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
17 void CopyBody(float keepvelocity)
20 if (self.effects & EF_NODRAW)
24 self.angles = oldself.angles;
25 self.avelocity = oldself.avelocity;
26 self.classname = "body";
27 self.damageforcescale = oldself.damageforcescale;
28 self.effects = oldself.effects;
29 self.event_damage = oldself.event_damage;
30 self.frame = oldself.frame;
31 self.health = oldself.health;
32 self.model = oldself.model;
33 self.modelindex = oldself.modelindex;
34 self.movetype = oldself.movetype;
35 self.nextthink = oldself.nextthink;
36 self.skin = oldself.skin;
37 self.solid = oldself.solid;
38 self.takedamage = oldself.takedamage;
39 self.think = oldself.think;
40 if (keepvelocity == 1)
41 self.velocity = oldself.velocity;
42 self.fade_time = oldself.fade_time;
43 self.fade_rate = oldself.fade_rate;
44 //self.weapon = oldself.weapon;
45 setorigin(self, oldself.origin);
46 setsize(self, oldself.mins, oldself.maxs);//'-16 -16 -24', '16 16 5');
47 self.oldorigin = oldself.origin;
51 void player_anim (void)
53 if (self.deadflag != DEAD_NO)
55 if (time > self.dead_time)
58 setsize(self, '-16 -16 -24', '16 16 5');
59 self.frame = self.dead_frame;
62 self.frame = self.die_frame;
69 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
70 self.frame = $duckwalk;
72 self.frame = $duckidle;
74 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
76 if (self.movement_x > 0 && self.movement_y == 0)
78 else if (self.movement_x < 0 && self.movement_y == 0)
79 self.frame = $runbackwards;
80 else if (self.movement_x == 0 && self.movement_y > 0)
81 self.frame = $straferight;
82 else if (self.movement_x == 0 && self.movement_y < 0)
83 self.frame = $strafeleft;
84 else if (self.movement_x > 0 && self.movement_y > 0)
85 self.frame = $forwardright;
86 else if (self.movement_x > 0 && self.movement_y < 0)
87 self.frame = $forwardleft;
88 else if (self.movement_x < 0 && self.movement_y > 0)
89 self.frame = $backright;
90 else if (self.movement_x < 0 && self.movement_y < 0)
91 self.frame = $backleft;
95 else if (self.pain_finished > time)
96 self.frame = self.pain_frame;
97 else if (self.attack_finished > time)
102 if (!(self.flags & FL_ONGROUND))
105 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
107 void SpawnThrownWeapon (vector org, float w)
109 local entity oldself;
111 if ((cvar("g_instagib") == 1) | (cvar("g_rocketarena") == 1))
118 // this will cause it to be removed later
119 self.classname = "droppedweapon";
121 setorigin(self, org);
122 self.velocity = randomvec() * 100 + '0 0 200';
123 SUB_SetFade(self, time + 20, 1);
127 else if (w == WEP_SHOTGUN)
129 else if (w == WEP_GRENADE_LAUNCHER)
130 weapon_grenadelauncher ();
131 else if (w == WEP_ELECTRO)
133 else if (w == WEP_CRYLINK)
135 else if (w == WEP_NEX)
137 else if (w == WEP_HAGAR)
139 else if (w == WEP_ROCKET_LAUNCHER)
140 weapon_rocketlauncher ();
145 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
147 local float take, save;
148 te_blood (hitloc, force, damage);
149 // damage resistance (ignore most of the damage from a bullet or similar)
150 damage = max(damage - 5, 1);
151 save = bound(0, damage * 0.6, self.armorvalue);
152 take = bound(0, damage - save, damage);
153 self.armorvalue = self.armorvalue - save;
154 self.health = self.health - take;
155 self.dmg_save = self.dmg_save + save;
156 self.dmg_take = self.dmg_take + take;
157 self.dmg_inflictor = inflictor;
158 if (self.health <= -50)
160 // don't use any animations as a gib
164 // view just above the floor
165 self.view_ofs = '0 0 4';
168 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
169 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
172 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
173 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
175 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
176 TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
177 TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
178 TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
180 // these destory on impact
181 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
182 TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
183 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
184 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
185 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
186 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
188 sound (trace_ent, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
192 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
194 local float take, save;
196 te_blood (hitloc, force, damage);
197 if (self.pain_finished < time) //Don't switch pain sequences like crazy
200 self.pain_frame = $pain1;
202 self.pain_frame = $pain2;
203 self.pain_finished = time + 0.5; //Supajoe
206 save = bound(0, damage * 0.6, self.armorvalue);
207 take = bound(0, damage - save, damage);
210 sound (self, CHAN_BODY, "misc/armorimpact.wav", 1, ATTN_NORM);
212 sound (self, CHAN_BODY, "misc/bodyimpact1.wav", 1, ATTN_NORM);
214 sound (self, CHAN_BODY, "misc/bodyimpact2.wav", 1, ATTN_NORM);
217 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
219 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
221 if (!(self.flags & FL_GODMODE))
223 self.armorvalue = self.armorvalue - save;
224 self.health = self.health - take;
226 self.dmg_save = self.dmg_save + max(save - 10, 0);
227 self.dmg_take = self.dmg_take + max(take - 10, 0);
228 self.dmg_inflictor = inflictor;
229 if (self.health <= 2)
232 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
233 // print an obituary message
234 Obituary (attacker, self, deathtype);
235 // make the corpse upright (not tilted)
239 self.avelocity = '0 0 0';
240 // no weapon when dead
241 self.weaponmodel = "";
243 // view from the floor
244 self.view_ofs = '0 0 -8';
246 self.movetype = MOVETYPE_TOSS;
248 self.solid = SOLID_CORPSE;
249 // don't stick to the floor
250 self.flags = self.flags - (self.flags & FL_ONGROUND);
252 self.deadflag = DEAD_DYING;
253 // when to allow respawn
254 self.death_time = time + 0.5;
255 // when to switch to the dead_frame
256 self.dead_time = time + 2;
259 self.die_frame = $die1;
260 self.dead_frame = $dead1;
264 self.die_frame = $die2;
265 self.dead_frame = $dead2;
267 // start the animation
269 // set damage function to corpse damage
270 self.event_damage = PlayerCorpseDamage;
271 // call the corpse damage function just in case it wants to gib
272 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
273 // set up to fade out later
274 SUB_SetFade (self, time + 12 + random () * 4, 1);