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.iscreature = oldself.iscreature;
28 self.angles = oldself.angles;
29 self.avelocity = oldself.avelocity;
30 self.classname = "body";
31 self.damageforcescale = oldself.damageforcescale;
32 self.effects = oldself.effects;
33 self.event_damage = oldself.event_damage;
34 self.frame = oldself.frame;
35 self.health = oldself.health;
36 self.armorvalue = oldself.armorvalue;
37 self.armortype = oldself.armortype;
38 self.model = oldself.model;
39 self.modelindex = oldself.modelindex;
40 self.movetype = oldself.movetype;
41 self.nextthink = oldself.nextthink;
42 self.skin = oldself.skin;
43 self.solid = oldself.solid;
44 self.takedamage = oldself.takedamage;
45 self.think = oldself.think;
46 if (keepvelocity == 1)
47 self.velocity = oldself.velocity;
48 self.oldvelocity = self.velocity;
49 self.fade_time = oldself.fade_time;
50 self.fade_rate = oldself.fade_rate;
51 //self.weapon = oldself.weapon;
52 setorigin(self, oldself.origin);
53 setsize(self, oldself.mins, oldself.maxs);//'-16 -16 -24', '16 16 5');
54 self.oldorigin = oldself.origin;
58 void player_anim (void)
60 if (self.deadflag != DEAD_NO)
62 if (time > self.dead_time)
65 setsize(self, '-16 -16 -24', '16 16 5');
66 self.frame = self.dead_frame;
69 self.frame = self.die_frame;
76 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
77 self.frame = $duckwalk;
79 self.frame = $duckidle;
81 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
83 if (self.movement_x > 0 && self.movement_y == 0)
85 else if (self.movement_x < 0 && self.movement_y == 0)
86 self.frame = $runbackwards;
87 else if (self.movement_x == 0 && self.movement_y > 0)
88 self.frame = $straferight;
89 else if (self.movement_x == 0 && self.movement_y < 0)
90 self.frame = $strafeleft;
91 else if (self.movement_x > 0 && self.movement_y > 0)
92 self.frame = $forwardright;
93 else if (self.movement_x > 0 && self.movement_y < 0)
94 self.frame = $forwardleft;
95 else if (self.movement_x < 0 && self.movement_y > 0)
96 self.frame = $backright;
97 else if (self.movement_x < 0 && self.movement_y < 0)
98 self.frame = $backleft;
102 else if (self.pain_finished > time)
103 self.frame = self.pain_frame;
104 else if (self.attack_finished > time)
109 if (!(self.flags & FL_ONGROUND))
112 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
114 void SpawnThrownWeapon (vector org, float w)
116 local entity oldself;
118 if (!cvar("g_pickup_items"))
125 // this will cause it to be removed later
126 self.classname = "droppedweapon";
128 setorigin(self, org);
129 self.velocity = randomvec() * 100 + '0 0 200';
130 SUB_SetFade(self, time + 20, 1);
134 else if (w == WEP_SHOTGUN)
136 else if (w == WEP_GRENADE_LAUNCHER)
137 weapon_grenadelauncher ();
138 else if (w == WEP_ELECTRO)
140 else if (w == WEP_CRYLINK)
142 else if (w == WEP_NEX)
144 else if (w == WEP_HAGAR)
146 else if (w == WEP_ROCKET_LAUNCHER)
147 weapon_rocketlauncher ();
149 // making absolutely sure...
150 self.classname = "droppedweapon";
155 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
157 local float take, save;
158 te_blood (hitloc, force, damage);
159 // damage resistance (ignore most of the damage from a bullet or similar)
160 damage = max(damage - 5, 1);
162 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
163 take = bound(0, damage - save, damage);
166 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
168 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
170 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
173 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
175 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
177 if (!(self.flags & FL_GODMODE))
179 self.armorvalue = self.armorvalue - save;
180 self.health = self.health - take;
181 // pause regeneration for 5 seconds
182 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
184 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
185 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
186 self.dmg_inflictor = inflictor;
188 if (self.health <= -50)
190 // don't use any animations as a gib
194 // view just above the floor
195 self.view_ofs = '0 0 4';
198 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
199 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
202 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
203 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
205 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
206 TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
207 TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
208 TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
210 // these destory on impact
211 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
212 TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
213 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
214 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
215 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
216 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
218 sound (trace_ent, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
222 void DropAllRunes(entity pl);
225 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
227 local float take, save;
229 te_blood (hitloc, force, damage);
230 if (self.pain_finished < time) //Don't switch pain sequences like crazy
233 self.pain_frame = $pain1;
235 self.pain_frame = $pain2;
236 self.pain_finished = time + 0.5; //Supajoe
239 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
240 take = bound(0, damage - save, damage);
243 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
245 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
247 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
250 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
252 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
254 if (!(self.flags & FL_GODMODE))
256 self.armorvalue = self.armorvalue - save;
257 self.health = self.health - take;
258 // pause regeneration for 5 seconds
259 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
261 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
262 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
263 self.dmg_inflictor = inflictor;
267 // don't reset pushltime for self damage as it may be an attempt to
268 // escape a lava pit or similar
269 //self.pushltime = 0;
271 else if(attacker.classname == "player" || attacker.classname == "gib")
273 self.pusher = attacker;
274 self.pushltime = time + cvar("g_maxpushtime");
276 else if(time < self.pushltime)
278 attacker = self.pusher;
279 self.pushltime = max(self.pushltime, time + 0.6);
284 if (self.health <= 2)
289 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
290 // print an obituary message
291 Obituary (attacker, self, deathtype);
292 // make the corpse upright (not tilted)
296 self.avelocity = '0 0 0';
297 // no weapon when dead
298 self.weaponmodel = "";
300 // view from the floor
301 self.view_ofs = '0 0 -8';
303 self.movetype = MOVETYPE_TOSS;
305 self.solid = SOLID_CORPSE;
306 // don't stick to the floor
307 self.flags = self.flags - (self.flags & FL_ONGROUND);
309 self.deadflag = DEAD_DYING;
310 // when to allow respawn
311 self.death_time = time + 0.5;
312 // when to switch to the dead_frame
313 self.dead_time = time + 2;
316 self.die_frame = $die1;
317 self.dead_frame = $dead1;
321 self.die_frame = $die2;
322 self.dead_frame = $dead2;
324 // start the animation
326 // set damage function to corpse damage
327 self.event_damage = PlayerCorpseDamage;
328 // call the corpse damage function just in case it wants to gib
329 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
330 // set up to fade out later
331 SUB_SetFade (self, time + 12 + random () * 4, 1);