/* =============== UI_PlayerAnimation =============== */ static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp, int *torsoOld, int *torso, float *torsoBackLerp ) { // legs animation pi->legsAnimationTimer -= uiInfo.uiDC.frameTime; if ( pi->legsAnimationTimer < 0 ) { pi->legsAnimationTimer = 0; } UI_LegsSequencing( pi ); if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN ); } else { UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); } *legsOld = pi->legs.oldFrame; *legs = pi->legs.frame; *legsBackLerp = pi->legs.backlerp; // torso animation pi->torsoAnimationTimer -= uiInfo.uiDC.frameTime; if ( pi->torsoAnimationTimer < 0 ) { pi->torsoAnimationTimer = 0; } UI_TorsoSequencing( pi ); UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim ); *torsoOld = pi->torso.oldFrame; *torso = pi->torso.frame; *torsoBackLerp = pi->torso.backlerp; }
/* * UI_PlayerAnimation */ static void UI_PlayerAnimation(Playerinfo *pi, int *legsOld, int *legs, float *legsBackLerp, int *torsoOld, int *torso, float *torsoBackLerp) { /* legs animation */ pi->legsAnimationTimer -= uis.frametime; if(pi->legsAnimationTimer < 0) pi->legsAnimationTimer = 0; UI_LegsSequencing(pi); if(pi->legs.yawing && (pi->legsAnim & ~ANIM_TOGGLEBIT) == LEGS_IDLE) UI_RunLerpFrame(pi, &pi->legs, LEGS_TURN); else UI_RunLerpFrame(pi, &pi->legs, pi->legsAnim); *legsOld = pi->legs.oldFrame; *legs = pi->legs.frame; *legsBackLerp = pi->legs.backlerp; /* torso animation */ pi->torsoAnimationTimer -= uis.frametime; if(pi->torsoAnimationTimer < 0) pi->torsoAnimationTimer = 0; UI_TorsoSequencing(pi); UI_RunLerpFrame(pi, &pi->torso, pi->torsoAnim); *torsoOld = pi->torso.oldFrame; *torso = pi->torso.frame; *torsoBackLerp = pi->torso.backlerp; }
/* =============== UI_PlayerAnimation =============== */ static void UI_PlayerAnimation( uiPlayerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp, int *torsoOld, int *torso, float *torsoBackLerp ) { // legs animation pi->legsAnimationTimer -= uiInfo.uiDC.frameTime; if ( pi->legsAnimationTimer < 0 ) { pi->legsAnimationTimer = 0; } UI_LegsSequencing( pi ); if ( pi->legs.yawing && #ifdef TA_WEAPSYS BG_PlayerStandAnim(&pi->playercfg, AP_LEGS, pi->legsAnim) #else ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE #endif ) { #ifdef IOQ3ZTM // LERP_FRAME_CLIENT_LESS BG_RunLerpFrame( &pi->legs, #ifdef TA_PLAYERSYS pi->playercfg.animations, #else pi->animations, #endif LEGS_TURN, dp_realtime, 1.0f ); #else UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN ); #endif } else { #ifdef IOQ3ZTM // LERP_FRAME_CLIENT_LESS BG_RunLerpFrame( &pi->legs, #ifdef TA_PLAYERSYS pi->playercfg.animations, #else pi->animations, #endif pi->legsAnim, dp_realtime, 1.0f ); #else UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); #endif } *legsOld = pi->legs.oldFrame; *legs = pi->legs.frame; *legsBackLerp = pi->legs.backlerp; // torso animation pi->torsoAnimationTimer -= uiInfo.uiDC.frameTime; if ( pi->torsoAnimationTimer < 0 ) { pi->torsoAnimationTimer = 0; } UI_TorsoSequencing( pi ); #ifdef IOQ3ZTM // LERP_FRAME_CLIENT_LESS BG_RunLerpFrame( &pi->torso, #ifdef TA_PLAYERSYS pi->playercfg.animations, #else pi->animations, #endif pi->torsoAnim, dp_realtime, 1.0f ); #else UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim ); #endif *torsoOld = pi->torso.oldFrame; *torso = pi->torso.frame; *torsoBackLerp = pi->torso.backlerp; }