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);//'-16 -16 -24', '16 16 5');
55 self.oldorigin = oldself.origin;
59 void player_anim (void)
61 if (self.deadflag != DEAD_NO)
63 if (time > self.dead_time)
66 setsize(self, '-16 -16 -24', '16 16 5');
67 self.frame = self.dead_frame;
70 self.frame = self.die_frame;
77 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
78 self.frame = $duckwalk;
80 self.frame = $duckidle;
82 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
84 if (self.movement_x > 0 && self.movement_y == 0)
86 else if (self.movement_x < 0 && self.movement_y == 0)
87 self.frame = $runbackwards;
88 else if (self.movement_x == 0 && self.movement_y > 0)
89 self.frame = $straferight;
90 else if (self.movement_x == 0 && self.movement_y < 0)
91 self.frame = $strafeleft;
92 else if (self.movement_x > 0 && self.movement_y > 0)
93 self.frame = $forwardright;
94 else if (self.movement_x > 0 && self.movement_y < 0)
95 self.frame = $forwardleft;
96 else if (self.movement_x < 0 && self.movement_y > 0)
97 self.frame = $backright;
98 else if (self.movement_x < 0 && self.movement_y < 0)
99 self.frame = $backleft;
103 else if (self.pain_finished > time)
104 self.frame = self.pain_frame;
105 else if (self.attack_finished > time)
110 if (!(self.flags & FL_ONGROUND))
113 self.frame = $duckidle; // if player is crouching while in air, show crouch frame
118 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
120 void SpawnThrownWeapon (vector org, float w)
122 local entity oldself;
124 if (!cvar("g_pickup_items"))
125 if (!cvar("g_minstagib"))
132 // this will cause it to be removed later
133 self.classname = "droppedweapon";
135 setorigin(self, org);
136 self.velocity = randomvec() * 100 + '0 0 200';
137 SUB_SetFade(self, time + 20, 1);
141 else if (w == WEP_SHOTGUN)
143 else if (w == WEP_GRENADE_LAUNCHER)
144 weapon_grenadelauncher ();
145 else if (w == WEP_ELECTRO)
147 else if (w == WEP_CRYLINK)
149 else if (w == WEP_NEX)
151 else if (w == WEP_HAGAR)
153 else if (w == WEP_ROCKET_LAUNCHER)
154 weapon_rocketlauncher ();
156 // making absolutely sure...
157 self.classname = "droppedweapon";
162 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
164 local float take, save;
165 te_blood (hitloc, force, damage);
166 // damage resistance (ignore most of the damage from a bullet or similar)
167 damage = max(damage - 5, 1);
169 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
170 take = bound(0, damage - save, damage);
173 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
175 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
177 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
180 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
182 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
184 if (!(self.flags & FL_GODMODE))
186 self.armorvalue = self.armorvalue - save;
187 self.health = self.health - take;
188 // pause regeneration for 5 seconds
189 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
191 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
192 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
193 self.dmg_inflictor = inflictor;
195 if (self.health <= -50)
197 // don't use any animations as a gib
201 // view just above the floor
202 self.view_ofs = '0 0 4';
205 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
206 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
209 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
210 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
212 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
213 TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
214 TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
215 TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
217 // these destory on impact
218 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
219 TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
220 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
221 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
222 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
223 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
225 sound (trace_ent, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
229 void DropAllRunes(entity pl);
232 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
234 local float take, save;
236 te_blood (hitloc, force, damage);
237 if (self.pain_finished < time) //Don't switch pain sequences like crazy
240 self.pain_frame = $pain1;
242 self.pain_frame = $pain2;
243 self.pain_finished = time + 0.5; //Supajoe
246 if (!cvar("g_minstagib"))
248 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
249 take = bound(0, damage - save, damage);
258 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
260 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
262 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
265 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
267 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
269 if (!(self.flags & FL_GODMODE))
271 self.armorvalue = self.armorvalue - save;
272 self.health = self.health - take;
273 // pause regeneration for 5 seconds
274 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
276 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
277 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
278 self.dmg_inflictor = inflictor;
282 // don't reset pushltime for self damage as it may be an attempt to
283 // escape a lava pit or similar
284 //self.pushltime = 0;
286 else if(attacker.classname == "player" || attacker.classname == "gib")
288 if (self.bot_type == BOT_TYPE_URREBOT || self.bot_type == BOT_TYPE_AUTOURRE)
290 if (vlen(self.origin - attacker.origin) < 1000)
291 self.enemy = attacker;
292 self.pusher = attacker;
293 self.pushltime = time + cvar("g_maxpushtime");
295 else if(time < self.pushltime)
297 attacker = self.pusher;
298 self.pushltime = max(self.pushltime, time + 0.6);
303 if (self.health <= 2)
309 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
310 // print an obituary message
311 Obituary (attacker, self, deathtype);
312 // make the corpse upright (not tilted)
316 self.avelocity = '0 0 0';
317 // no weapon when dead
318 self.weaponmodel = "";
320 // view from the floor
321 self.view_ofs = '0 0 -8';
323 self.movetype = MOVETYPE_TOSS;
325 self.solid = SOLID_CORPSE;
326 // don't stick to the floor
327 self.flags = self.flags - (self.flags & FL_ONGROUND);
329 self.deadflag = DEAD_DYING;
330 // when to allow respawn
331 self.death_time = time + 0.5;
332 // when to switch to the dead_frame
333 self.dead_time = time + 2;
336 self.die_frame = $die1;
337 self.dead_frame = $dead1;
341 self.die_frame = $die2;
342 self.dead_frame = $dead2;
344 // start the animation
346 // set damage function to corpse damage
347 self.event_damage = PlayerCorpseDamage;
348 // call the corpse damage function just in case it wants to gib
349 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
350 // set up to fade out later
351 SUB_SetFade (self, time + 12 + random () * 4, 1);