TEXTURE_PB_STICK, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_COLT_RIGHT); AddWeaponAttachment(STICKITEM_ATTACHMENT_STICK, MODEL_PB_STICK, TEXTURE_PB_STICK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(STICKITEM_ATTACHMENT_SHIELD, MODEL_PB_SHIELD, TEXTURE_PB_STICK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(STICKITEM_ATTACHMENT_BUTTON, MODEL_PB_BUTTON, TEXTURE_PB_STICK, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); // reset to player body pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject); AddWeaponAttachment(BODY_ATTACHMENT_COLT_LEFT, MODEL_PB_BOMB, TEXTURE_PB_BOMB, TEX_REFL_LIGHTBLUEMETAL01, TEX_SPEC_MEDIUM, 0); break; */ // *********** FLAMER *********** case WEAPON_FLAMER: AddWeaponAttachment(BODY_ATTACHMENT_FLAMER, MODEL_FLAMER, TEXTURE_FL_BODY, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_FLAMER); AddWeaponAttachment(FLAMERITEM_ATTACHMENT_BODY, MODEL_FL_BODY, TEXTURE_FL_BODY, TEX_REFL_BWRIPLES02, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(FLAMERITEM_ATTACHMENT_FUEL, MODEL_FL_RESERVOIR, TEXTURE_FL_FUELRESERVOIR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(FLAMERITEM_ATTACHMENT_FLAME, MODEL_FL_FLAME, TEXTURE_FL_FLAME, 0, 0, 0); break; // *********** CHAINSAW *********** case WEAPON_CHAINSAW: { AddWeaponAttachment(BODY_ATTACHMENT_MINIGUN, MODEL_CHAINSAW, TEXTURE_CS_BODY, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_MINIGUN); AddWeaponAttachment(CHAINSAWFORPLAYER_ATTACHMENT_CHAINSAW, MODEL_CS_BODY, TEXTURE_CS_BODY, TEX_REFL_BWRIPLES02, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(CHAINSAWFORPLAYER_ATTACHMENT_BLADE, MODEL_CS_BLADE, TEXTURE_CS_BLADE, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); CModelObject *pmo = pmoModel; SetAttachment(CHAINSAWFORPLAYER_ATTACHMENT_BLADE); AddWeaponAttachment(BLADEFORPLAYER_ATTACHMENT_TEETH, MODEL_CS_TEETH, TEXTURE_CS_TEETH, 0, 0, 0); break; } // *********** LASER *********** case WEAPON_LASER: AddWeaponAttachment(BODY_ATTACHMENT_LASER, MODEL_LASER, TEXTURE_LS_BODY, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_LASER); AddWeaponAttachment(LASERITEM_ATTACHMENT_BODY, MODEL_LS_BODY, TEXTURE_LS_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(LASERITEM_ATTACHMENT_LEFTUP, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(LASERITEM_ATTACHMENT_LEFTDOWN, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(LASERITEM_ATTACHMENT_RIGHTUP, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(LASERITEM_ATTACHMENT_RIGHTDOWN, MODEL_LS_BARREL, TEXTURE_LS_BARREL, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); break; /* // *********** GHOSTBUSTER *********** case WEAPON_GHOSTBUSTER: { AddWeaponAttachment(BODY_ATTACHMENT_LASER, MODEL_GHOSTBUSTER, TEXTURE_GB_BODY, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_LASER); AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_BODY, MODEL_GB_BODY, TEXTURE_GB_BODY, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_ROTATOR, MODEL_GB_ROTATOR, TEXTURE_GB_ROTATOR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT01, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0); AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT02, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0); AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT03, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0); AddWeaponAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT04, MODEL_GB_EFFECT1, TEXTURE_GB_LIGHTNING, 0, 0, 0); CModelObject *pmo = pmoModel; SetAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT01); AddWeaponAttachment(EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0); pmoModel = pmo; SetAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT02); AddWeaponAttachment(EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0); pmoModel = pmo; SetAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT03); AddWeaponAttachment(EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0); pmoModel = pmo; SetAttachment(GHOSTBUSTERITEM_ATTACHMENT_EFFECT04); AddWeaponAttachment(EFFECT01_ATTACHMENT_FLARE, MODEL_GB_EFFECT1FLARE, TEXTURE_GB_FLARE, 0, 0, 0); break; } */ // *********** CANNON *********** case WEAPON_IRONCANNON: // case WEAPON_NUKECANNON: AddWeaponAttachment(BODY_ATTACHMENT_CANNON, MODEL_CANNON, TEXTURE_CANNON, 0, 0, 0); SetAttachment(BODY_ATTACHMENT_CANNON); AddWeaponAttachment(CANNON_ATTACHMENT_BODY, MODEL_CN_BODY, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); // AddWeaponAttachment(CANNON_ATTACHMENT_NUKEBOX, MODEL_CN_NUKEBOX, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); // AddWeaponAttachment(CANNON_ATTACHMENT_LIGHT, MODEL_CN_LIGHT, TEXTURE_CANNON, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); break; default: ASSERTALWAYS("Unknown weapon."); } // sync apperances SyncWeapon(); }; // set item void SetItem(CModelObject *pmo) { pmoModel = &(GetPlayer()->GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject); AddWeaponAttachment(BODY_ATTACHMENT_ITEM, MODEL_GOLDAMON, TEXTURE_GOLDAMON, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0); if (pmo!=NULL) { CPlayer &pl = (CPlayer&)*m_penPlayer; CAttachmentModelObject *pamo = pl.GetModelObject()->GetAttachmentModelList(PLAYER_ATTACHMENT_TORSO, BODY_ATTACHMENT_ITEM, -1); pmoModel = &(pamo->amo_moModelObject); pmoModel->Copy(*pmo); pmoModel->StretchModel(FLOAT3D(1,1,1)); pamo->amo_plRelative = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0)); } // sync apperances SyncWeapon(); } // set player body animation void SetBodyAnimation(INDEX iAnimation, ULONG ulFlags) { // on weapon change skip anim if (m_bChangeWeapon) { return; } // on firing skip anim if (m_bAttacking) { return; } // play body anim CPlayer &pl = (CPlayer&)*m_penPlayer; CModelObject &moBody = pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject; moBody.PlayAnim(iAnimation, ulFlags); m_fBodyAnimTime = moBody.GetAnimLength(iAnimation); // anim length }; /************************************************************ * INITIALIZE * ************************************************************/ void Initialize(void) { // set internal properties m_bReference = TRUE; m_bWaitJumpAnim = FALSE; m_bCrouch = FALSE; m_iCrouchDownWait = 0; m_iRiseUpWait = 0; m_bChangeWeapon = FALSE; m_bSwim = FALSE; m_bAttacking = FALSE; // clear eyes offsets m_fEyesYLastOffset = 0.0f; m_fEyesYOffset = 0.0f; m_fEyesYSpeed = 0.0f; m_fWeaponYLastOffset = 0.0f; m_fWeaponYOffset = 0.0f; m_fWeaponYSpeed = 0.0f; // m_fRecoilLastOffset = 0.0f; // m_fRecoilOffset = 0.0f; // m_fRecoilSpeed = 0.0f; // clear moving banking m_bMoving = FALSE; m_fMoveLastBanking = 0.0f; m_fMoveBanking = 0.0f; m_iMovingSide = 0; m_bSidestepBankingLeft = FALSE; m_bSidestepBankingRight = FALSE; m_fSidestepLastBanking = 0.0f; m_fSidestepBanking = 0.0f; // weapon SetWeapon(); SetBodyAnimation(BODY_ANIM_COLT_STAND, AOF_LOOPING|AOF_NORESTART); }; /************************************************************ * ANIMATE BANKING AND SOFT EYES * ************************************************************/ // store for lerping void StoreLast(void) { CPlayer &pl = (CPlayer&)*m_penPlayer; m_vLastPlayerPosition = pl.GetPlacement().pl_PositionVector; // store last player position m_fEyesYLastOffset = m_fEyesYOffset; // store last eyes offset m_fWeaponYLastOffset = m_fWeaponYOffset; // m_fRecoilLastOffset = m_fRecoilOffset; m_fMoveLastBanking = m_fMoveBanking; // store last banking for lerping m_fSidestepLastBanking = m_fSidestepBanking; }; // animate banking void AnimateBanking(void) { // moving -> change banking if (m_bMoving) { // move banking left if (m_iMovingSide == 0) { m_fMoveBanking += 0.35f; if (m_fMoveBanking > 1.0f) { m_fMoveBanking = 1.0f; m_iMovingSide = 1; } // move banking right } else { m_fMoveBanking -= 0.35f; if (m_fMoveBanking < -1.0f) { m_fMoveBanking = -1.0f; m_iMovingSide = 0; } } const FLOAT fBankingSpeed = 0.4f; // sidestep banking left if (m_bSidestepBankingLeft) { m_fSidestepBanking += fBankingSpeed; if (m_fSidestepBanking > 1.0f) { m_fSidestepBanking = 1.0f; } } // sidestep banking right if (m_bSidestepBankingRight) { m_fSidestepBanking -= fBankingSpeed; if (m_fSidestepBanking < -1.0f) { m_fSidestepBanking = -1.0f; } } // restore banking } else { // move banking if (m_fMoveBanking > 0.0f) { m_fMoveBanking -= 0.1f; if (m_fMoveBanking < 0.0f) { m_fMoveBanking = 0.0f; } } else if (m_fMoveBanking < 0.0f) { m_fMoveBanking += 0.1f; if (m_fMoveBanking > 0.0f) { m_fMoveBanking = 0.0f; } } // sidestep banking if (m_fSidestepBanking > 0.0f) { m_fSidestepBanking -= 0.4f; if (m_fSidestepBanking < 0.0f) { m_fSidestepBanking = 0.0f; } } else if (m_fSidestepBanking < 0.0f) { m_fSidestepBanking += 0.4f; if (m_fSidestepBanking > 0.0f) { m_fSidestepBanking = 0.0f; } } } if (GetPlayer()->GetSettings()->ps_ulFlags&PSF_NOBOBBING) { m_fSidestepBanking = m_fMoveBanking = 0.0f; } }; // animate soft eyes void AnimateSoftEyes(void) { CPlayer &pl = (CPlayer&)*m_penPlayer; // find eyes offset and speed (differential formula realized in numerical mathematics) FLOAT fRelY = (pl.GetPlacement().pl_PositionVector-m_vLastPlayerPosition) % FLOAT3D(pl.en_mRotation(1, 2), pl.en_mRotation(2, 2), pl.en_mRotation(3, 2)); // if just jumped if (pl.en_tmJumped>_pTimer->CurrentTick()-0.5f) { fRelY = ClampUp(fRelY, 0.0f); } m_fEyesYOffset -= fRelY; m_fWeaponYOffset -= ClampUp(fRelY, 0.0f); plr_fViewDampFactor = Clamp(plr_fViewDampFactor ,0.0f,1.0f); plr_fViewDampLimitGroundUp = Clamp(plr_fViewDampLimitGroundUp ,0.0f,2.0f); plr_fViewDampLimitGroundDn = Clamp(plr_fViewDampLimitGroundDn ,0.0f,2.0f); plr_fViewDampLimitWater = Clamp(plr_fViewDampLimitWater ,0.0f,2.0f); m_fEyesYSpeed = (m_fEyesYSpeed - m_fEyesYOffset*plr_fViewDampFactor) * (1.0f-plr_fViewDampFactor); m_fEyesYOffset += m_fEyesYSpeed; m_fWeaponYSpeed = (m_fWeaponYSpeed - m_fWeaponYOffset*plr_fViewDampFactor) * (1.0f-plr_fViewDampFactor); m_fWeaponYOffset += m_fWeaponYSpeed; if (m_bSwim) { m_fEyesYOffset = Clamp(m_fEyesYOffset, -plr_fViewDampLimitWater, +plr_fViewDampLimitWater); m_fWeaponYOffset = Clamp(m_fWeaponYOffset, -plr_fViewDampLimitWater, +plr_fViewDampLimitWater); } else { m_fEyesYOffset = Clamp(m_fEyesYOffset, -plr_fViewDampLimitGroundDn, +plr_fViewDampLimitGroundUp); m_fWeaponYOffset = Clamp(m_fWeaponYOffset, -plr_fViewDampLimitGroundDn, +plr_fViewDampLimitGroundUp); } }; /* // animate view pitch (for recoil) void AnimateRecoilPitch(void) { CPlayer &pl = (CPlayer&)*m_penPlayer; INDEX iWeapon = ((CPlayerWeapons&)*pl.m_penWeapons).m_iCurrentWeapon; wpn_fRecoilDampUp[iWeapon] = Clamp(wpn_fRecoilDampUp[iWeapon],0.0f,1.0f); wpn_fRecoilDampDn[iWeapon] = Clamp(wpn_fRecoilDampDn[iWeapon],0.0f,1.0f); FLOAT fDamp; if (m_fRecoilSpeed>0) { fDamp = wpn_fRecoilDampUp[iWeapon]; } else { fDamp = wpn_fRecoilDampDn[iWeapon]; } m_fRecoilSpeed = (m_fRecoilSpeed - m_fRecoilOffset*fDamp)* (1.0f-fDamp); m_fRecoilOffset += m_fRecoilSpeed; if (m_fRecoilOffset<0.0f) { m_fRecoilOffset = 0.0f; } if (m_fRecoilOffset>wpn_fRecoilLimit[iWeapon]) { m_fRecoilOffset = wpn_fRecoilLimit[iWeapon]; m_fRecoilSpeed = 0.0f; } }; */ // change view void ChangeView(CPlacement3D &pl) { TIME tmNow = _pTimer->GetLerpedCurrentTick(); if (!(GetPlayer()->GetSettings()->ps_ulFlags&PSF_NOBOBBING)) { // banking FLOAT fBanking = Lerp(m_fMoveLastBanking, m_fMoveBanking, _pTimer->GetLerpFactor()); fBanking = fBanking * fBanking * Sgn(fBanking) * 0.25f; fBanking += Lerp(m_fSidestepLastBanking, m_fSidestepBanking, _pTimer->GetLerpFactor()); fBanking = Clamp(fBanking, -5.0f, 5.0f); pl.pl_OrientationAngle(3) += fBanking; } /* // recoil pitch INDEX iWeapon = ((CPlayerWeapons&)*((CPlayer&)*m_penPlayer).m_penWeapons).m_iCurrentWeapon; FLOAT fRecoil = Lerp(m_fRecoilLastOffset, m_fRecoilOffset, _pTimer->GetLerpFactor()); FLOAT fRecoilP = wpn_fRecoilFactorP[iWeapon]*fRecoil; pl.pl_OrientationAngle(2) += fRecoilP; // adjust recoil pitch handle FLOAT fRecoilH = wpn_fRecoilOffset[iWeapon]; FLOAT fDY = fRecoilH*(1.0f-Cos(fRecoilP)); FLOAT fDZ = fRecoilH*Sin(fRecoilP); pl.pl_PositionVector(2)-=fDY; pl.pl_PositionVector(3)+=fDZ+wpn_fRecoilFactorZ[iWeapon]*fRecoil; */ // swimming if (m_bSwim) { pl.pl_OrientationAngle(1) += sin(tmNow*0.9)*2.0f; pl.pl_OrientationAngle(2) += sin(tmNow*1.7)*2.0f; pl.pl_OrientationAngle(3) += sin(tmNow*2.5)*2.0f; } // eyes up/down for jumping and breathing FLOAT fEyesOffsetY = Lerp(m_fEyesYLastOffset, m_fEyesYOffset, _pTimer->GetLerpFactor()); fEyesOffsetY+= sin(tmNow*1.5)*0.05f * plr_fBreathingStrength; fEyesOffsetY = Clamp(fEyesOffsetY, -1.0f, 1.0f); pl.pl_PositionVector(2) += fEyesOffsetY; } /************************************************************ * ANIMATE PLAYER * ************************************************************/ // body and head animation void BodyAndHeadOrientation(CPlacement3D &plView) { CPlayer &pl = (CPlayer&)*m_penPlayer; CAttachmentModelObject *pamoBody = pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO); ANGLE3D a = plView.pl_OrientationAngle; if (!(pl.GetFlags()&ENF_ALIVE)) { a = ANGLE3D(0,0,0); } pamoBody->amo_plRelative.pl_OrientationAngle = a; pamoBody->amo_plRelative.pl_OrientationAngle(3) *= 4.0f; CAttachmentModelObject *pamoHead = (pamoBody->amo_moModelObject).GetAttachmentModel(BODY_ATTACHMENT_HEAD); pamoHead->amo_plRelative.pl_OrientationAngle = a; pamoHead->amo_plRelative.pl_OrientationAngle(1) = 0.0f; pamoHead->amo_plRelative.pl_OrientationAngle(2) = 0.0f; pamoHead->amo_plRelative.pl_OrientationAngle(3) *= 4.0f; // forbid players from cheating by kissing their @$$ const FLOAT fMaxBanking = 5.0f; pamoBody->amo_plRelative.pl_OrientationAngle(3) = Clamp(pamoBody->amo_plRelative.pl_OrientationAngle(3), -fMaxBanking, fMaxBanking); pamoHead->amo_plRelative.pl_OrientationAngle(3) = Clamp(pamoHead->amo_plRelative.pl_OrientationAngle(3), -fMaxBanking, fMaxBanking); }; // animate player void AnimatePlayer(void) { if (m_bDisableAnimating) { return; } CPlayer &pl = (CPlayer&)*m_penPlayer; FLOAT3D vDesiredTranslation = pl.en_vDesiredTranslationRelative; FLOAT3D vCurrentTranslation = pl.en_vCurrentTranslationAbsolute * !pl.en_mRotation; ANGLE3D aDesiredRotation = pl.en_aDesiredRotationRelative; ANGLE3D aCurrentRotation = pl.en_aCurrentRotationAbsolute; // if player is moving if (vDesiredTranslation.ManhattanNorm()>0.01f ||aDesiredRotation.ManhattanNorm()>0.01f) { // prevent idle weapon animations m_fLastActionTime = _pTimer->CurrentTick(); } // swimming if (m_bSwim) { if (vDesiredTranslation.Length()>1.0f && vCurrentTranslation.Length()>1.0f) { pl.StartModelAnim(PLAYER_ANIM_SWIM, AOF_LOOPING|AOF_NORESTART); } else { pl.StartModelAnim(PLAYER_ANIM_SWIMIDLE, AOF_LOOPING|AOF_NORESTART); } BodyStillAnimation(); // stand } else { // has reference (floor) if (m_bReference) { // jump if (pl.en_tmJumped+_pTimer->TickQuantum>=_pTimer->CurrentTick() && pl.en_tmJumped<=_pTimer->CurrentTick()) { m_bReference = FALSE; pl.StartModelAnim(PLAYER_ANIM_JUMPSTART, AOF_NORESTART); BodyStillAnimation(); m_fLastActionTime = _pTimer->CurrentTick(); // not in jump anim and in stand mode change } else if (!m_bWaitJumpAnim && m_iCrouchDownWait==0 && m_iRiseUpWait==0) { // standing if (!m_bCrouch) { // running anim if (vDesiredTranslation.Length()>5.0f && vCurrentTranslation.Length()>5.0f) { if (vCurrentTranslation(3)<0) { pl.StartModelAnim(PLAYER_ANIM_RUN, AOF_LOOPING|AOF_NORESTART); } else { pl.StartModelAnim(PLAYER_ANIM_BACKPEDALRUN, AOF_LOOPING|AOF_NORESTART); } BodyStillAnimation(); m_fLastActionTime = _pTimer->CurrentTick(); // walking anim } else if (vDesiredTranslation.Length()>2.0f && vCurrentTranslation.Length()>2.0f) { if (vCurrentTranslation(3)<0) { pl.StartModelAnim(PLAYER_ANIM_NORMALWALK, AOF_LOOPING|AOF_NORESTART); } else { pl.StartModelAnim(PLAYER_ANIM_BACKPEDAL, AOF_LOOPING|AOF_NORESTART); } BodyStillAnimation(); m_fLastActionTime = _pTimer->CurrentTick(); // left rotation anim } else if (aDesiredRotation(1)>0.5f) { pl.StartModelAnim(PLAYER_ANIM_TURNLEFT, AOF_LOOPING|AOF_NORESTART); BodyStillAnimation(); m_fLastActionTime = _pTimer->CurrentTick(); // right rotation anim } else if (aDesiredRotation(1)<-0.5f) { pl.StartModelAnim(PLAYER_ANIM_TURNRIGHT, AOF_LOOPING|AOF_NORESTART); BodyStillAnimation(); m_fLastActionTime = _pTimer->CurrentTick(); // standing anim } else { pl.StartModelAnim(PLAYER_ANIM_STAND, AOF_LOOPING|AOF_NORESTART); BodyStillAnimation(); } // crouch } else { // walking anim if (vDesiredTranslation.Length()>2.0f && vCurrentTranslation.Length()>2.0f) { if (vCurrentTranslation(3)<0) { pl.StartModelAnim(PLAYER_ANIM_CROUCH_WALK, AOF_LOOPING|AOF_NORESTART); } else { pl.StartModelAnim(PLAYER_ANIM_CROUCH_WALKBACK, AOF_LOOPING|AOF_NORESTART); } BodyStillAnimation(); m_fLastActionTime = _pTimer->CurrentTick(); // left rotation anim } else if (aDesiredRotation(1)>0.5f) { pl.StartModelAnim(PLAYER_ANIM_CROUCH_TURNLEFT, AOF_LOOPING|AOF_NORESTART); BodyStillAnimation(); m_fLastActionTime = _pTimer->CurrentTick(); // right rotation anim } else if (aDesiredRotation(1)<-0.5f) { pl.StartModelAnim(PLAYER_ANIM_CROUCH_TURNRIGHT, AOF_LOOPING|AOF_NORESTART); BodyStillAnimation(); m_fLastActionTime = _pTimer->CurrentTick(); // standing anim } else { pl.StartModelAnim(PLAYER_ANIM_CROUCH_IDLE, AOF_LOOPING|AOF_NORESTART); BodyStillAnimation(); } } } // no reference (in air) } else { // touched reference if (pl.en_penReference!=NULL) { m_bReference = TRUE; pl.StartModelAnim(PLAYER_ANIM_JUMPEND, AOF_NORESTART); BodyStillAnimation(); SpawnReminder(this, pl.GetModelObject()->GetAnimLength(PLAYER_ANIM_JUMPEND), (INDEX) AA_JUMPDOWN); m_bWaitJumpAnim = TRUE; } } } // boring weapon animation if (_pTimer->CurrentTick()-m_fLastActionTime > 10.0f) { m_fLastActionTime = _pTimer->CurrentTick(); ((CPlayerWeapons&)*pl.m_penWeapons).SendEvent(EBoringWeapon()); } // moving view change // translating -> change banking if (m_bReference && vDesiredTranslation.Length()>1.0f && vCurrentTranslation.Length()>1.0f) { m_bMoving = TRUE; // sidestep banking FLOAT vSidestepSpeedDesired = vDesiredTranslation(1); FLOAT vSidestepSpeedCurrent = vCurrentTranslation(1); // right if (vSidestepSpeedDesired>1.0f && vSidestepSpeedCurrent>1.0f) { m_bSidestepBankingRight = TRUE; m_bSidestepBankingLeft = FALSE; // left } else if (vSidestepSpeedDesired<-1.0f && vSidestepSpeedCurrent<-1.0f) { m_bSidestepBankingLeft = TRUE; m_bSidestepBankingRight = FALSE; // none } else { m_bSidestepBankingLeft = FALSE; m_bSidestepBankingRight = FALSE; } // in air (space) or not moving } else { m_bMoving = FALSE; m_bSidestepBankingLeft = FALSE; m_bSidestepBankingRight = FALSE; } }; // crouch void Crouch(void) { if (m_bDisableAnimating) { return; } CPlayer &pl = (CPlayer&)*m_penPlayer; pl.StartModelAnim(PLAYER_ANIM_CROUCH, AOF_NORESTART); SpawnReminder(this, pl.GetModelObject()->GetAnimLength(PLAYER_ANIM_CROUCH), (INDEX) AA_CROUCH); m_iCrouchDownWait++; m_bCrouch = TRUE; }; // rise void Rise(void) { if (m_bDisableAnimating) { return; } CPlayer &pl = (CPlayer&)*m_penPlayer; pl.StartModelAnim(PLAYER_ANIM_RISE, AOF_NORESTART); SpawnReminder(this, pl.GetModelObject()->GetAnimLength(PLAYER_ANIM_RISE), (INDEX) AA_RISE); m_iRiseUpWait++; m_bCrouch = FALSE; }; // fall void Fall(void) { if (m_bDisableAnimating) { return; } CPlayer &pl = (CPlayer&)*m_penPlayer; pl.StartModelAnim(PLAYER_ANIM_JUMPSTART, AOF_NORESTART); if (_pNetwork->ga_ulDemoMinorVersion>6) { m_bCrouch = FALSE; } m_bReference = FALSE; }; // swim void Swim(void) { if (m_bDisableAnimating) { return; } CPlayer &pl = (CPlayer&)*m_penPlayer; pl.StartModelAnim(PLAYER_ANIM_SWIM, AOF_LOOPING|AOF_NORESTART); if (_pNetwork->ga_ulDemoMinorVersion>2) { m_bCrouch = FALSE; } m_bSwim = TRUE; }; // stand void Stand(void) { if (m_bDisableAnimating) { return; } CPlayer &pl = (CPlayer&)*m_penPlayer; pl.StartModelAnim(PLAYER_ANIM_STAND, AOF_LOOPING|AOF_NORESTART); if (_pNetwork->ga_ulDemoMinorVersion>2) { m_bCrouch = FALSE; } m_bSwim = FALSE; }; // fire/attack void FireAnimation(INDEX iAnim, ULONG ulFlags) { if (m_bSwim) { INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iCurrentWeapon; switch (iWeapon) { case WEAPON_NONE: break; case WEAPON_KNIFE: case WEAPON_COLT: case WEAPON_DOUBLECOLT: //case WEAPON_PIPEBOMB: iAnim += BODY_ANIM_COLT_SWIM_STAND-BODY_ANIM_COLT_STAND; break; case WEAPON_SINGLESHOTGUN: case WEAPON_DOUBLESHOTGUN: case WEAPON_TOMMYGUN: case WEAPON_SNIPER: case WEAPON_LASER: case WEAPON_FLAMER: //case WEAPON_GHOSTBUSTER: iAnim += BODY_ANIM_SHOTGUN_SWIM_STAND-BODY_ANIM_SHOTGUN_STAND; break; case WEAPON_MINIGUN: case WEAPON_ROCKETLAUNCHER: case WEAPON_GRENADELAUNCHER: case WEAPON_IRONCANNON: case WEAPON_CHAINSAW: // case WEAPON_NUKECANNON: iAnim += BODY_ANIM_MINIGUN_SWIM_STAND-BODY_ANIM_MINIGUN_STAND; break; } } m_bAttacking = FALSE; m_bChangeWeapon = FALSE; SetBodyAnimation(iAnim, ulFlags); if (!(ulFlags&AOF_LOOPING)) { SpawnReminder(this, m_fBodyAnimTime, (INDEX) AA_ATTACK); m_tmAttackingDue = _pTimer->CurrentTick()+m_fBodyAnimTime; } m_bAttacking = TRUE; }; void FireAnimationOff(void) { m_bAttacking = FALSE; }; /************************************************************ * CHANGE BODY ANIMATION * ************************************************************/ // body animation template void BodyAnimationTemplate(INDEX iNone, INDEX iColt, INDEX iShotgun, INDEX iMinigun, ULONG ulFlags) { INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iCurrentWeapon; switch (iWeapon) { case WEAPON_NONE: SetBodyAnimation(iNone, ulFlags); break; case WEAPON_KNIFE: case WEAPON_COLT: case WEAPON_DOUBLECOLT: // case WEAPON_PIPEBOMB: if (m_bSwim) { iColt += BODY_ANIM_COLT_SWIM_STAND-BODY_ANIM_COLT_STAND; } SetBodyAnimation(iColt, ulFlags); break; case WEAPON_SINGLESHOTGUN: case WEAPON_DOUBLESHOTGUN: case WEAPON_TOMMYGUN: case WEAPON_SNIPER: case WEAPON_LASER: case WEAPON_FLAMER: //case WEAPON_GHOSTBUSTER: if (m_bSwim) { iShotgun += BODY_ANIM_SHOTGUN_SWIM_STAND-BODY_ANIM_SHOTGUN_STAND; } SetBodyAnimation(iShotgun, ulFlags); break; case WEAPON_MINIGUN: case WEAPON_ROCKETLAUNCHER: case WEAPON_GRENADELAUNCHER: case WEAPON_IRONCANNON: case WEAPON_CHAINSAW: // case WEAPON_NUKECANNON: if (m_bSwim) { iMinigun+=BODY_ANIM_MINIGUN_SWIM_STAND-BODY_ANIM_MINIGUN_STAND; } SetBodyAnimation(iMinigun, ulFlags); break; default: ASSERTALWAYS("Player Animator - Unknown weapon"); } }; // walk void BodyWalkAnimation() { BodyAnimationTemplate(BODY_ANIM_NORMALWALK, BODY_ANIM_COLT_STAND, BODY_ANIM_SHOTGUN_STAND, BODY_ANIM_MINIGUN_STAND, AOF_LOOPING|AOF_NORESTART); }; // stand void BodyStillAnimation() { BodyAnimationTemplate(BODY_ANIM_WAIT, BODY_ANIM_COLT_STAND, BODY_ANIM_SHOTGUN_STAND, BODY_ANIM_MINIGUN_STAND, AOF_LOOPING|AOF_NORESTART); }; // push weapon void BodyPushAnimation() { m_bAttacking = FALSE; m_bChangeWeapon = FALSE; BodyAnimationTemplate(BODY_ANIM_WAIT, BODY_ANIM_COLT_REDRAW, BODY_ANIM_SHOTGUN_REDRAW, BODY_ANIM_MINIGUN_REDRAW, 0); m_bChangeWeapon = TRUE; }; // remove weapon attachment void RemoveWeapon(void) { CPlayer &pl = (CPlayer&)*m_penPlayer; pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject); switch (m_iWeaponLast) { case WEAPON_NONE: case WEAPON_KNIFE: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_KNIFE); break; case WEAPON_DOUBLECOLT: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_COLT_LEFT); // reset to player body pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject); case WEAPON_COLT: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_COLT_RIGHT); break; case WEAPON_SINGLESHOTGUN: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_SINGLE_SHOTGUN); break; case WEAPON_DOUBLESHOTGUN: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_DOUBLE_SHOTGUN); break; case WEAPON_TOMMYGUN: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_TOMMYGUN); break; case WEAPON_SNIPER: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_FLAMER); break; case WEAPON_MINIGUN: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_MINIGUN); break; case WEAPON_ROCKETLAUNCHER: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_ROCKET_LAUNCHER); break; case WEAPON_GRENADELAUNCHER: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_GRENADE_LAUNCHER); break; /* case WEAPON_PIPEBOMB: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_COLT_RIGHT); // reset to player body pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject); pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_COLT_LEFT); break; */ case WEAPON_FLAMER: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_FLAMER); break; case WEAPON_CHAINSAW: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_MINIGUN); break; case WEAPON_LASER: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_LASER); break; /* case WEAPON_GHOSTBUSTER: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_LASER); break; */ case WEAPON_IRONCANNON: // case WEAPON_NUKECANNON: pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_CANNON); break; default: ASSERT(FALSE); } // sync apperances SyncWeapon(); } // pull weapon void BodyPullAnimation() { // remove old weapon RemoveWeapon(); // set new weapon SetWeapon(); // pull weapon m_bChangeWeapon = FALSE; BodyAnimationTemplate(BODY_ANIM_WAIT, BODY_ANIM_COLT_DRAW, BODY_ANIM_SHOTGUN_DRAW, BODY_ANIM_MINIGUN_DRAW, 0); INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons)).m_iCurrentWeapon; if (iWeapon!=WEAPON_NONE) { m_bChangeWeapon = TRUE; SpawnReminder(this, m_fBodyAnimTime, (INDEX) AA_PULLWEAPON); } // sync apperances SyncWeapon(); }; // pull item void BodyPullItemAnimation() { // remove old weapon RemoveWeapon(); // pull item m_bChangeWeapon = FALSE; SetBodyAnimation(BODY_ANIM_STATUE_PULL, 0); m_bChangeWeapon = TRUE; SpawnReminder(this, m_fBodyAnimTime, (INDEX) AA_PULLWEAPON); // sync apperances SyncWeapon(); }; // pick item void BodyPickItemAnimation() { // remove old weapon RemoveWeapon(); // pick item m_bChangeWeapon = FALSE; SetBodyAnimation(BODY_ANIM_KEYLIFT, 0); m_bChangeWeapon = TRUE; SpawnReminder(this, m_fBodyAnimTime, (INDEX) AA_PULLWEAPON); // sync apperances SyncWeapon(); }; // remove item void BodyRemoveItem() { CPlayer &pl = (CPlayer&)*m_penPlayer; pmoModel = &(pl.GetModelObject()->GetAttachmentModel(PLAYER_ATTACHMENT_TORSO)->amo_moModelObject); pmoModel->RemoveAttachmentModel(BODY_ATTACHMENT_ITEM); // sync apperances SyncWeapon(); }; /************************************************************ * FIRE FLARE * ************************************************************/ void OnPreRender(void) { ControlFlareAttachment(); // Minigun Specific CPlayerWeapons &plw = (CPlayerWeapons&)*(((CPlayer&)*m_penPlayer).m_penWeapons); if (plw.m_iCurrentWeapon==WEAPON_MINIGUN) { ANGLE aAngle = Lerp(plw.m_aMiniGunLast, plw.m_aMiniGun, _pTimer->GetLerpFactor()); // rotate minigun barrels CPlayer &pl = (CPlayer&)*m_penPlayer; CAttachmentModelObject *pamo = pl.GetModelObject()->GetAttachmentModelList( PLAYER_ATTACHMENT_TORSO, BODY_ATTACHMENT_MINIGUN, MINIGUNITEM_ATTACHMENT_BARRELS, -1); if (pamo!=NULL) { pamo->amo_plRelative.pl_OrientationAngle(3) = aAngle; } } }; // show flare void ShowFlare(INDEX iAttachWeapon, INDEX iAttachObject, INDEX iAttachFlare) { CPlayer &pl = (CPlayer&)*m_penPlayer; CAttachmentModelObject *pamo = pl.GetModelObject()->GetAttachmentModelList( PLAYER_ATTACHMENT_TORSO, iAttachWeapon, iAttachObject, iAttachFlare, -1); if (pamo!=NULL) { pamo->amo_plRelative.pl_OrientationAngle(3) = (rand()*360.0f)/RAND_MAX; CModelObject &mo = pamo->amo_moModelObject; mo.StretchModel(FLOAT3D(1, 1, 1)); } }; // hide flare void HideFlare(INDEX iAttachWeapon, INDEX iAttachObject, INDEX iAttachFlare) { CPlayer &pl = (CPlayer&)*m_penPlayer; CAttachmentModelObject *pamo = pl.GetModelObject()->GetAttachmentModelList( PLAYER_ATTACHMENT_TORSO, iAttachWeapon, iAttachObject, iAttachFlare, -1); if (pamo!=NULL) { CModelObject &mo = pamo->amo_moModelObject; mo.StretchModel(FLOAT3D(0, 0, 0)); } }; // flare attachment void ControlFlareAttachment(void) { /* if(!IsPredictionHead()) { return; } */ // get your prediction tail CPlayerAnimator *pen = (CPlayerAnimator *)GetPredictionTail(); INDEX iWeapon = ((CPlayerWeapons&)*(((CPlayer&)*pen->m_penPlayer).m_penWeapons)).m_iCurrentWeapon; // second colt only if (iWeapon==WEAPON_DOUBLECOLT) { // add flare if (pen->m_iSecondFlare==FLARE_ADD) { pen->m_iSecondFlare = FLARE_REMOVE; ShowFlare(BODY_ATTACHMENT_COLT_LEFT, COLTITEM_ATTACHMENT_BODY, COLTMAIN_ATTACHMENT_FLARE); // remove flare } else if (m_iSecondFlare==FLARE_REMOVE) { HideFlare(BODY_ATTACHMENT_COLT_LEFT, COLTITEM_ATTACHMENT_BODY, COLTMAIN_ATTACHMENT_FLARE); } } // add flare if (pen->m_iFlare==FLARE_ADD) { pen->m_iFlare = FLARE_REMOVE; pen->m_tmFlareAdded = _pTimer->CurrentTick(); switch(iWeapon) { case WEAPON_DOUBLECOLT: case WEAPON_COLT: ShowFlare(BODY_ATTACHMENT_COLT_RIGHT, COLTITEM_ATTACHMENT_BODY, COLTMAIN_ATTACHMENT_FLARE); break; case WEAPON_SINGLESHOTGUN: ShowFlare(BODY_ATTACHMENT_SINGLE_SHOTGUN, SINGLESHOTGUNITEM_ATTACHMENT_BARRELS, BARRELS_ATTACHMENT_FLARE); break; case WEAPON_DOUBLESHOTGUN: ShowFlare(BODY_ATTACHMENT_DOUBLE_SHOTGUN, DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS, DSHOTGUNBARRELS_ATTACHMENT_FLARE); break; case WEAPON_TOMMYGUN: ShowFlare(BODY_ATTACHMENT_TOMMYGUN, TOMMYGUNITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE); break; case WEAPON_SNIPER: ShowFlare(BODY_ATTACHMENT_FLAMER, SNIPERITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE); break; case WEAPON_MINIGUN: ShowFlare(BODY_ATTACHMENT_MINIGUN, MINIGUNITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE); break; } // remove } else if (m_iFlare==FLARE_REMOVE && _pTimer->CurrentTick()>pen->m_tmFlareAdded+_pTimer->TickQuantum) { switch(iWeapon) { case WEAPON_DOUBLECOLT: case WEAPON_COLT: HideFlare(BODY_ATTACHMENT_COLT_RIGHT, COLTITEM_ATTACHMENT_BODY, COLTMAIN_ATTACHMENT_FLARE); break; case WEAPON_SINGLESHOTGUN: HideFlare(BODY_ATTACHMENT_SINGLE_SHOTGUN, SINGLESHOTGUNITEM_ATTACHMENT_BARRELS, BARRELS_ATTACHMENT_FLARE); break; case WEAPON_DOUBLESHOTGUN: HideFlare(BODY_ATTACHMENT_DOUBLE_SHOTGUN, DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS, DSHOTGUNBARRELS_ATTACHMENT_FLARE); break; case WEAPON_TOMMYGUN: HideFlare(BODY_ATTACHMENT_TOMMYGUN, TOMMYGUNITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE); break; case WEAPON_SNIPER: HideFlare(BODY_ATTACHMENT_FLAMER, SNIPERITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE); break; case WEAPON_MINIGUN: HideFlare(BODY_ATTACHMENT_MINIGUN, MINIGUNITEM_ATTACHMENT_BODY, BODY_ATTACHMENT_FLARE); break; } } }; /************************************************************ * PROCEDURES * ************************************************************/ procedures: ReminderAction(EReminder er) { switch (er.iValue) { case AA_JUMPDOWN: m_bWaitJumpAnim = FALSE; break; case AA_CROUCH: m_iCrouchDownWait--; ASSERT(m_iCrouchDownWait>=0); break; case AA_RISE: m_iRiseUpWait--; ASSERT(m_iRiseUpWait>=0); break; case AA_PULLWEAPON: m_bChangeWeapon = FALSE; break; case AA_ATTACK: if(m_tmAttackingDue<=_pTimer->CurrentTick()) { m_bAttacking = FALSE; } break; default: ASSERTALWAYS("Animator - unknown reminder action."); } return EBegin(); }; Main(EAnimatorInit eInit) { // remember the initial parameters ASSERT(eInit.penPlayer!=NULL); m_penPlayer = eInit.penPlayer; // declare yourself as a void InitAsVoid(); SetFlags(GetFlags()|ENF_CROSSESLEVELS); SetPhysicsFlags(EPF_MODEL_IMMATERIAL); SetCollisionFlags(ECF_IMMATERIAL); // last action time for boring weapon animation m_fLastActionTime = _pTimer->CurrentTick(); wait() { on (EBegin) : { resume; } on (EReminder er) : { call ReminderAction(er); } on (EEnd) : { stop; } } // cease to exist Destroy(); return; }; };