/* =============== UI_TorsoSequencing =============== */ static void UI_TorsoSequencing( playerInfo_t *pi ) { int currentAnim; currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; if ( pi->weapon != pi->currentWeapon ) { if ( currentAnim != TORSO_DROP ) { pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; UI_ForceTorsoAnim( pi, TORSO_DROP ); } } if ( pi->torsoAnimationTimer > 0 ) { return; } if ( currentAnim == TORSO_GESTURE ) { UI_SetTorsoAnim( pi, TORSO_STAND ); return; } if ( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) { UI_SetTorsoAnim( pi, TORSO_STAND ); return; } if ( currentAnim == TORSO_DROP ) { UI_PlayerInfo_SetWeapon( pi, pi->weapon ); pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; UI_ForceTorsoAnim( pi, TORSO_RAISE ); return; } if ( currentAnim == TORSO_RAISE ) { UI_SetTorsoAnim( pi, TORSO_STAND ); return; } }
/* =============== UI_TorsoSequencing =============== */ static void UI_TorsoSequencing( playerInfo_t *pi ) { int currentAnim; currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; if ( pi->weapon != pi->currentWeapon ) { if ( currentAnim != TORSO_DROPWEAP1 ) { pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; UI_ForceTorsoAnim( pi, TORSO_DROPWEAP1 ); } } if ( pi->torsoAnimationTimer > 0 ) { return; } if( currentAnim == BOTH_GESTURE1 ) { UI_SetTorsoAnim( pi, TORSO_WEAPONREADY3 ); return; } if( currentAnim == BOTH_ATTACK3 || currentAnim == BOTH_A1_T__B_ ) { UI_SetTorsoAnim( pi, TORSO_WEAPONREADY3 ); return; } if ( currentAnim == TORSO_DROPWEAP1 ) { UI_PlayerInfo_SetWeapon( pi, pi->weapon ); pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; UI_ForceTorsoAnim( pi, TORSO_RAISEWEAP1 ); return; } if ( currentAnim == TORSO_RAISEWEAP1 ) { UI_SetTorsoAnim( pi, TORSO_WEAPONREADY3 ); return; } }
/* =============== UI_TorsoSequencing =============== */ static void UI_TorsoSequencing( uiPlayerInfo_t *pi ) { int currentAnim; currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; if ( pi->weapon != pi->currentWeapon ) { if ( currentAnim != TORSO_DROP ) { pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; UI_ForceTorsoAnim( pi, TORSO_DROP ); } } if ( pi->torsoAnimationTimer > 0 ) { return; } if( currentAnim == TORSO_GESTURE ) { #ifdef TA_WEAPSYS UI_SetTorsoAnim( pi, BG_TorsoStandForWeapon(pi->realWeapon) ); #else UI_SetTorsoAnim( pi, TORSO_STAND ); #endif return; } #ifdef TA_WEAPSYS if (BG_PlayerAttackAnim(currentAnim)) { UI_SetTorsoAnim( pi, BG_TorsoStandForWeapon(pi->realWeapon) ); return; } #else if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) { UI_SetTorsoAnim( pi, TORSO_STAND ); return; } #endif if ( currentAnim == TORSO_DROP ) { UI_PlayerInfo_SetWeapon( pi, pi->weapon ); pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; UI_ForceTorsoAnim( pi, TORSO_RAISE ); return; } if ( currentAnim == TORSO_RAISE ) { #ifdef TA_WEAPSYS UI_SetTorsoAnim( pi, BG_TorsoStandForWeapon(pi->realWeapon) ); #else UI_SetTorsoAnim( pi, TORSO_STAND ); #endif return; } }