Пример #1
0
void ManageCombatModeAnimations() {
	arx_assert(entities.player());
		
	Entity * const io = entities.player();
	
	AnimLayer & layer1 = io->animlayer[1];

	ANIM_HANDLE ** alist=io->anims;
	WeaponType weapontype = ARX_EQUIPMENT_GetPlayerWeaponType();
	
	if(weapontype == WEAPON_BARE && LAST_WEAPON_TYPE != weapontype) {
		if(layer1.cur_anim != alist[ANIM_BARE_WAIT]) {
			changeAnimation(io, 1, alist[ANIM_BARE_WAIT]);
			AimTime = 0;
		}
	}
	
	switch(weapontype) {
		case WEAPON_BARE:	// BARE HANDS PLAYER MANAGEMENT

			if(layer1.cur_anim == alist[ANIM_BARE_WAIT]) {
				AimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_START + CurrFightPos * 3]);
					io->isHit = false;
				}
			}

			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					AimTime = (unsigned long)(arxtime);
				} else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(io, SM_STRIKE, "bare");
					PlayerWeaponBlocked = -1;
					CurrFightPos = 0;
					AimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT+j*3]) {
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_BARE_WAIT], EA_LOOP);
						CurrFightPos = 0;
						AimTime = (unsigned long)(arxtime);
						PlayerWeaponBlocked = -1;
					} else if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.2f
							&& layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.8f
							&& PlayerWeaponBlocked == -1
					) {
						long id = -1;
						
						if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT]) {
							id = io->obj->fastaccess.left_attach;
						} else { // Strike Right
							id = io->obj->fastaccess.primary_attach;
						}
						
						if(id != -1) {
							Sphere sphere;
							sphere.origin = io->obj->vertexlist3[id].v;
							sphere.radius = 25.f;
							
							EntityHandle num;
							
							if(CheckAnythingInSphere(sphere, PlayerEntityHandle, 0, &num)) {
								float dmgs = (player.m_miscFull.damages + 1) * STRIKE_AIMTIME;
								
								if(ARX_DAMAGES_TryToDoDamage(io->obj->vertexlist3[id].v, dmgs, 40, PlayerEntityHandle)) {
									PlayerWeaponBlocked = layer1.ctime;
								}
								
								ARX_PARTICLES_Spawn_Spark(sphere.origin, int(dmgs), 2);
								
								if(ValidIONum(num)) {
									ARX_SOUND_PlayCollision(entities[num]->material, MATERIAL_FLESH, 1.f, 1.f, sphere.origin, NULL);
								}
							}
						}
					}
				}
			}

		break;
		case WEAPON_DAGGER: // DAGGER PLAYER MANAGEMENT
			
			// Waiting and receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_DAGGER_WAIT]) {
				AimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_START + CurrFightPos * 3]);
					io->isHit = false;
				}
			}

			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					AimTime = (unsigned long)(arxtime);
				} else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(io, SM_STRIKE, "dagger");
					CurrFightPos = 0;
					AimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT+j*3]) {
					if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.3f
						&& layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.7f)
					{
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(PlayerWeaponBlocked == -1
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 0))
						{
							PlayerWeaponBlocked = layer1.ctime;
						}
					}

					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_DAGGER_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						CurrFightPos = 0;
						AimTime = (unsigned long)(arxtime);
						PlayerWeaponBlocked = -1;
					}

					if(PlayerWeaponBlocked != -1 && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.9f) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 1);
					}
				}
			}

		break;
		case WEAPON_1H: // 1HANDED PLAYER MANAGEMENT
			
			// Waiting and Received Strike Impulse
			if(layer1.cur_anim == alist[ANIM_1H_WAIT]) {
				AimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_START + CurrFightPos * 3]);
					io->isHit = false;
				}
			}

			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					AimTime = (unsigned long)(arxtime);
				} else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(io, SM_STRIKE, "1h");
					CurrFightPos = 0;
					AimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT+j*3]) {
					if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.3f
						&& layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.7f)
					{
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(PlayerWeaponBlocked == -1
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 0))
						{
							PlayerWeaponBlocked = layer1.ctime;
						}
					}

					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_1H_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						CurrFightPos = 0;
						AimTime = 0;
						PlayerWeaponBlocked = -1;
					}

					if(PlayerWeaponBlocked != -1 && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.9f) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 1);
					}
				}
			}
		break;
		case WEAPON_2H: // 2HANDED PLAYER MANAGEMENT
			
			// Waiting and Receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_2H_WAIT]) {
				AimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_START + CurrFightPos * 3]);
					io->isHit = false;
				}
			}

			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_START+j*3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					AimTime = (unsigned long)(arxtime);
				} else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_CYCLE+j*3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(io, SM_STRIKE, "2h");
					CurrFightPos = 0;
					AimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT+j*3]) {
					if(layer1.ctime > layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.3f
						&& layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.7f)
					{
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(PlayerWeaponBlocked == -1
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 0))
						{
							PlayerWeaponBlocked = layer1.ctime;
						}
					}

					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_2H_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						CurrFightPos = 0;
						AimTime = 0;
						PlayerWeaponBlocked = -1;
					}

					if(PlayerWeaponBlocked != -1 && layer1.ctime < layer1.cur_anim->anims[layer1.altidx_cur]->anim_time * 0.9f) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, STRIKE_AIMTIME, 1);
					}
				}
			}
		break;
		case WEAPON_BOW: // MISSILE PLAYER MANAGEMENT
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE]) {
				if(GLOBAL_SLOWDOWN != 1.f)
					BOW_FOCAL += Original_framedelay;
				else
					BOW_FOCAL += framedelay;

				if(BOW_FOCAL > 710)
					BOW_FOCAL = 710;
			}

			// Waiting and Receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_MISSILE_WAIT]) {
				AimTime = (unsigned long)(arxtime);

				if(eeMousePressed1() && Player_Arrow_Count() > 0) {
					changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_1]);
					io->isHit = false;
				}
			}

			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_1] && (layer1.flags & EA_ANIMEND)) {
				AimTime = 0;
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_2]);
				EERIE_LINKEDOBJ_LinkObjectToObject(io->obj, arrowobj, "left_attach", "attach", NULL);
			}

			// Now go for strike cycle...
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_2] && (layer1.flags & EA_ANIMEND)) {
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_CYCLE], EA_LOOP);
				AimTime = (unsigned long)(arxtime);
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE] && !eeMousePressed1()) {
				EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE]);
				SendIOScriptEvent(io, SM_STRIKE, "bow");
				StrikeAimtime();
				STRIKE_AIMTIME = (float)(BOW_FOCAL)/710.f;
				Entity * quiver = Player_Arrow_Count_Decrease();
				float poisonous = 0.f;

				if(quiver) {
					poisonous = quiver->poisonous;
					if(quiver->poisonous_count > 0) {
						quiver->poisonous_count--;

						if(quiver->poisonous_count <= 0)
							quiver->poisonous = 0;
					}

					ARX_DAMAGES_DurabilityLoss(quiver, 1.f);

					// TODO is this needed ?, quivers seem to self destruct via script, but maybe not all
					if(ValidIOAddress(quiver) && quiver->durability <= 0.f) {
						ARX_INTERACTIVE_DestroyIOdelayed(quiver);
					}
				}

				float aimratio = STRIKE_AIMTIME;

				if(sp_max && poisonous < 3.f)
					poisonous = 3.f;

				Vec3f orgPos = player.pos + Vec3f(0.f, 40.f, 0.f);

				if(io->obj->fastaccess.left_attach >= 0) {
					orgPos = io->obj->vertexlist3[io->obj->fastaccess.left_attach].v;
				}

				Anglef orgAngle = player.angle;

				PlayerLaunchArrow_Test(aimratio, poisonous, orgPos, orgAngle);

				if(sp_max) {
					Anglef angle;
					Vec3f pos = player.pos + Vec3f(0.f, 40.f, 0.f);
					
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() + 8);
					angle.setRoll(player.angle.getRoll());
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() - 8);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() + 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setYaw(player.angle.getYaw());
					angle.setPitch(player.angle.getPitch() - 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
				}

				AimTime = 0;
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE]) {
				BOW_FOCAL -= Original_framedelay;

				if(BOW_FOCAL < 0)
					BOW_FOCAL = 0;

				if(layer1.flags & EA_ANIMEND) {
					BOW_FOCAL = 0;
					changeAnimation(io, 1, alist[ANIM_MISSILE_WAIT], EA_LOOP);
					AimTime = 0;
					PlayerWeaponBlocked = -1;
					EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				}
			}
		break;
	}

	LAST_WEAPON_TYPE = weapontype;
}
Пример #2
0
void ManageCombatModeAnimations() {
	
	arx_assert(entities.player());
	
	if(player.m_aimTime > 0) {
		player.m_aimTime += g_platformTime.lastFrameDuration();
	}
	
	Entity * const io = entities.player();
	
	AnimLayer & layer1 = io->animlayer[1];
	
	ANIM_HANDLE ** alist = io->anims;
	WeaponType weapontype = ARX_EQUIPMENT_GetPlayerWeaponType();
	
	if(weapontype == WEAPON_BARE && LAST_WEAPON_TYPE != weapontype) {
		if(layer1.cur_anim != alist[ANIM_BARE_WAIT]) {
			changeAnimation(io, 1, alist[ANIM_BARE_WAIT]);
			player.m_aimTime = 0;
		}
	}
	
	switch(weapontype) {
		case WEAPON_BARE: { // BARE HANDS PLAYER MANAGEMENT
			if(layer1.cur_anim == alist[ANIM_BARE_WAIT]) {
				player.m_aimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_START + player.m_strikeDirection * 3]);
					io->isHit = false;
				}
			}
			
			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					player.m_aimTime = PlatformDuration::ofRaw(1);
				} else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_BARE_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(NULL, io, SM_STRIKE, "bare");
					player.m_weaponBlocked = AnimationDuration::ofRaw(-1); // TODO inband signaling AnimationDuration
					player.m_strikeDirection = 0;
					player.m_aimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT + j * 3]) {
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_BARE_WAIT], EA_LOOP);
						player.m_strikeDirection = 0;
						player.m_aimTime = PlatformDuration::ofRaw(1);
						player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					} else if( layer1.ctime > layer1.currentAltAnim()->anim_time * 0.2f
					        && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.8f
					        && player.m_weaponBlocked == AnimationDuration::ofRaw(-1)) {
						
						ActionPoint id = ActionPoint();
						if(layer1.cur_anim == alist[ANIM_BARE_STRIKE_LEFT]) {
							id = io->obj->fastaccess.left_attach;
						} else { // Strike Right
							id = io->obj->fastaccess.primary_attach;
						}
						
						if(id != ActionPoint()) {
							Sphere sphere;
							sphere.origin = actionPointPosition(io->obj, id);
							sphere.radius = 25.f;
							
							EntityHandle num;
							
							if(CheckAnythingInSphere(sphere, EntityHandle_Player, 0, &num)) {
								float dmgs = (player.m_miscFull.damages + 1) * player.m_strikeAimRatio;
								
								if(ARX_DAMAGES_TryToDoDamage(actionPointPosition(io->obj, id), dmgs, 40, EntityHandle_Player)) {
									player.m_weaponBlocked = layer1.ctime;
								}
								
								ParticleSparkSpawnContinous(sphere.origin, unsigned(dmgs), SpawnSparkType_Success);
								
								if(ValidIONum(num)) {
									static PlatformInstant lastHit = 0;
									PlatformInstant now = g_platformTime.frameStart();
									if(now - lastHit > toPlatformDuration(layer1.ctime)) {
										ARX_SOUND_PlayCollision(entities[num]->material, MATERIAL_FLESH, 1.f, 1.f, sphere.origin, NULL);
										lastHit = now;
									}
								}
							}
						}
					}
				}
			}
			break;
		}
		case WEAPON_DAGGER: { // DAGGER PLAYER MANAGEMENT
			// Waiting and receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_DAGGER_WAIT]) {
				player.m_aimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_START + player.m_strikeDirection * 3]);
					io->isHit = false;
				}
			}
			
			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					player.m_aimTime = PlatformDuration::ofRaw(1);
				} else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_DAGGER_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(NULL, io, SM_STRIKE, "dagger");
					player.m_strikeDirection = 0;
					player.m_aimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_DAGGER_STRIKE_LEFT + j * 3]) {
					if(   layer1.ctime > layer1.currentAltAnim()->anim_time * 0.3f
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.7f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(player.m_weaponBlocked == AnimationDuration::ofRaw(-1)
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 0))
						{
							player.m_weaponBlocked = layer1.ctime;
						}
					}
					
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_DAGGER_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						player.m_strikeDirection = 0;
						player.m_aimTime = PlatformDuration::ofRaw(1);
						player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					}
					
					if(   player.m_weaponBlocked != AnimationDuration::ofRaw(-1)
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.9f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 1);
					}
				}
			}
			break;
		}
		case WEAPON_1H: { // 1HANDED PLAYER MANAGEMENT
			// Waiting and Received Strike Impulse
			if(layer1.cur_anim == alist[ANIM_1H_WAIT]) {
				player.m_aimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_START + player.m_strikeDirection * 3]);
					io->isHit = false;
				}
			}
			
			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					player.m_aimTime = PlatformDuration::ofRaw(1);
				} else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_1H_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(NULL, io, SM_STRIKE, "1h");
					player.m_strikeDirection = 0;
					player.m_aimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_1H_STRIKE_LEFT + j * 3]) {
					if(   layer1.ctime > layer1.currentAltAnim()->anim_time * 0.3f
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.7f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(player.m_weaponBlocked == AnimationDuration::ofRaw(-1)
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 0))
						{
							player.m_weaponBlocked = layer1.ctime;
						}
					}
					
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_1H_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						player.m_strikeDirection = 0;
						player.m_aimTime = 0;
						player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					}
					
					if(   player.m_weaponBlocked != AnimationDuration::ofRaw(-1)
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.9f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 1);
					}
				}
			}
			break;
		}
		case WEAPON_2H: { // 2HANDED PLAYER MANAGEMENT
			// Waiting and Receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_2H_WAIT]) {
				player.m_aimTime = 0;
				if(eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_START + player.m_strikeDirection * 3]);
					io->isHit = false;
				}
			}
			
			// Now go for strike cycle...
			for(long j = 0; j < 4; j++) {
				if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_START + j * 3] && (layer1.flags & EA_ANIMEND)) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT_CYCLE + j * 3], EA_LOOP);
					player.m_aimTime = PlatformDuration::ofRaw(1);
				} else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT_CYCLE + j * 3] && !eeMousePressed1()) {
					changeAnimation(io, 1, alist[ANIM_2H_STRIKE_LEFT + j * 3]);
					strikeSpeak(io);
					SendIOScriptEvent(NULL, io, SM_STRIKE, "2h");
					player.m_strikeDirection = 0;
					player.m_aimTime = 0;
				} else if(layer1.cur_anim == alist[ANIM_2H_STRIKE_LEFT + j * 3]) {
					if(   layer1.ctime > layer1.currentAltAnim()->anim_time * 0.3f
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.7f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						
						if(player.m_weaponBlocked == AnimationDuration::ofRaw(-1)
							&& ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 0))
						{
							player.m_weaponBlocked = layer1.ctime;
						}
					}
					
					if(layer1.flags & EA_ANIMEND) {
						changeAnimation(io, 1, alist[ANIM_2H_WAIT], EA_LOOP);
						layer1.flags &= ~(EA_PAUSED | EA_REVERSE);
						player.m_strikeDirection = 0;
						player.m_aimTime = 0;
						player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					}
					
					if(   player.m_weaponBlocked != AnimationDuration::ofRaw(-1)
					   && layer1.ctime < layer1.currentAltAnim()->anim_time * 0.9f
					) {
						Entity * weapon = entities[player.equiped[EQUIP_SLOT_WEAPON]];
						ARX_EQUIPMENT_Strike_Check(io, weapon, player.m_strikeAimRatio, 1);
					}
				}
			}
			break;
		}
		case WEAPON_BOW: { // MISSILE PLAYER MANAGEMENT
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE]) {
				player.m_bowAimRatio += bowZoomFromDuration(toMs(g_platformTime.lastFrameDuration()));
				
				if(player.m_bowAimRatio > 1.f)
					player.m_bowAimRatio = 1.f;
			}
			
			// Waiting and Receiving Strike Impulse
			if(layer1.cur_anim == alist[ANIM_MISSILE_WAIT]) {
				player.m_aimTime = PlatformDuration::ofRaw(1);
				
				if(eeMousePressed1() && Player_Arrow_Count() > 0) {
					changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_1]);
					io->isHit = false;
				}
			}
			
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_1] && (layer1.flags & EA_ANIMEND)) {
				player.m_aimTime = 0;
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_PART_2]);
				EERIE_LINKEDOBJ_LinkObjectToObject(io->obj, arrowobj, "left_attach", "attach", NULL);
			}
			
			// Now go for strike cycle...
			if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_PART_2] && (layer1.flags & EA_ANIMEND)) {
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE_CYCLE], EA_LOOP);
				player.m_aimTime = PlatformDuration::ofRaw(1);
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE_CYCLE] && !eeMousePressed1()) {
				EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				changeAnimation(io, 1, alist[ANIM_MISSILE_STRIKE]);
				SendIOScriptEvent(NULL, io, SM_STRIKE, "bow");
				StrikeAimtime();
				player.m_strikeAimRatio = player.m_bowAimRatio;
				Entity * quiver = Player_Arrow_Count_Decrease();
				float poisonous = 0.f;
				
				if(quiver) {
					poisonous = quiver->poisonous;
					if(quiver->poisonous_count > 0) {
						quiver->poisonous_count--;
						
						if(quiver->poisonous_count <= 0)
							quiver->poisonous = 0;
					}
					
					ARX_DAMAGES_DurabilityLoss(quiver, 1.f);
					
					// TODO is this needed ?, quivers seem to self destruct via script, but maybe not all
					if(ValidIOAddress(quiver) && quiver->durability <= 0.f) {
						ARX_INTERACTIVE_DestroyIOdelayed(quiver);
					}
				}
				
				float aimratio = player.m_strikeAimRatio;
				
				if(sp_max && poisonous < 3.f)
					poisonous = 3.f;
				
				Vec3f orgPos = player.pos + Vec3f(0.f, 40.f, 0.f);
				
				if(io->obj->fastaccess.left_attach != ActionPoint()) {
					orgPos = actionPointPosition(io->obj, io->obj->fastaccess.left_attach);
				}
				
				Anglef orgAngle = player.angle;
				
				PlayerLaunchArrow_Test(aimratio, poisonous, orgPos, orgAngle);
				
				if(sp_max) {
					Anglef angle;
					Vec3f pos = player.pos + Vec3f(0.f, 40.f, 0.f);
					
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() + 8);
					angle.setRoll(player.angle.getRoll());
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() - 8);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() + 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
					angle.setPitch(player.angle.getPitch());
					angle.setYaw(player.angle.getYaw() - 4.f);
					PlayerLaunchArrow_Test(aimratio, poisonous, pos, angle);
				}
				
				player.m_aimTime = 0;
			} else if(layer1.cur_anim == alist[ANIM_MISSILE_STRIKE]) {
				player.m_bowAimRatio -= bowZoomFromDuration(toMs(g_platformTime.lastFrameDuration()));
				
				if(player.m_bowAimRatio < 0)
					player.m_bowAimRatio = 0;
				
				if(layer1.flags & EA_ANIMEND) {
					player.m_bowAimRatio = 0;
					changeAnimation(io, 1, alist[ANIM_MISSILE_WAIT], EA_LOOP);
					player.m_aimTime = 0;
					player.m_weaponBlocked = AnimationDuration::ofRaw(-1);
					EERIE_LINKEDOBJ_UnLinkObjectFromObject(io->obj, arrowobj);
				}
			}
			break;
		}
	}
	
	LAST_WEAPON_TYPE = weapontype;
}