/* =============== UI_PlayerInfo_SetInfo =============== */ void UI_PlayerInfo_SetInfo( uiPlayerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) { int currentAnim; weapon_t weaponNum; pi->chat = chat; UI_PlayerInfo_UpdateColor( pi ); // view angles VectorCopy( viewAngles, pi->viewAngles ); // move angles VectorCopy( moveAngles, pi->moveAngles ); if ( pi->newModel ) { pi->newModel = qfalse; #ifdef TA_WEAPSYS atkAnim = 0; #endif jumpHeight = 0; pi->pendingLegsAnim = 0; UI_ForceLegsAnim( pi, legsAnim ); pi->legs.yawAngle = viewAngles[YAW]; pi->legs.yawing = qfalse; pi->pendingTorsoAnim = 0; UI_ForceTorsoAnim( pi, torsoAnim ); pi->torso.yawAngle = viewAngles[YAW]; pi->torso.yawing = qfalse; if ( weaponNumber != WP_NUM_WEAPONS ) { pi->weapon = weaponNumber; pi->currentWeapon = weaponNumber; pi->lastWeapon = weaponNumber; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); } return; } // weapon if ( weaponNumber == WP_NUM_WEAPONS ) { pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; } else if ( weaponNumber != WP_NONE ) { pi->pendingWeapon = weaponNumber; pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY; } weaponNum = pi->lastWeapon; pi->weapon = weaponNum; if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) { torsoAnim = legsAnim = BOTH_DEATH1; pi->weapon = pi->currentWeapon = WP_NONE; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); jumpHeight = 0; pi->pendingLegsAnim = 0; UI_ForceLegsAnim( pi, legsAnim ); pi->pendingTorsoAnim = 0; UI_ForceTorsoAnim( pi, torsoAnim ); return; } // leg animation #ifdef TA_WEAPSYS if (BG_PlayerAttackAnim(torsoAnim)) { // if torso is attacking, possibly need to animate legs too. currentAnim = BG_LegsAttackForWeapon(&pi->playercfg, weaponNum, atkAnim); if (currentAnim != -1) { legsAnim = currentAnim; } } #endif currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) { pi->pendingLegsAnim = legsAnim; } else if ( legsAnim != currentAnim ) { jumpHeight = 0; pi->pendingLegsAnim = 0; UI_ForceLegsAnim( pi, legsAnim ); } // torso animation #ifdef TA_WEAPSYS if (BG_PlayerStandAnim(&pi->playercfg, AP_TORSO, torsoAnim)) { torsoAnim = BG_TorsoStandForWeapon(weaponNum); } #else if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) { if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) { torsoAnim = TORSO_STAND2; } else { torsoAnim = TORSO_STAND; } } #endif #ifdef TA_WEAPSYS if (BG_PlayerAttackAnim(torsoAnim)) { torsoAnim = BG_TorsoAttackForWeapon(weaponNum, atkAnim); if (!BG_WeaponHasMelee(weaponNum)) { pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH; } //FIXME play firing sound here atkAnim++; } #else if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) { if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) { torsoAnim = TORSO_ATTACK2; } else { torsoAnim = TORSO_ATTACK; } pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH; //FIXME play firing sound here } #endif currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) { pi->pendingTorsoAnim = torsoAnim; } else if ( ( currentAnim == TORSO_GESTURE || #ifdef TA_WEAPSYS BG_PlayerAttackAnim(currentAnim) #else currentAnim == TORSO_ATTACK #endif ) && ( torsoAnim != currentAnim ) ) { pi->pendingTorsoAnim = torsoAnim; } else if ( torsoAnim != currentAnim ) { pi->pendingTorsoAnim = 0; UI_ForceTorsoAnim( pi, torsoAnim ); } }
/* =============== UI_PlayerInfo_SetInfo =============== */ void UI_PlayerInfo_SetInfo( uiPlayerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) { int currentAnim; weapon_t weaponNum; pi->chat = chat; UI_PlayerInfo_UpdateColor( pi ); // view angles VectorCopy( viewAngles, pi->viewAngles ); // move angles VectorCopy( moveAngles, pi->moveAngles ); if ( pi->newModel ) { pi->newModel = qfalse; jumpHeight = 0; pi->pendingLegsAnim = 0; UI_ForceLegsAnim( pi, legsAnim ); pi->legs.yawAngle = viewAngles[YAW]; pi->legs.yawing = qfalse; pi->pendingTorsoAnim = 0; UI_ForceTorsoAnim( pi, torsoAnim ); pi->torso.yawAngle = viewAngles[YAW]; pi->torso.yawing = qfalse; if ( weaponNumber != WP_NUM_WEAPONS ) { pi->weapon = weaponNumber; pi->currentWeapon = weaponNumber; pi->lastWeapon = weaponNumber; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); } return; } // weapon if ( weaponNumber == WP_NUM_WEAPONS ) { pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; } else if ( weaponNumber != WP_NONE ) { pi->pendingWeapon = weaponNumber; pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY; } weaponNum = pi->lastWeapon; pi->weapon = weaponNum; if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) { torsoAnim = legsAnim = BOTH_DEATH1; pi->weapon = pi->currentWeapon = WP_NONE; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); jumpHeight = 0; pi->pendingLegsAnim = 0; UI_ForceLegsAnim( pi, legsAnim ); pi->pendingTorsoAnim = 0; UI_ForceTorsoAnim( pi, torsoAnim ); return; } // leg animation currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) { pi->pendingLegsAnim = legsAnim; } else if ( legsAnim != currentAnim ) { jumpHeight = 0; pi->pendingLegsAnim = 0; UI_ForceLegsAnim( pi, legsAnim ); } // torso animation if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) { if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) { torsoAnim = TORSO_STAND2; } else { torsoAnim = TORSO_STAND; } } if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) { if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) { torsoAnim = TORSO_ATTACK2; } else { torsoAnim = TORSO_ATTACK; } pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH; //FIXME play firing sound here } currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) { pi->pendingTorsoAnim = torsoAnim; } else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) { pi->pendingTorsoAnim = torsoAnim; } else if ( torsoAnim != currentAnim ) { pi->pendingTorsoAnim = 0; UI_ForceTorsoAnim( pi, torsoAnim ); } }