/* =============== UI_LegsSequencing =============== */ static void UI_LegsSequencing( uiPlayerInfo_t *pi ) { int currentAnim; currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; if ( pi->legsAnimationTimer > 0 ) { if ( currentAnim == LEGS_JUMP ) { jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP ); } return; } if ( currentAnim == LEGS_JUMP ) { UI_ForceLegsAnim( pi, LEGS_LAND ); #ifdef TA_PLAYERSYS // PLAYERCFG_ANIMATION_TIMES pi->legsAnimationTimer = BG_AnimationTime(&pi->playercfg.animations[LEGS_LAND]); #else pi->legsAnimationTimer = UI_TIMER_LAND; #endif jumpHeight = 0; return; } if ( currentAnim == LEGS_LAND ) { #ifdef TA_WEAPSYS UI_SetLegsAnim( pi, BG_LegsStandForWeapon(&pi->playercfg, pi->realWeapon) ); #else UI_SetLegsAnim( pi, LEGS_IDLE ); #endif return; } }
/* =============== UI_LegsSequencing =============== */ static void UI_LegsSequencing( playerInfo_t *pi ) { int currentAnim; currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; if ( pi->legsAnimationTimer > 0 ) { if ( currentAnim == LEGS_JUMP ) { jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP ); } return; } if ( currentAnim == LEGS_JUMP ) { UI_ForceLegsAnim( pi, LEGS_LAND ); pi->legsAnimationTimer = UI_TIMER_LAND; jumpHeight = 0; return; } if ( currentAnim == LEGS_LAND ) { UI_SetLegsAnim( pi, LEGS_IDLE ); return; } }
/* =============== UI_LegsSequencing =============== */ static void UI_LegsSequencing( playerInfo_t *pi ) { int currentAnim; currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; if ( pi->legsAnimationTimer > 0 ) { if ( currentAnim == BOTH_JUMP1 ) { jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP ); } return; } if ( currentAnim == BOTH_JUMP1 ) { UI_ForceLegsAnim( pi, BOTH_LAND1 ); pi->legsAnimationTimer = UI_TIMER_LAND; jumpHeight = 0; return; } if ( currentAnim == BOTH_LAND1 ) { UI_SetLegsAnim( pi, TORSO_WEAPONREADY3 ); return; } }