1 $frame die1 die2 draw duck duckwalk duckjump duckidle idle
2 $frame jump pain1 pain2 shoot taunt run runbackwards
3 $frame strafeleft straferight dead1 dead2 forwardright
4 $frame forwardleft backright backleft
6 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
7 // merged player_run and player_stand to player_anim
8 // added death animations to player_anim
9 // can now spawn thrown weapons from anywhere, not just from players
10 // thrown weapons now fade out after 20 seconds
11 // created PlayerGib function
12 // PlayerDie no longer uses hitloc or damage
13 // PlayerDie now supports dying animations as well as gibbing
14 // cleaned up PlayerDie a lot
20 void CopyBody(float keepvelocity)
23 if (self.effects & EF_NODRAW)
27 self.colormap = oldself.colormap;
28 self.iscreature = oldself.iscreature;
29 self.angles = oldself.angles;
30 self.avelocity = oldself.avelocity;
31 self.classname = "body";
32 self.damageforcescale = oldself.damageforcescale;
33 self.effects = oldself.effects;
34 self.event_damage = oldself.event_damage;
35 self.frame = oldself.frame;
36 self.health = oldself.health;
37 self.armorvalue = oldself.armorvalue;
38 self.armortype = oldself.armortype;
39 self.model = oldself.model;
40 self.modelindex = oldself.modelindex;
41 self.movetype = oldself.movetype;
42 self.nextthink = oldself.nextthink;
43 self.skin = oldself.skin;
44 self.solid = oldself.solid;
45 self.takedamage = oldself.takedamage;
46 self.think = oldself.think;
47 if (keepvelocity == 1)
48 self.velocity = oldself.velocity;
49 self.oldvelocity = self.velocity;
50 self.fade_time = oldself.fade_time;
51 self.fade_rate = oldself.fade_rate;
52 //self.weapon = oldself.weapon;
53 setorigin(self, oldself.origin);
54 setsize(self, oldself.mins, oldself.maxs);
55 self.oldorigin = oldself.origin;
59 void player_anim (void)
61 if (self.deadflag != DEAD_NO)
63 if (time > self.dead_time)
68 setsize(self, self.mins, self.maxs);
70 self.frame = self.dead_frame;
73 self.frame = self.die_frame;
80 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
81 self.frame = $duckwalk;
83 self.frame = $duckidle;
85 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
87 if (self.movement_x > 0 && self.movement_y == 0)
89 else if (self.movement_x < 0 && self.movement_y == 0)
90 self.frame = $runbackwards;
91 else if (self.movement_x == 0 && self.movement_y > 0)
92 self.frame = $straferight;
93 else if (self.movement_x == 0 && self.movement_y < 0)
94 self.frame = $strafeleft;
95 else if (self.movement_x > 0 && self.movement_y > 0)
96 self.frame = $forwardright;
97 else if (self.movement_x > 0 && self.movement_y < 0)
98 self.frame = $forwardleft;
99 else if (self.movement_x < 0 && self.movement_y > 0)
100 self.frame = $backright;
101 else if (self.movement_x < 0 && self.movement_y < 0)
102 self.frame = $backleft;
106 else if (self.pain_finished > time)
107 self.frame = self.pain_frame;
108 else if (self.attack_finished > time)
113 if (!(self.flags & FL_ONGROUND))
116 self.frame = $duckidle; // if player is crouching while in air, show crouch frame
121 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
123 void SpawnThrownWeapon (vector org, float w)
125 local entity oldself;
127 if (!cvar("g_pickup_items"))
128 if (!cvar("g_minstagib"))
135 // this will cause it to be removed later
136 self.classname = "droppedweapon";
138 setorigin(self, org);
139 self.velocity = randomvec() * 100 + '0 0 200';
140 SUB_SetFade(self, time + 20, 1);
144 else if (w == WEP_SHOTGUN)
146 else if (w == WEP_GRENADE_LAUNCHER)
147 weapon_grenadelauncher ();
148 else if (w == WEP_ELECTRO)
150 else if (w == WEP_CRYLINK)
152 else if (w == WEP_NEX)
154 else if (w == WEP_HAGAR)
156 else if (w == WEP_ROCKET_LAUNCHER)
157 weapon_rocketlauncher ();
159 // making absolutely sure...
160 self.classname = "droppedweapon";
161 self.colormap = oldself.colormap;
166 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
168 local float take, save;
169 te_blood (hitloc, force, damage);
170 // damage resistance (ignore most of the damage from a bullet or similar)
171 damage = max(damage - 5, 1);
173 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
174 take = bound(0, damage - save, damage);
177 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
179 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
181 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
184 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
186 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
188 if (!(self.flags & FL_GODMODE))
190 self.armorvalue = self.armorvalue - save;
191 self.health = self.health - take;
192 // pause regeneration for 5 seconds
193 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
195 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
196 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
197 self.dmg_inflictor = inflictor;
199 if (self.health <= -50)
201 // don't use any animations as a gib
205 // view just above the floor
206 self.view_ofs = '0 0 4';
209 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
210 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
213 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
214 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
216 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
217 //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
218 TossGib (world, "models/gibs/gib1.mdl", self.origin, self.velocity,0);
219 //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
220 TossGib (world, "models/gibs/gib2.mdl", self.origin, self.velocity,0);
221 //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
222 TossGib (world, "models/gibs/gib3.mdl", self.origin, self.velocity,0);
224 // these destory on impact
225 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
226 //TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
227 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
228 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
229 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
230 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
232 sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
236 void DropAllRunes(entity pl);
239 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
241 local float take, save;
243 te_blood (hitloc, force, damage);
244 if (self.pain_finished < time) //Don't switch pain sequences like crazy
247 self.pain_frame = $pain1;
249 self.pain_frame = $pain2;
250 self.pain_finished = time + 0.5; //Supajoe
252 // throw off bot aim temporarily
254 shake = damage * 5 / (skill + 1);
255 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
256 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
263 if (!cvar("g_minstagib"))
265 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
266 take = bound(0, damage - save, damage);
275 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
277 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
279 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
282 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
284 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
286 if (!(self.flags & FL_GODMODE))
287 if (time > self.spawnshieldtime)
289 self.armorvalue = self.armorvalue - save;
290 self.health = self.health - take;
291 // pause regeneration for 5 seconds
292 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
294 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
295 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
296 self.dmg_inflictor = inflictor;
300 // don't reset pushltime for self damage as it may be an attempt to
301 // escape a lava pit or similar
302 //self.pushltime = 0;
304 else if(attacker.classname == "player" || attacker.classname == "gib")
306 self.pusher = attacker;
307 self.pushltime = time + cvar("g_maxpushtime");
309 else if(time < self.pushltime)
311 attacker = self.pusher;
312 self.pushltime = max(self.pushltime, time + 0.6);
321 // become fully visible
324 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
325 // print an obituary message
326 Obituary (attacker, self, deathtype);
328 // make the corpse upright (not tilted)
332 self.avelocity = '0 0 0';
333 // view from the floor
334 self.view_ofs = '0 0 -8';
336 self.movetype = MOVETYPE_TOSS;
338 self.solid = SOLID_CORPSE;
339 // don't stick to the floor
340 self.flags = self.flags - (self.flags & FL_ONGROUND);
342 self.deadflag = DEAD_DYING;
343 // when to allow respawn
344 self.death_time = time + 0.5;
345 // when to switch to the dead_frame
346 self.dead_time = time + 2;
349 self.die_frame = $die1;
350 self.dead_frame = $dead1;
354 self.die_frame = $die2;
355 self.dead_frame = $dead2;
357 // start the animation
359 // set damage function to corpse damage
360 self.event_damage = PlayerCorpseDamage;
361 // call the corpse damage function just in case it wants to gib
362 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
363 // set up to fade out later
364 SUB_SetFade (self, time + 12 + random () * 4, 1);
367 if(self.weaponentity)
368 if(self.weaponentity.lasertarget)
369 remove(self.weaponentity.lasertarget);
371 if(clienttype(self) == CLIENTTYPE_REAL)
373 self.fixangle = TRUE;
375 //WriteByte (MSG_ONE, SVC_SETANGLE);
376 //WriteAngle (MSG_ONE, self.v_angle_x);
377 //WriteAngle (MSG_ONE, self.v_angle_y);
378 //WriteAngle (MSG_ONE, 80);
382 Spawnqueue_Unmark(self);