Example #1
0
static void PM_ContinueLegsAnim( int anim ) {
	if ( ( pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim ) {
		return;
	}
	if ( pm->ps->legsTimer > 0 ) {
		return;		// a high priority animation is running
	}
	PM_StartLegsAnim( anim );
}
Example #2
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 #3
0
static void PM_ForceLegsAnim( int anim ) {
	pm->ps->legsTimer = 0;
	PM_StartLegsAnim( anim );
}
Example #4
0
static void PM_ForceLegsAnim( int anim ) {
	pm->ps->legsTimer = 0;
	
	if ((pm->ps->pm_flags & PMF_NO_JUMP_ANIM) == 0)
		PM_StartLegsAnim( anim );
}
Example #5
0
/*
-------------------------
PM_SetAnimFinal
-------------------------
*/
void PM_SetAnimFinal(int setAnimParts, animNumber_t anim, int setAnimFlags, int blendTime)		// default blendTime=350
{
	animation_t *animations = pm->animations;

	float editAnimSpeed = 1;

	if (!animations)
	{
		return;
	}

	//NOTE: Setting blendTime here breaks actual blending..
	blendTime = 0;

	BG_SaberStartTransAnim(pm->ps->fd.saberAnimLevel, anim, &editAnimSpeed);

	// Set torso anim
	if (setAnimParts & SETANIM_TORSO)
	{
		// Don't reset if it's already running the anim
		if( !(setAnimFlags & SETANIM_FLAG_RESTART) && (pm->ps->torsoAnim & ~ANIM_TOGGLEBIT ) == anim )
		{
			goto setAnimLegs;
		}
		// or if a more important anim is running
		if( !(setAnimFlags & SETANIM_FLAG_OVERRIDE) && ((pm->ps->torsoTimer > 0)||(pm->ps->torsoTimer == -1)) )
		{
			goto setAnimLegs;
		}

		PM_StartTorsoAnim( anim );

		if (setAnimFlags & SETANIM_FLAG_HOLD)
		{
			if (setAnimFlags & SETANIM_FLAG_HOLDLESS)
			{	// Make sure to only wait in full 1/20 sec server frame intervals.
				int dur;
				int speedDif;

				dur = (animations[anim].numFrames-1) * abs(animations[anim].frameLerp);
				speedDif = dur - (dur * editAnimSpeed);
				dur += speedDif;
				if (dur > 1)
				{
					pm->ps->torsoTimer = dur-1;
				}
				else
				{
					pm->ps->torsoTimer = abs(animations[anim].frameLerp);
				}
			}
			else
			{
				pm->ps->torsoTimer = ((animations[anim].numFrames ) * abs(animations[anim].frameLerp));
			}

			if (pm->ps->fd.forcePowersActive & (1 << FP_RAGE))
			{
				pm->ps->torsoTimer /= 1.7;
			}
		}
	}

setAnimLegs:
	// Set legs anim
	if (setAnimParts & SETANIM_LEGS)
	{
		// Don't reset if it's already running the anim
		if( !(setAnimFlags & SETANIM_FLAG_RESTART) && (pm->ps->legsAnim & ~ANIM_TOGGLEBIT ) == anim )
		{
			goto setAnimDone;
		}
		// or if a more important anim is running
		if( !(setAnimFlags & SETANIM_FLAG_OVERRIDE) && ((pm->ps->legsTimer > 0)||(pm->ps->legsTimer == -1)) )
		{
			goto setAnimDone;
		}

		PM_StartLegsAnim(anim);

		if (setAnimFlags & SETANIM_FLAG_HOLD)
		{
			if (setAnimFlags & SETANIM_FLAG_HOLDLESS)
			{	// Make sure to only wait in full 1/20 sec server frame intervals.
				int dur;
				int speedDif;

				dur = (animations[anim].numFrames-1) * abs(animations[anim].frameLerp);
				speedDif = dur - (dur * editAnimSpeed);
				dur += speedDif;
				if (dur > 1)
				{
					pm->ps->legsTimer = dur-1;
				}
				else
				{
					pm->ps->legsTimer = abs(animations[anim].frameLerp);
				}
			}
			else
			{
				pm->ps->legsTimer = ((animations[anim].numFrames ) * abs(animations[anim].frameLerp));
			}

			if (pm->ps->fd.forcePowersActive & (1 << FP_RAGE))
			{
				pm->ps->legsTimer /= 1.3;
			}
			else if (pm->ps->fd.forcePowersActive & (1 << FP_SPEED))
			{
				pm->ps->legsTimer /= 1.7;
			}
		}
	}

setAnimDone:
	return;
}