mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-05-09 20:18:17 +03:00
Reworked the player class
Added player_animation.cpp and player_conditionals.cpp Renamed conditions functions and moved them to player_conditionals.cpp
This commit is contained in:
parent
6eaf25ff80
commit
ae5d51f2e9
6 changed files with 9717 additions and 13035 deletions
20197
code/fgame/player.cpp
20197
code/fgame/player.cpp
File diff suppressed because it is too large
Load diff
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@ -342,123 +342,124 @@ public:
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str m_lastcommand;
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str m_lastcommand;
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public:
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public:
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qboolean returnfalse( Conditional &condition );
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qboolean CondTrue(Conditional& condition);
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qboolean returntrue( Conditional &condition );
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qboolean CondChance(Conditional& condition);
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qboolean checkturnleft( Conditional &condition );
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qboolean CondHealth(Conditional& condition);
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qboolean checkturnright( Conditional &condition );
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qboolean CondPain(Conditional& condition);
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qboolean checkforward( Conditional &condition );
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qboolean CondBlocked(Conditional& condition);
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qboolean checkbackward( Conditional &condition );
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qboolean CondOnGround(Conditional& condition);
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qboolean checkstrafeleft( Conditional &condition );
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qboolean CondHasWeapon(Conditional& condition);
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qboolean checkstraferight( Conditional &condition );
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qboolean CondNewWeapon(Conditional& condition);
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qboolean checkjump( Conditional &condition );
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qboolean CondImmediateSwitch(Conditional& condition);
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qboolean checkcrouch( Conditional &condition );
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qboolean CondUseWeapon(Conditional& condition);
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qboolean checkjumpflip( Conditional &condition );
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qboolean CondUseWeaponClass(Conditional& condition);
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qboolean checkanimdone_legs( Conditional &condition );
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qboolean CondWeaponActive(Conditional& condition);
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qboolean checkanimdone_torso( Conditional &condition );
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qboolean CondWeaponClassActive(Conditional& condition);
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qboolean checkattackleft( Conditional &condition );
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qboolean CondWeaponReadyToFire(Conditional& condition);
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qboolean checkattackright( Conditional &condition );
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qboolean CondWeaponClassReadyToFire(Conditional& condition);
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qboolean checkattackbuttonleft( Conditional &condition );
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qboolean CondUsingVehicle(Conditional& condition);
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qboolean checkattackbuttonright( Conditional &condition );
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qboolean CondVehicleType(Conditional& condition);
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qboolean checksneak( Conditional &condition );
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qboolean CondIsPassenger(Conditional& condition);
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qboolean checkrun( Conditional &condition );
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qboolean CondIsDriver(Conditional& condition);
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qboolean checkuse( Conditional &condition );
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qboolean CondUsingTurret(Conditional& condition);
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qboolean checkcanturn( Conditional &condition );
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qboolean CondTurretType(Conditional& condition);
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qboolean checkcanmoveright( Conditional &condition );
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qboolean CondWeaponReadyToFireNoSound(Conditional& condition);
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qboolean checkcanmoveleft( Conditional &condition );
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qboolean CondPutAwayMain(Conditional& condition);
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qboolean checkcanmovebackward( Conditional &condition );
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qboolean CondPutAwayOffHand(Conditional& condition);
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qboolean checkcanmoveforward( Conditional &condition );
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qboolean CondAnyWeaponActive(Conditional& condition);
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qboolean checkcanwallhug( Conditional &condition );
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qboolean CondAttackBlocked(Conditional& condition);
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qboolean checkblocked( Conditional &condition );
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qboolean CondBlockDelay(Conditional& condition);
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qboolean checkhasvelocity( Conditional &condition );
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qboolean CondMuzzleClear(Conditional& condition);
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qboolean checkheight( Conditional &condition );
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qboolean CondWeaponHasAmmo(Conditional& condition);
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qboolean checkonground( Conditional &condition );
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qboolean CondWeaponHasAmmoInClip(Conditional& condition);
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qboolean check22degreeslope( Conditional &condition );
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qboolean CondReload(Conditional& condition);
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qboolean check45degreeslope( Conditional &condition );
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qboolean CondWeaponsHolstered(Conditional& condition);
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qboolean checklookingup( Conditional &condition );
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qboolean CondWeaponIsItem(Conditional& condition);
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qboolean checkrightleghigh( Conditional &condition );
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qboolean CondNewWeaponIsItem(Conditional& condition);
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qboolean checkleftleghigh( Conditional &condition );
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qboolean CondSemiAuto(Conditional& condition);
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qboolean checkcanfall( Conditional &condition );
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qboolean CondMinChargeTime(Conditional& condition);
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qboolean checkatdoor( Conditional &condition );
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qboolean CondMaxChargeTime(Conditional& condition);
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qboolean checkfalling( Conditional &condition );
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qboolean CondPositionType(Conditional& condition);
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qboolean checkgroundentity( Conditional &condition );
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qboolean CondMovementType(Conditional& condition);
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qboolean checkhardimpact( Conditional &condition );
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qboolean CondRun(Conditional& condition);
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qboolean checkmediumimpact( Conditional &condition );
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qboolean CondUse(Conditional& condition);
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qboolean checkdead( Conditional &condition );
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qboolean CondTurnLeft(Conditional& condition);
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qboolean checkhealth( Conditional &condition );
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qboolean CondTurnRight(Conditional& condition);
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qboolean checkpain( Conditional &condition );
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qboolean CondForward(Conditional& condition);
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qboolean checkpaindirection( Conditional &condition );
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qboolean CondBackward(Conditional& condition);
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qboolean checkpainlocation( Conditional &condition );
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qboolean CondStrafeLeft(Conditional& condition);
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qboolean checkpaintype( Conditional &condition );
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qboolean CondStrafeRight(Conditional& condition);
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qboolean checkpainthreshold( Conditional &condition );
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qboolean CondJump(Conditional& condition);
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qboolean checkknockdown( Conditional &condition );
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qboolean CondCrouch(Conditional& condition);
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qboolean checklegsstate( Conditional &condition );
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qboolean CondJumpFlip(Conditional& condition);
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qboolean checktorsostate( Conditional &condition );
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qboolean CondAnimDoneLegs(Conditional& condition);
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qboolean checkatuseanim( Conditional &condition );
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qboolean CondAnimDoneTorso(Conditional& condition);
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qboolean checktouchuseanim( Conditional &condition );
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qboolean CondActionAnimDone(Conditional& condition);
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qboolean checkatuseobject( Conditional &condition );
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qboolean CondCanTurn(Conditional& condition);
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qboolean checkloopuseobject( Conditional &condition );
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qboolean CondLeftVelocity(Conditional& condition);
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qboolean checkuseweaponleft( Conditional &condition );
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qboolean CondRightVelocity(Conditional& condition);
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qboolean checknewweapon( Conditional &condition );
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qboolean CondBackwardVelocity(Conditional& condition);
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qboolean checkreload( Conditional &condition );
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qboolean CondForwardVelocity(Conditional& condition);
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qboolean checkuseweapon( Conditional &condition );
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qboolean CondUpVelocity(Conditional& condition);
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qboolean checkuseweaponclass( Conditional &condition );
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qboolean CondDownVelocity(Conditional& condition);
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qboolean checkhasweapon( Conditional &condition );
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qboolean CondHasVelocity(Conditional& condition);
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qboolean checkweaponactive( Conditional &condition );
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qboolean Cond22DegreeSlope(Conditional& condition);
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qboolean checkweaponclassactive( Conditional &condition );
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qboolean Cond45DegreeSlope(Conditional& condition);
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qboolean checkweaponreadytofire( Conditional &condition );
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qboolean CondRightLegHigh(Conditional& condition);
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qboolean checkweaponclassreadytofire( Conditional &condition );
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qboolean CondLeftLegHigh(Conditional& condition);
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qboolean checkweaponreadytofire_nosound( Conditional &condition );
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qboolean CondCanFall(Conditional& condition);
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qboolean checkweaponsemiauto( Conditional &condition );
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qboolean CondAtDoor(Conditional& condition);
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qboolean checkmuzzleclear( Conditional &condition );
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qboolean CondFalling(Conditional& condition);
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qboolean checkputawayleft( Conditional &condition );
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qboolean CondMediumImpact(Conditional& condition);
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qboolean checkputawayright( Conditional &condition );
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qboolean CondHardImpact(Conditional& condition);
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qboolean checkanyweaponactive( Conditional &condition );
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qboolean CondDead(Conditional& condition);
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qboolean checkstatename( Conditional &condition );
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qboolean CondPainType(Conditional& condition);
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qboolean checkattackblocked( Conditional &condition );
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qboolean CondPainDirection(Conditional& condition);
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qboolean checkblockdelay( Conditional &condition );
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qboolean CondPainLocation(Conditional& condition);
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qboolean checkcanstand( Conditional &condition );
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qboolean CondPainThreshold(Conditional& condition);
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qboolean checkpush( Conditional &condition );
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qboolean CondKnockDown(Conditional& condition);
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qboolean checkpull( Conditional &condition );
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qboolean CondLegsState(Conditional& condition);
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qboolean checkladder( Conditional &condition );
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qboolean CondTorsoState(Conditional& condition);
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qboolean checktopladder( Conditional &condition );
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qboolean CondAtUseAnim(Conditional& condition);
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qboolean checkcangetoffladdertop( Conditional &condition );
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qboolean CondTouchUseAnim(Conditional& condition);
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qboolean checkcangetoffladderbottom( Conditional &condition );
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qboolean CondUseAnimFinished(Conditional& condition);
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qboolean checkfeetatladder( Conditional &condition );
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qboolean CondAtUseObject(Conditional& condition);
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qboolean checkcanclimbupladder( Conditional &condition );
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qboolean CondLoopUseObject(Conditional& condition);
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qboolean checkcanclimbdownladder( Conditional &condition );
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qboolean CondPush(Conditional& condition);
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qboolean checkonladder( Conditional &condition );
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qboolean CondPull(Conditional& condition);
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qboolean checkuseanimfinished( Conditional &condition );
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qboolean CondLadder(Conditional& condition);
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qboolean checkchance( Conditional &condition );
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qboolean CondLookingUp(Conditional& condition);
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qboolean checkfacingupslope( Conditional &condition );
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qboolean CondTopOfLadder(Conditional& condition);
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qboolean checkfacingdownslope( Conditional &condition );
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qboolean CondOnLadder(Conditional& condition);
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qboolean checkinturret( Conditional &condition );
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qboolean CondCanClimbUpLadder(Conditional& condition);
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qboolean checkinvehicle(Conditional& condition);
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qboolean CondCanClimbDownLadder(Conditional& condition);
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qboolean CondCanGetOffLadderTop(Conditional& condition);
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qboolean CondCanGetOffLadderBottom(Conditional& condition);
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qboolean CondCanStand(Conditional& condition);
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qboolean CondFacingUpSlope(Conditional& condition);
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qboolean CondFacingDownSlope(Conditional& condition);
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qboolean CondSolidForward(Conditional& condition);
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qboolean CondStateName(Conditional& condition);
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qboolean CondGroundEntity(Conditional& condition);
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qboolean CondCheckHeight(Conditional& condition);
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qboolean CondViewInWater(Conditional& condition);
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qboolean CondDuckedViewInWater(Conditional& condition);
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qboolean CondAttackPrimary(Conditional& condition);
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qboolean CondAttackSecondary(Conditional& condition);
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qboolean CondAttackButtonPrimary(Conditional& condition);
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qboolean CondAttackButtonSecondary(Conditional& condition);
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// mohaab
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qboolean CondIsEscaping(Conditional& condition);
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qboolean CondIsEscaping(Conditional& condition);
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qboolean CondAbleToDefuse(Conditional& condition);
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qboolean CondAbleToDefuse(Conditional& condition);
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qboolean CondCanPlaceLandmine(Conditional& condition);
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qboolean CondCanPlaceLandmine(Conditional& condition);
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qboolean CondOnLandmine(Conditional& condition);
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qboolean CondOnLandmine(Conditional& condition);
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qboolean CondNearLandmine(Conditional& condition);
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qboolean CondNearLandmine(Conditional& condition);
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void MeasureLandmineDistances();
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void MeasureLandmineDistances();
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qboolean CondIsAssistingEscape(Conditional& condition);
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qboolean CondIsAssistingEscape(Conditional& condition);
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qboolean checkturrettype( Conditional &condition );
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qboolean CondCheckMovementSpeed(Conditional& condition);
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qboolean checkduckedviewinwater( Conditional &condition );
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qboolean CondWeaponCurrentFireAnim(Conditional& condition);
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qboolean checkviewinwater( Conditional &condition );
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qboolean checkwaterlevel( Conditional &condition );
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qboolean checksolidforward( Conditional &condition );
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qboolean checkholstercomplete( Conditional &condition );
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qboolean checkweaponhasammo( Conditional &condition );
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qboolean checkweaponhasammoinclip( Conditional &condition );
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qboolean checkrise( Conditional &condition );
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qboolean checkweaponsholstered( Conditional &condition );
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qboolean checkmovementtype( Conditional &condition );
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qboolean checkpositiontype( Conditional &condition );
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qboolean checkforwardvelocity( Conditional &condition );
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qboolean checkminchargetimemet( Conditional &condition );
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qboolean checkmaxchargetimemet( Conditional &condition );
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qboolean checkimmediateswitch( Conditional &condition );
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qboolean checkmovementspeed( Conditional &condition );
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qboolean CondWeaponCurrentFireAnim( Conditional &condition );
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qboolean CondVehicleType( Conditional &condition );
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qboolean CondAnimDoneVM( Conditional &condition );
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qboolean CondAnimDoneVM( Conditional &condition );
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qboolean CondClientCommand( Conditional &condition );
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qboolean CondClientCommand( Conditional &condition );
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qboolean CondVMAnim( Conditional &condition );
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qboolean CondVMAnim( Conditional &condition );
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@ -498,6 +499,7 @@ public:
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void InitWaterPower( void );
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void InitWaterPower( void );
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void InitInventory( void );
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void InitInventory( void );
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void InitDeathmatch( void );
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void InitDeathmatch( void );
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bool QueryLandminesAllowed() const;
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void InitMaxAmmo( void );
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void InitMaxAmmo( void );
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void InitStats( void );
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void InitStats( void );
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void ChooseSpawnPoint( void );
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void ChooseSpawnPoint( void );
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@ -563,6 +565,7 @@ public:
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void SetPartAnim( const char *anim, bodypart_t slot = legs );
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void SetPartAnim( const char *anim, bodypart_t slot = legs );
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void StopPartAnimating( bodypart_t part );
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void StopPartAnimating( bodypart_t part );
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void PausePartAnim( bodypart_t part );
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void PausePartAnim( bodypart_t part );
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int CurrentPartAnim(bodypart_t part) const;
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void AdjustAnimBlends( void );
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void AdjustAnimBlends( void );
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void PlayerAnimDelta( float *vDelta );
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void PlayerAnimDelta( float *vDelta );
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@ -652,6 +655,8 @@ public:
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void KillClass( Event *ev );
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void KillClass( Event *ev );
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void RemoveClass( Event *ev );
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void RemoveClass( Event *ev );
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void addOrigin(Vector org) override;
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void Jump( Event *ev );
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void Jump( Event *ev );
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void JumpXY( Event *ev );
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void JumpXY( Event *ev );
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@ -679,9 +684,6 @@ public:
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void SetCurrentCombo( Event *ev );
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void SetCurrentCombo( Event *ev );
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qboolean GetTagPositionAndOrientation( str tagname, orientation_t *new_or );
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qboolean GetTagPositionAndOrientation( int tagnum, orientation_t *new_or );
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void DebugWeaponTags( int controller_tag, Weapon *weapon, str weapon_tagname );
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void DebugWeaponTags( int controller_tag, Weapon *weapon, str weapon_tagname );
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void CheckReloadWeapons( void );
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void CheckReloadWeapons( void );
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void NextPainTime( Event *ev );
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void NextPainTime( Event *ev );
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@ -746,6 +748,7 @@ public:
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void EventSetVoiceType( Event *ev );
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void EventSetVoiceType( Event *ev );
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void EventEnterIntermission( Event *ev );
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void EventEnterIntermission( Event *ev );
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bool BlocksAIMovement();
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void EnterTurret( Event *ev );
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void EnterTurret( Event *ev );
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void EnterTurret( TurretGun *ent );
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void EnterTurret( TurretGun *ent );
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@ -869,6 +872,8 @@ public:
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void VisionGetNaked( Event *ev );
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void VisionGetNaked( Event *ev );
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void VisionSetBlur( Event *ev );
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void VisionSetBlur( Event *ev );
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void VisionSetNaked( Event *ev );
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void VisionSetNaked( Event *ev );
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bool AllowTeamRespawn() const;
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};
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};
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inline void Player::Archive
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inline void Player::Archive
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288
code/fgame/player_animation.cpp
Normal file
288
code/fgame/player_animation.cpp
Normal file
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@ -0,0 +1,288 @@
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/*
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===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
|
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You should have received a copy of the GNU General Public License
|
||||||
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along with OpenMoHAA source code; if not, write to the Free Software
|
||||||
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// player_animation.cpp: Animation utility functions
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//
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#include "player.h"
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#include "g_phys.h"
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extern Event EV_Player_AnimLoop_Torso;
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extern Event EV_Player_AnimLoop_Legs;
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void Player::EndAnim_Legs(Event *ev)
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{
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animdone_Legs = true;
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if ((animFlags[m_iPartSlot[legs]] & ANIM_LOOP)) {
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SetAnimDoneEvent(EV_Player_AnimLoop_Legs, m_iPartSlot[legs]);
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}
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EvaluateState();
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}
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void Player::EndAnim_Torso(Event *ev)
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{
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animdone_Torso = true;
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if ((animFlags[m_iPartSlot[torso]] & ANIM_LOOP)) {
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SetAnimDoneEvent(EV_Player_AnimLoop_Torso, m_iPartSlot[torso]);
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}
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EvaluateState();
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}
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void Player::SetPartAnim(const char *anim, bodypart_t slot)
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{
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int animnum;
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if (getMoveType() == MOVETYPE_NOCLIP && slot) {
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StopPartAnimating(torso);
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return;
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}
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animnum = gi.Anim_NumForName(edict->tiki, anim);
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if (animnum == CurrentAnim() && partAnim[slot] == anim) {
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return;
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}
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if (animnum == -1) {
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Event *ev;
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if (slot) {
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ev = new Event(EV_Player_AnimLoop_Torso);
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} else {
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ev = new Event(EV_Player_AnimLoop_Legs);
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}
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PostEvent(ev, level.frametime);
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gi.DPrintf("^~^~^ Warning: Can't find player animation '%s'.\n", anim);
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return;
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}
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||||||
|
if (m_fPartBlends[slot] < 0.5f) {
|
||||||
|
SetAnimDoneEvent(NULL, m_iPartSlot[slot]);
|
||||||
|
|
||||||
|
float m_fCrossTime = gi.Anim_CrossTime(edict->tiki, animnum);
|
||||||
|
|
||||||
|
partBlendMult[slot] = m_fCrossTime;
|
||||||
|
if (m_fCrossTime <= 0.0f) {
|
||||||
|
partOldAnim[slot] = "";
|
||||||
|
m_fPartBlends[slot] = 0.0f;
|
||||||
|
} else {
|
||||||
|
m_iPartSlot[slot] ^= 1;
|
||||||
|
partBlendMult[slot] = 1.0f / m_fCrossTime;
|
||||||
|
partOldAnim[slot] = partAnim[slot];
|
||||||
|
m_fPartBlends[slot] = 1.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (slot) {
|
||||||
|
animdone_Torso = false;
|
||||||
|
} else {
|
||||||
|
animdone_Legs = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
edict->s.frameInfo[m_iPartSlot[slot]].index = gi.Anim_NumForName(edict->tiki, "idle");
|
||||||
|
|
||||||
|
partAnim[slot] = anim;
|
||||||
|
|
||||||
|
if (slot) {
|
||||||
|
NewAnim(animnum, EV_Player_AnimLoop_Torso, m_iPartSlot[slot]);
|
||||||
|
} else {
|
||||||
|
NewAnim(animnum, EV_Player_AnimLoop_Legs, m_iPartSlot[legs]);
|
||||||
|
}
|
||||||
|
|
||||||
|
SetTime(m_iPartSlot[slot]);
|
||||||
|
}
|
||||||
|
|
||||||
|
static float m_fPartMult[2] = {0.2f, 0.2f};
|
||||||
|
|
||||||
|
void Player::StopPartAnimating(bodypart_t part)
|
||||||
|
{
|
||||||
|
if (partAnim[part] == "") {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_fPartBlends[part] < 0.5f) {
|
||||||
|
SetAnimDoneEvent(NULL, m_iPartSlot[part]);
|
||||||
|
|
||||||
|
m_iPartSlot[part] ^= 1;
|
||||||
|
partOldAnim[part] = partAnim[part];
|
||||||
|
m_fPartBlends[part] = 1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
partAnim[part] = "";
|
||||||
|
partBlendMult[part] = 1.0f / m_fPartMult[part];
|
||||||
|
|
||||||
|
StopAnimating(m_iPartSlot[part]);
|
||||||
|
|
||||||
|
if (part) {
|
||||||
|
animdone_Torso = false;
|
||||||
|
} else {
|
||||||
|
animdone_Legs = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Player::PausePartAnim(bodypart_t part)
|
||||||
|
{
|
||||||
|
Pause(m_iPartSlot[part], 1);
|
||||||
|
Pause(m_iPartSlot[part] ^ 1, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
int Player::CurrentPartAnim(bodypart_t part) const
|
||||||
|
{
|
||||||
|
if (!*partAnim[part]) {
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
return CurrentAnim(m_iPartSlot[part]);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Player::AdjustAnimBlends(void)
|
||||||
|
{
|
||||||
|
int iPartSlot;
|
||||||
|
int iOldPartSlot;
|
||||||
|
float fWeightTotal;
|
||||||
|
|
||||||
|
iPartSlot = m_iPartSlot[legs];
|
||||||
|
iOldPartSlot = m_iPartSlot[legs] ^ 1;
|
||||||
|
|
||||||
|
if (m_fPartBlends[legs] <= 0.0f) {
|
||||||
|
if (partOldAnim[legs] == "") {
|
||||||
|
goto __blend_torso;
|
||||||
|
}
|
||||||
|
|
||||||
|
StopAnimating(iOldPartSlot);
|
||||||
|
} else {
|
||||||
|
m_fPartBlends[legs] = m_fPartBlends[legs] - level.frametime * partBlendMult[legs];
|
||||||
|
if (m_fPartBlends[legs] >= 0.01f) {
|
||||||
|
if (partOldAnim[legs] != "") {
|
||||||
|
edict->s.frameInfo[iOldPartSlot].weight = m_fPartBlends[legs];
|
||||||
|
}
|
||||||
|
if (partAnim[legs] != "") {
|
||||||
|
edict->s.frameInfo[iPartSlot].weight = 1.0f - m_fPartBlends[legs];
|
||||||
|
}
|
||||||
|
|
||||||
|
goto __blend_torso;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_fPartBlends[legs] = 0.0f;
|
||||||
|
StopAnimating(iOldPartSlot);
|
||||||
|
partOldAnim[legs] = "";
|
||||||
|
}
|
||||||
|
|
||||||
|
if (partAnim[legs] != "") {
|
||||||
|
edict->s.frameInfo[iPartSlot].weight = 1.0f;
|
||||||
|
} else {
|
||||||
|
edict->s.frameInfo[iPartSlot].weight = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
__blend_torso:
|
||||||
|
iPartSlot = m_iPartSlot[torso];
|
||||||
|
iOldPartSlot = m_iPartSlot[torso] ^ 1;
|
||||||
|
|
||||||
|
if (m_fPartBlends[torso] <= 0.0f) {
|
||||||
|
if (partOldAnim[torso] != "") {
|
||||||
|
StopAnimating(iOldPartSlot);
|
||||||
|
partOldAnim[torso] = "";
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
m_fPartBlends[torso] = m_fPartBlends[torso] - level.frametime * partBlendMult[torso];
|
||||||
|
if (m_fPartBlends[torso] >= 0.01f) {
|
||||||
|
fWeightTotal = 0.0f;
|
||||||
|
|
||||||
|
if (partOldAnim[torso] != "") {
|
||||||
|
edict->s.frameInfo[iOldPartSlot].weight = m_fPartBlends[torso];
|
||||||
|
fWeightTotal += m_fPartBlends[torso];
|
||||||
|
}
|
||||||
|
if (partAnim[torso] != "") {
|
||||||
|
edict->s.frameInfo[iPartSlot].weight = 1.0f - m_fPartBlends[torso];
|
||||||
|
fWeightTotal += 1.0f - m_fPartBlends[torso];
|
||||||
|
}
|
||||||
|
|
||||||
|
edict->s.actionWeight = fWeightTotal;
|
||||||
|
} else {
|
||||||
|
m_fPartBlends[torso] = 0.0f;
|
||||||
|
StopAnimating(iOldPartSlot);
|
||||||
|
partOldAnim[torso] = "";
|
||||||
|
edict->s.frameInfo[iPartSlot].weight = partAnim[torso] != "" ? 1.0f : 0.0f;
|
||||||
|
edict->s.actionWeight = partAnim[torso] != "" ? 1.0f : 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Player::PlayerAnimDelta(float *vDelta)
|
||||||
|
{
|
||||||
|
float fTimeDelta;
|
||||||
|
float fBackTime;
|
||||||
|
float vNewDelta[3];
|
||||||
|
int animnum;
|
||||||
|
|
||||||
|
VectorClear(vDelta);
|
||||||
|
|
||||||
|
if (m_fLastDeltaTime >= level.time) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
fTimeDelta = level.time - m_fLastDeltaTime;
|
||||||
|
|
||||||
|
animnum = -1;
|
||||||
|
|
||||||
|
if (partAnim[legs] != "") {
|
||||||
|
animnum = CurrentAnim(m_iPartSlot[legs]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (animnum != -1) {
|
||||||
|
fBackTime = GetTime(m_iPartSlot[legs]) - fTimeDelta;
|
||||||
|
if (fBackTime < 0.0f) {
|
||||||
|
fBackTime = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
float fTime = GetTime(m_iPartSlot[legs]);
|
||||||
|
|
||||||
|
// get the anim delta
|
||||||
|
gi.Anim_DeltaOverTime(edict->tiki, animnum, fBackTime, fTime, vNewDelta);
|
||||||
|
|
||||||
|
VectorMA(vDelta, edict->s.frameInfo[m_iPartSlot[legs]].weight, vNewDelta, vDelta);
|
||||||
|
}
|
||||||
|
|
||||||
|
animnum = -1;
|
||||||
|
|
||||||
|
if (partAnim[torso] != "") {
|
||||||
|
animnum = CurrentAnim(m_iPartSlot[torso]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (animnum != -1) {
|
||||||
|
fBackTime = GetTime(m_iPartSlot[torso]) - fTimeDelta;
|
||||||
|
if (fBackTime < 0.0f) {
|
||||||
|
fBackTime = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
float fTime = GetTime(m_iPartSlot[torso]);
|
||||||
|
|
||||||
|
gi.Anim_DeltaOverTime(edict->tiki, animnum, fBackTime, fTime, vNewDelta);
|
||||||
|
|
||||||
|
VectorMA(vDelta, edict->s.frameInfo[m_iPartSlot[torso]].weight, vNewDelta, vDelta);
|
||||||
|
}
|
||||||
|
}
|
|
@ -222,3 +222,118 @@ void Player::AcquireHeadTarget
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Vector Player::GunTarget(bool bNoCollision)
|
||||||
|
{
|
||||||
|
Vector vForward;
|
||||||
|
Vector vOut;
|
||||||
|
Vector vDest;
|
||||||
|
trace_t trace;
|
||||||
|
solid_t prev_solid = SOLID_BBOX;
|
||||||
|
|
||||||
|
if (bNoCollision) {
|
||||||
|
AngleVectors(m_vViewAng, vForward, NULL, NULL);
|
||||||
|
vOut = m_vViewPos + vForward * 1024.0f;
|
||||||
|
|
||||||
|
return vOut;
|
||||||
|
} else if (m_pVehicle) {
|
||||||
|
AngleVectors(m_vViewAng, vForward, NULL, NULL);
|
||||||
|
vDest = m_vViewPos + vForward * 4096.0f;
|
||||||
|
|
||||||
|
prev_solid = m_pVehicle->edict->solid;
|
||||||
|
|
||||||
|
m_pVehicle->setSolidType(SOLID_NOT);
|
||||||
|
|
||||||
|
if (m_pVehicle->IsSubclassOfVehicle()) {
|
||||||
|
m_pVehicle->SetSlotsNonSolid();
|
||||||
|
}
|
||||||
|
|
||||||
|
trace = G_Trace(m_vViewPos, vec_zero, vec_zero, vDest, this, MASK_OPAQUE, qfalse, "Player::GunTarget");
|
||||||
|
|
||||||
|
vOut = trace.endpos;
|
||||||
|
} else {
|
||||||
|
AngleVectors(m_vViewAng, vForward, NULL, NULL);
|
||||||
|
vDest = m_vViewPos + vForward * 1024.0f;
|
||||||
|
|
||||||
|
trace = G_Trace(m_vViewPos, vec_zero, vec_zero, vDest, this, MASK_PLAYERSOLID, qfalse, "Player::GunTarget");
|
||||||
|
|
||||||
|
if (!m_pTurret || (Vector(trace.endpos) - m_vViewPos).lengthSquared() >= 16384.0f) {
|
||||||
|
vOut = trace.endpos;
|
||||||
|
} else {
|
||||||
|
vOut = vDest;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_pVehicle) {
|
||||||
|
m_pVehicle->setSolidType(prev_solid);
|
||||||
|
|
||||||
|
if (m_pVehicle->IsSubclassOfVehicle()) {
|
||||||
|
m_pVehicle->SetSlotsSolid();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return vOut;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Player::PlayerReload(Event *ev)
|
||||||
|
{
|
||||||
|
Weapon *weapon;
|
||||||
|
|
||||||
|
if (deadflag) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
weapon = GetActiveWeapon(WEAPON_MAIN);
|
||||||
|
|
||||||
|
if (!weapon) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (weapon->CheckReload(FIRE_PRIMARY)) {
|
||||||
|
weapon->SetShouldReload(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Player::EventCorrectWeaponAttachments(Event *ev)
|
||||||
|
{
|
||||||
|
int iChild;
|
||||||
|
int iNumChildren;
|
||||||
|
int iTagRight;
|
||||||
|
int iTagLeft;
|
||||||
|
qboolean iUseAngles;
|
||||||
|
Vector vOffset;
|
||||||
|
Entity *pChild;
|
||||||
|
|
||||||
|
iTagRight = gi.Tag_NumForName(edict->tiki, "tag_weapon_right");
|
||||||
|
iTagLeft = gi.Tag_NumForName(edict->tiki, "tag_weapon_left");
|
||||||
|
iNumChildren = numchildren;
|
||||||
|
|
||||||
|
for (int i = 0; i < iNumChildren; i++) {
|
||||||
|
iChild = children[i];
|
||||||
|
|
||||||
|
if (iChild == ENTITYNUM_NONE) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
pChild = G_GetEntity(iChild);
|
||||||
|
if (!pChild) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (pChild->edict->s.tag_num == iTagLeft || pChild->edict->s.tag_num == iTagRight) {
|
||||||
|
if (pChild->IsSubclassOfWeapon()) {
|
||||||
|
if (pChild->edict->s.tag_num == iTagLeft) {
|
||||||
|
iUseAngles = edict->s.attach_use_angles;
|
||||||
|
vOffset = edict->s.attach_offset;
|
||||||
|
|
||||||
|
// reattach to the right tag
|
||||||
|
detach();
|
||||||
|
attach(entnum, iTagRight, iUseAngles, vOffset);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Remove entities like ammoclip
|
||||||
|
pChild->PostEvent(EV_Remove, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
1879
code/fgame/player_conditionals.cpp
Normal file
1879
code/fgame/player_conditionals.cpp
Normal file
File diff suppressed because it is too large
Load diff
|
@ -542,11 +542,6 @@ void Player::LogStats(Event *ev)
|
||||||
PostEvent(ev1, 1);
|
PostEvent(ev1, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Player::Stats(Event *ev)
|
|
||||||
{
|
|
||||||
// FIXME: stub
|
|
||||||
}
|
|
||||||
|
|
||||||
void ClosePlayerLogFile(void)
|
void ClosePlayerLogFile(void)
|
||||||
{
|
{
|
||||||
if (logfile) {
|
if (logfile) {
|
||||||
|
@ -568,3 +563,32 @@ void Player::SkipCinematic(Event *ev)
|
||||||
SetViewAngles(v_angle);
|
SetViewAngles(v_angle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Player::EventTeleport(Event *ev)
|
||||||
|
{
|
||||||
|
if (ev->NumArgs() == 1) {
|
||||||
|
setOrigin(ev->GetVector(1));
|
||||||
|
} else {
|
||||||
|
setOrigin(Vector(ev->GetFloat(1), ev->GetFloat(2), ev->GetFloat(3)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Player::EventFace(Event* ev)
|
||||||
|
{
|
||||||
|
SetViewAngles(Vector(ev->GetFloat(1), ev->GetFloat(2), ev->GetFloat(3)));
|
||||||
|
}
|
||||||
|
|
||||||
|
void Player::EventCoord(Event* ev)
|
||||||
|
{
|
||||||
|
const char* s =
|
||||||
|
va("location: %.2f %.2f %.2f\nangles: %.2f %.2f %.2f\n(use 'tele' or 'face' to set)\n",
|
||||||
|
origin[0],
|
||||||
|
origin[1],
|
||||||
|
origin[2],
|
||||||
|
v_angle[0],
|
||||||
|
v_angle[1],
|
||||||
|
v_angle[2]);
|
||||||
|
|
||||||
|
HUDPrint(s);
|
||||||
|
gi.Printf(s);
|
||||||
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue