Serious-Engine/Sources/EntitiesMP/PlayerAnimator.es
2016-04-01 14:04:24 -04:00

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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
406
%{
#include "EntitiesMP/StdH/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;
};
};