Example #1
0
//NOTE NOTE NOTE NOTE NOTE NOTE
//I want to keep this function BG too, because it's fairly generic already, and it
//would be nice to have proper prediction of animations. -rww
// This function makes sure that the rider's in this vehicle are properly animated.
void AnimateRiders( Vehicle_t *pVeh )
{
	animNumber_t Anim = BOTH_VS_IDLE;
	float fSpeedPercToMax;
	int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
	playerState_t *pilotPS;
	playerState_t *parentPS;
	int curTime;


	// Boarding animation.
	if ( pVeh->m_iBoarding != 0 )
	{
		// We've just started moarding, set the amount of time it will take to finish moarding.
		if ( pVeh->m_iBoarding < 0 )
		{
			int iAnimLen;

			// Boarding from left...
			if ( pVeh->m_iBoarding == -1 )
			{
				Anim = BOTH_VS_MOUNT_L;
			}
			else if ( pVeh->m_iBoarding == -2 )
			{
				Anim = BOTH_VS_MOUNT_R;
			}
			else if ( pVeh->m_iBoarding == -3 )
			{
				Anim = BOTH_VS_MOUNTJUMP_L;
			}
			else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_LEFT)
			{
				iBlend = 0;
				Anim = BOTH_VS_MOUNTTHROW_R;
			}
			else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_RIGHT)
			{
				iBlend = 0;
				Anim = BOTH_VS_MOUNTTHROW_L;
			}

			// Set the delay time (which happens to be the time it takes for the animation to complete).
			// NOTE: Here I made it so the delay is actually 40% (0.4f) of the animation time.
#ifdef _JK2MP
			iAnimLen = BG_AnimLength( pVeh->m_pPilot->localAnimIndex, Anim ) * 0.4f;
			pVeh->m_iBoarding = BG_GetTime() + iAnimLen;
#else
 			iAnimLen = PM_AnimLength( pVeh->m_pPilot->client->clientInfo.animFileIndex, Anim );// * 0.4f;
			if (pVeh->m_iBoarding!=VEH_MOUNT_THROW_LEFT && pVeh->m_iBoarding!=VEH_MOUNT_THROW_RIGHT)
			{
				pVeh->m_iBoarding = level.time + (iAnimLen*0.4f);
			}
			else
			{
				pVeh->m_iBoarding = level.time + iAnimLen;
			}
#endif
			// Set the animation, which won't be interrupted until it's completed.
			// TODO: But what if he's killed? Should the animation remain persistant???
			iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
			
#ifdef _JK2MP
			BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
				SETANIM_BOTH, Anim, iFlags, iBlend);
#else
			NPC_SetAnim( pVeh->m_pPilot, SETANIM_BOTH, Anim, iFlags, iBlend );
			if (pVeh->m_pOldPilot)
			{
				iAnimLen = PM_AnimLength( pVeh->m_pPilot->client->clientInfo.animFileIndex, BOTH_VS_MOUNTTHROWEE);
				NPC_SetAnim( pVeh->m_pOldPilot, SETANIM_BOTH, BOTH_VS_MOUNTTHROWEE, iFlags, iBlend );
			}
#endif
		}

#ifndef _JK2MP
		if (pVeh->m_pOldPilot && pVeh->m_pOldPilot->client->ps.torsoAnimTimer<=0)
		{
			if (Q_irand(0, player->count)==0)
			{
				player->count++;
 				player->lastEnemy = pVeh->m_pOldPilot;
				G_StartMatrixEffect(player, MEF_LOOK_AT_ENEMY|MEF_NO_RANGEVAR|MEF_NO_VERTBOB|MEF_NO_SPIN, 1000);
			}

 			gentity_t*	oldPilot = pVeh->m_pOldPilot;
			pVeh->m_pVehicleInfo->Eject(pVeh, pVeh->m_pOldPilot, qtrue);		// will set pointer to zero

			// Kill Him
			//----------
			oldPilot->client->noRagTime = -1;	// no ragdoll for you
			G_Damage(oldPilot, pVeh->m_pPilot, pVeh->m_pPilot, pVeh->m_pPilot->currentAngles, pVeh->m_pPilot->currentOrigin, 1000, 0, MOD_CRUSH);

			// Compute THe Throw Direction As Backwards From The Vehicle's Velocity
			//----------------------------------------------------------------------
			vec3_t		throwDir;
			VectorScale(pVeh->m_pParentEntity->client->ps.velocity, -1.0f, throwDir);
			VectorNormalize(throwDir);
			throwDir[2] += 0.3f;	// up a little

			// Now Throw Him Out
			//-------------------
			G_Throw(oldPilot, throwDir, VectorLength(pVeh->m_pParentEntity->client->ps.velocity)/10.0f);
			NPC_SetAnim(oldPilot, SETANIM_BOTH, BOTH_DEATHBACKWARD1, SETANIM_FLAG_OVERRIDE, iBlend );
		}
#endif

		return;
	}

#ifdef _JK2MP //fixme
	if (1) return;
#endif

#ifdef _JK2MP
	pilotPS = pVeh->m_pPilot->playerState;
	parentPS = pVeh->m_pPilot->playerState;
#else
	pilotPS = &pVeh->m_pPilot->client->ps;
	parentPS = &pVeh->m_pParentEntity->client->ps;
#endif

#ifndef _JK2MP//SP
	curTime = level.time;
#elif QAGAME//MP GAME
	curTime = level.time;
#elif CGAME//MP CGAME
	//FIXME: pass in ucmd?  Not sure if this is reliable...
	curTime = pm->cmd.serverTime;
#endif

	// Percentage of maximum speed relative to current speed.
	fSpeedPercToMax = parentPS->speed / pVeh->m_pVehicleInfo->speedMax;

	// Going in reverse...
#ifdef _JK2MP
	if ( pVeh->m_ucmd.forwardmove < 0 && !(pVeh->m_ulFlags & VEH_SLIDEBREAKING))
#else
	if ( fSpeedPercToMax < -0.018f && !(pVeh->m_ulFlags & VEH_SLIDEBREAKING))
#endif
	{
		Anim = BOTH_VS_REV;
		iBlend = 500;
	}
	else 
	{
		bool		HasWeapon	= ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE));
		bool		Attacking	= (HasWeapon && !!(pVeh->m_ucmd.buttons&BUTTON_ATTACK));
#ifdef _JK2MP //fixme: flying tends to spaz out a lot
		bool		Flying		= false;
		bool		Crashing	= false;
#else
		bool		Flying		= !!(pVeh->m_ulFlags & VEH_FLYING);
		bool		Crashing	= !!(pVeh->m_ulFlags & VEH_CRASHING);
#endif
		bool		Right		= (pVeh->m_ucmd.rightmove>0);
		bool		Left		= (pVeh->m_ucmd.rightmove<0);
		bool		Turbo		= (curTime<pVeh->m_iTurboTime);
		EWeaponPose	WeaponPose	= WPOSE_NONE;


		// Remove Crashing Flag
		//----------------------
		pVeh->m_ulFlags &= ~VEH_CRASHING;


		// Put Away Saber When It Is Not Active
		//--------------------------------------
#ifndef _JK2MP
		if (HasWeapon && (Turbo || (pilotPS->weapon==WP_SABER && !pilotPS->SaberActive())))
		{
			if (pVeh->m_pPilot->s.number<MAX_CLIENTS)
			{
				CG_ChangeWeapon(WP_NONE);
			}

			pVeh->m_pPilot->client->ps.weapon = WP_NONE;
			G_RemoveWeaponModels(pVeh->m_pPilot);
		}
#endif

		// Don't Interrupt Attack Anims
		//------------------------------
#ifdef _JK2MP
		if (pilotPS->weaponTime>0)
		{
			return;
		}
#else		
		if (pilotPS->torsoAnim>=BOTH_VS_ATL_S && pilotPS->torsoAnim<=BOTH_VS_ATF_G)
		{
			float		bodyCurrent	  = 0.0f;
			int			bodyEnd		  = 0;
			if (!!gi.G2API_GetBoneAnimIndex(&pVeh->m_pPilot->ghoul2[pVeh->m_pPilot->playerModel], pVeh->m_pPilot->rootBone, level.time, &bodyCurrent, NULL, &bodyEnd, NULL, NULL, NULL))
			{
				if (bodyCurrent<=((float)(bodyEnd)-1.5f))
				{
					return;
				}
			}
		}
#endif

		// Compute The Weapon Pose
		//--------------------------
		if (pilotPS->weapon==WP_BLASTER)
		{
			WeaponPose = WPOSE_BLASTER;
		}
		else if (pilotPS->weapon==WP_SABER)
		{
			if ( (pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATL_TO_R_S)
			{
				pVeh->m_ulFlags	&= ~VEH_SABERINLEFTHAND;
			}
			if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATR_TO_L_S)
			{
				pVeh->m_ulFlags	|=  VEH_SABERINLEFTHAND;
			}
			WeaponPose = (pVeh->m_ulFlags&VEH_SABERINLEFTHAND)?(WPOSE_SABERLEFT):(WPOSE_SABERRIGHT);
		}
		

 		if (Attacking && WeaponPose)
		{// Attack!
			iBlend	= 100;
 			iFlags	= SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART;
	
			// Auto Aiming
			//===============================================
			if (!Left && !Right)		// Allow player strafe keys to override
			{
#ifndef _JK2MP
				if (pVeh->m_pPilot->enemy)
				{
					vec3_t	toEnemy;
					float	toEnemyDistance;
					vec3_t	actorRight;
					float	actorRightDot;

					VectorSubtract(pVeh->m_pPilot->currentOrigin, pVeh->m_pPilot->enemy->currentOrigin, toEnemy);
					toEnemyDistance = VectorNormalize(toEnemy);

					AngleVectors(pVeh->m_pParentEntity->currentAngles, 0, actorRight, 0);
					actorRightDot = DotProduct(toEnemy, actorRight);

	 				if (fabsf(actorRightDot)>0.5f || pilotPS->weapon==WP_SABER)
					{
						Left	= (actorRightDot>0.0f);
						Right	= !Left;
					}
					else
					{
						Right = Left = false;
					}
				}
				else 
#endif
				if (pilotPS->weapon==WP_SABER && !Left && !Right)
				{
					Left = (WeaponPose==WPOSE_SABERLEFT);
					Right	= !Left;
				}
			}


			if (Left)
			{// Attack Left
				switch(WeaponPose)
				{
				case WPOSE_BLASTER:		Anim = BOTH_VS_ATL_G;		break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_ATL_S;		break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_ATR_TO_L_S;	break;
				default:				assert(0);
				}
			}
			else if (Right)
			{// Attack Right
				switch(WeaponPose)
				{
				case WPOSE_BLASTER:		Anim = BOTH_VS_ATR_G;		break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_ATL_TO_R_S;	break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_ATR_S;		break;
				default:				assert(0);
				}
			}
			else
			{// Attack Ahead
				switch(WeaponPose)
				{
				case WPOSE_BLASTER:		Anim = BOTH_VS_ATF_G;		break;
				default:				assert(0);
				}
			}

		}
		else if (Left && pVeh->m_ucmd.buttons&BUTTON_USE)
		{// Look To The Left Behind
			iBlend	= 400;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
			switch(WeaponPose)
			{
			case WPOSE_SABERLEFT:	Anim = BOTH_VS_IDLE_SL;		break;
			case WPOSE_SABERRIGHT:	Anim = BOTH_VS_IDLE_SR;		break;
			default:				Anim = BOTH_VS_LOOKLEFT;
			}
		}
		else if (Right && pVeh->m_ucmd.buttons&BUTTON_USE)
		{// Look To The Right Behind
			iBlend	= 400;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
			switch(WeaponPose)
			{
			case WPOSE_SABERLEFT:	Anim = BOTH_VS_IDLE_SL;		break;
			case WPOSE_SABERRIGHT:	Anim = BOTH_VS_IDLE_SR;		break;
			default:				Anim = BOTH_VS_LOOKRIGHT;
			}
		}
		else if (Turbo)
		{// Kicked In Turbo
			iBlend	= 50;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
			Anim	= BOTH_VS_TURBO;
		}
		else if (Flying)
		{// Off the ground in a jump
			iBlend	= 800;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;

			switch(WeaponPose)
			{
			case WPOSE_NONE:		Anim = BOTH_VS_AIR;			break;
			case WPOSE_BLASTER:		Anim = BOTH_VS_AIR_G;		break;
			case WPOSE_SABERLEFT:	Anim = BOTH_VS_AIR_SL;		break;
			case WPOSE_SABERRIGHT:	Anim = BOTH_VS_AIR_SR;		break;
			default:				assert(0);
			}
		}
		else if (Crashing)
		{// Hit the ground!
			iBlend	= 100;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;

			switch(WeaponPose)
			{
			case WPOSE_NONE:		Anim = BOTH_VS_LAND;		break;
			case WPOSE_BLASTER:		Anim = BOTH_VS_LAND_G;		break;
			case WPOSE_SABERLEFT:	Anim = BOTH_VS_LAND_SL;		break;
			case WPOSE_SABERRIGHT:	Anim = BOTH_VS_LAND_SR;		break;
			default:				assert(0);
			}
		}
		else
		{// No Special Moves
			iBlend	= 300;
 			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;

			if (pVeh->m_vOrientation[ROLL] <= -20)
			{// Lean Left
				switch(WeaponPose)
				{
				case WPOSE_NONE:		Anim = BOTH_VS_LEANL;			break;
				case WPOSE_BLASTER:		Anim = BOTH_VS_LEANL_G;			break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_LEANL_SL;		break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_LEANL_SR;		break;
				default:				assert(0);
				}
			}
			else if (pVeh->m_vOrientation[ROLL] >= 20)
			{// Lean Right
				switch(WeaponPose)
				{
				case WPOSE_NONE:		Anim = BOTH_VS_LEANR;			break;
				case WPOSE_BLASTER:		Anim = BOTH_VS_LEANR_G;			break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_LEANR_SL;		break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_LEANR_SR;		break;
				default:				assert(0);
				}
			}
			else
			{// No Lean
				switch(WeaponPose)
				{
				case WPOSE_NONE:		Anim = BOTH_VS_IDLE;			break;
				case WPOSE_BLASTER:		Anim = BOTH_VS_IDLE_G;			break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_IDLE_SL;			break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_IDLE_SR;			break;
				default:				assert(0);
				}
			}
		}// No Special Moves
	}// Going backwards?

#ifdef _JK2MP
	iFlags &= ~SETANIM_FLAG_OVERRIDE;
	if (pVeh->m_pPilot->playerState->torsoAnim == Anim)
	{
		pVeh->m_pPilot->playerState->torsoTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
	}
	if (pVeh->m_pPilot->playerState->legsAnim == Anim)
	{
		pVeh->m_pPilot->playerState->legsTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
	}
	BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
		SETANIM_BOTH, Anim, iFlags|SETANIM_FLAG_HOLD, iBlend);
#else
	NPC_SetAnim( pVeh->m_pPilot, SETANIM_BOTH, Anim, iFlags, iBlend );
#endif
}
Example #2
0
//NOTE NOTE NOTE NOTE NOTE NOTE
//I want to keep this function BG too, because it's fairly generic already, and it
//would be nice to have proper prediction of animations. -rww
// This function makes sure that the rider's in this vehicle are properly animated.
void AnimateRiders( Vehicle_t *pVeh )
{
	animNumber_t Anim = BOTH_VS_IDLE;
	float fSpeedPercToMax;
	int iFlags = SETANIM_FLAG_NORMAL, iBlend = 300;
	playerState_t *pilotPS;
	playerState_t *parentPS;
	int curTime;


	// Boarding animation.
	if ( pVeh->m_iBoarding != 0 )
	{
		// We've just started moarding, set the amount of time it will take to finish moarding.
		if ( pVeh->m_iBoarding < 0 )
		{
			int iAnimLen;

			// Boarding from left...
			if ( pVeh->m_iBoarding == -1 )
			{
				Anim = BOTH_VS_MOUNT_L;
			}
			else if ( pVeh->m_iBoarding == -2 )
			{
				Anim = BOTH_VS_MOUNT_R;
			}
			else if ( pVeh->m_iBoarding == -3 )
			{
				Anim = BOTH_VS_MOUNTJUMP_L;
			}
			else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_LEFT)
			{
				iBlend = 0;
				Anim = BOTH_VS_MOUNTTHROW_R;
			}
			else if ( pVeh->m_iBoarding == VEH_MOUNT_THROW_RIGHT)
			{
				iBlend = 0;
				Anim = BOTH_VS_MOUNTTHROW_L;
			}

			// Set the delay time (which happens to be the time it takes for the animation to complete).
			// NOTE: Here I made it so the delay is actually 40% (0.4f) of the animation time.
			iAnimLen = BG_AnimLength( pVeh->m_pPilot->localAnimIndex, Anim ) * 0.4f;
			pVeh->m_iBoarding = BG_GetTime() + iAnimLen;
			// Set the animation, which won't be interrupted until it's completed.
			// TODO: But what if he's killed? Should the animation remain persistant???
			iFlags = SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
			
			BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
				SETANIM_BOTH, Anim, iFlags, iBlend);
		}

		return;
	}

	if (1)
		return;

	pilotPS = pVeh->m_pPilot->playerState;
	parentPS = pVeh->m_pPilot->playerState;

#ifdef _GAME
	curTime = level.time;
#elif _CGAME
	//FIXME: pass in ucmd?  Not sure if this is reliable...
	curTime = pm->cmd.serverTime;
#endif

	// Percentage of maximum speed relative to current speed.
	fSpeedPercToMax = parentPS->speed / pVeh->m_pVehicleInfo->speedMax;

	// Going in reverse...
	if ( pVeh->m_ucmd.forwardmove < 0 && !(pVeh->m_ulFlags & VEH_SLIDEBREAKING))
	{
		Anim = BOTH_VS_REV;
		iBlend = 500;
	}
	else 
	{
		qboolean HasWeapon	= ((pilotPS->weapon != WP_NONE) && (pilotPS->weapon != WP_MELEE));
		qboolean Attacking	= (HasWeapon && !!(pVeh->m_ucmd.buttons&BUTTON_ATTACK));
		qboolean Flying		= qfalse;
		qboolean Crashing	= qfalse;
		qboolean Right		= (pVeh->m_ucmd.rightmove>0);
		qboolean Left		= (pVeh->m_ucmd.rightmove<0);
		qboolean Turbo		= (curTime<pVeh->m_iTurboTime);
		EWeaponPose	WeaponPose	= WPOSE_NONE;


		// Remove Crashing Flag
		//----------------------
		pVeh->m_ulFlags &= ~VEH_CRASHING;


		// Put Away Saber When It Is Not Active
		//--------------------------------------

		// Don't Interrupt Attack Anims
		//------------------------------
		if (pilotPS->weaponTime>0)
		{
			return;
		}

		// Compute The Weapon Pose
		//--------------------------
		if (pilotPS->weapon==WP_BLASTER)
		{
			WeaponPose = WPOSE_BLASTER;
		}
		else if (pilotPS->weapon==WP_SABER)
		{
			if ( (pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATL_TO_R_S)
			{
				pVeh->m_ulFlags	&= ~VEH_SABERINLEFTHAND;
			}
			if (!(pVeh->m_ulFlags&VEH_SABERINLEFTHAND) && pilotPS->torsoAnim==BOTH_VS_ATR_TO_L_S)
			{
				pVeh->m_ulFlags	|=  VEH_SABERINLEFTHAND;
			}
			WeaponPose = (pVeh->m_ulFlags&VEH_SABERINLEFTHAND)?(WPOSE_SABERLEFT):(WPOSE_SABERRIGHT);
		}
		

 		if (Attacking && WeaponPose)
		{// Attack!
			iBlend	= 100;
 			iFlags	= SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART;
	
			// Auto Aiming
			//===============================================
			if (!Left && !Right)		// Allow player strafe keys to override
			{
				if (pilotPS->weapon==WP_SABER && !Left && !Right)
				{
					Left = (WeaponPose==WPOSE_SABERLEFT);
					Right	= !Left;
				}
			}


			if (Left)
			{// Attack Left
				switch(WeaponPose)
				{
				case WPOSE_BLASTER:		Anim = BOTH_VS_ATL_G;		break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_ATL_S;		break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_ATR_TO_L_S;	break;
				default:				assert(0);
				}
			}
			else if (Right)
			{// Attack Right
				switch(WeaponPose)
				{
				case WPOSE_BLASTER:		Anim = BOTH_VS_ATR_G;		break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_ATL_TO_R_S;	break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_ATR_S;		break;
				default:				assert(0);
				}
			}
			else
			{// Attack Ahead
				switch(WeaponPose)
				{
				case WPOSE_BLASTER:		Anim = BOTH_VS_ATF_G;		break;
				default:				assert(0);
				}
			}

		}
		else if (Left && pVeh->m_ucmd.buttons&BUTTON_USE)
		{// Look To The Left Behind
			iBlend	= 400;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
			switch(WeaponPose)
			{
			case WPOSE_SABERLEFT:	Anim = BOTH_VS_IDLE_SL;		break;
			case WPOSE_SABERRIGHT:	Anim = BOTH_VS_IDLE_SR;		break;
			default:				Anim = BOTH_VS_LOOKLEFT;
			}
		}
		else if (Right && pVeh->m_ucmd.buttons&BUTTON_USE)
		{// Look To The Right Behind
			iBlend	= 400;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;
			switch(WeaponPose)
			{
			case WPOSE_SABERLEFT:	Anim = BOTH_VS_IDLE_SL;		break;
			case WPOSE_SABERRIGHT:	Anim = BOTH_VS_IDLE_SR;		break;
			default:				Anim = BOTH_VS_LOOKRIGHT;
			}
		}
		else if (Turbo)
		{// Kicked In Turbo
			iBlend	= 50;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;
			Anim	= BOTH_VS_TURBO;
		}
		else if (Flying)
		{// Off the ground in a jump
			iBlend	= 800;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD;

			switch(WeaponPose)
			{
			case WPOSE_NONE:		Anim = BOTH_VS_AIR;			break;
			case WPOSE_BLASTER:		Anim = BOTH_VS_AIR_G;		break;
			case WPOSE_SABERLEFT:	Anim = BOTH_VS_AIR_SL;		break;
			case WPOSE_SABERRIGHT:	Anim = BOTH_VS_AIR_SR;		break;
			default:				assert(0);
			}
		}
		else if (Crashing)
		{// Hit the ground!
			iBlend	= 100;
			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;

			switch(WeaponPose)
			{
			case WPOSE_NONE:		Anim = BOTH_VS_LAND;		break;
			case WPOSE_BLASTER:		Anim = BOTH_VS_LAND_G;		break;
			case WPOSE_SABERLEFT:	Anim = BOTH_VS_LAND_SL;		break;
			case WPOSE_SABERRIGHT:	Anim = BOTH_VS_LAND_SR;		break;
			default:				assert(0);
			}
		}
		else
		{// No Special Moves
			iBlend	= 300;
 			iFlags	= SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLDLESS;

			if (pVeh->m_vOrientation[ROLL] <= -20)
			{// Lean Left
				switch(WeaponPose)
				{
				case WPOSE_NONE:		Anim = BOTH_VS_LEANL;			break;
				case WPOSE_BLASTER:		Anim = BOTH_VS_LEANL_G;			break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_LEANL_SL;		break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_LEANL_SR;		break;
				default:				assert(0);
				}
			}
			else if (pVeh->m_vOrientation[ROLL] >= 20)
			{// Lean Right
				switch(WeaponPose)
				{
				case WPOSE_NONE:		Anim = BOTH_VS_LEANR;			break;
				case WPOSE_BLASTER:		Anim = BOTH_VS_LEANR_G;			break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_LEANR_SL;		break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_LEANR_SR;		break;
				default:				assert(0);
				}
			}
			else
			{// No Lean
				switch(WeaponPose)
				{
				case WPOSE_NONE:		Anim = BOTH_VS_IDLE;			break;
				case WPOSE_BLASTER:		Anim = BOTH_VS_IDLE_G;			break;
				case WPOSE_SABERLEFT:	Anim = BOTH_VS_IDLE_SL;			break;
				case WPOSE_SABERRIGHT:	Anim = BOTH_VS_IDLE_SR;			break;
				default:				assert(0);
				}
			}
		}// No Special Moves
	}// Going backwards?

	iFlags &= ~SETANIM_FLAG_OVERRIDE;
	if (pVeh->m_pPilot->playerState->torsoAnim == Anim)
	{
		pVeh->m_pPilot->playerState->torsoTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
	}
	if (pVeh->m_pPilot->playerState->legsAnim == Anim)
	{
		pVeh->m_pPilot->playerState->legsTimer = BG_AnimLength(pVeh->m_pPilot->localAnimIndex, Anim);
	}
	BG_SetAnim(pVeh->m_pPilot->playerState, bgAllAnims[pVeh->m_pPilot->localAnimIndex].anims,
		SETANIM_BOTH, Anim, iFlags|SETANIM_FLAG_HOLD, iBlend);
}