Example #1
0
void PM_ForceLegsAnim( animNumber_t anim) {
	if (BG_InSpecialJump(pm->ps->legsAnim) &&
		pm->ps->legsTimer > 0 &&
		!BG_InSpecialJump(anim))
	{
		return;
	}

	if (BG_InRoll(pm->ps, pm->ps->legsAnim) &&
		pm->ps->legsTimer > 0 &&
		!BG_InRoll(pm->ps, anim))
	{
		return;
	}

	pm->ps->legsTimer = 0;
	PM_StartLegsAnim( anim );
}
Example #2
0
qboolean NPC_CanTryJump()
{
	if (!(NPCInfo->scriptFlags&SCF_NAV_CAN_JUMP)	||		// Can't Jump
		(NPCInfo->scriptFlags&SCF_NO_ACROBATICS)	||		// If Can't Jump At All
		(level.time<NPCInfo->jumpBackupTime)		||		// If Backing Up, Don't Try The Jump Again
		(level.time<NPCInfo->jumpNextCheckTime)		||		// Don't Even Try To Jump Again For This Amount Of Time
		(NPCInfo->jumpTime)							||		// Don't Jump If Already Going
		(PM_InKnockDown(&NPC->client->ps))			||		// Don't Jump If In Knockdown
		(BG_InRoll(&NPC->client->ps, NPC->client->ps.legsAnim))	||		// ... Or Roll
		(NPC->client->ps.groundEntityNum==ENTITYNUM_NONE)	// ... Or In The Air
		)
	{
		return qfalse;
	}
	return qtrue;
}
Example #3
0
// Imported from single-player, this function is mainly intended to make porting from SP easier.
void PM_SetAnim(int setAnimParts, animNumber_t anim, int setAnimFlags, int blendTime)
{
	assert( anim < MAX_TOTALANIMATIONS);
	assert(	bgGlobalAnimations[anim].firstFrame != 0 ||
			bgGlobalAnimations[anim].numFrames != 0);

	if (BG_InSpecialJump(anim))
	{
		setAnimFlags |= SETANIM_FLAG_RESTART;
	}

	if (BG_InRoll(pm->ps, pm->ps->legsAnim))
	{ //never interrupt a roll
		return;
	}

	if (setAnimFlags&SETANIM_FLAG_OVERRIDE)
	{
		if (setAnimParts & SETANIM_TORSO)
		{
			if( (setAnimFlags & SETANIM_FLAG_RESTART) || (pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) != anim )
			{
				PM_SetTorsoAnimTimer(0);
			}
		}
		if (setAnimParts & SETANIM_LEGS)
		{
			if( (setAnimFlags & SETANIM_FLAG_RESTART) || (pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) != anim )
			{
				PM_SetLegsAnimTimer(0);
			}
		}
	}

	PM_SetAnimFinal(setAnimParts, anim, setAnimFlags, blendTime);
}