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.iscreature = oldself.iscreature;
25 self.angles = oldself.angles;
26 self.avelocity = oldself.avelocity;
27 self.classname = "body";
28 self.damageforcescale = oldself.damageforcescale;
29 self.effects = oldself.effects;
30 self.event_damage = oldself.event_damage;
31 self.frame = oldself.frame;
32 self.health = oldself.health;
33 self.armorvalue = oldself.armorvalue;
34 self.armortype = oldself.armortype;
35 self.model = oldself.model;
36 self.modelindex = oldself.modelindex;
37 self.movetype = oldself.movetype;
38 self.nextthink = oldself.nextthink;
39 self.skin = oldself.skin;
40 self.solid = oldself.solid;
41 self.takedamage = oldself.takedamage;
42 self.think = oldself.think;
43 if (keepvelocity == 1)
44 self.velocity = oldself.velocity;
45 self.oldvelocity = self.velocity;
46 self.fade_time = oldself.fade_time;
47 self.fade_rate = oldself.fade_rate;
48 //self.weapon = oldself.weapon;
49 setorigin(self, oldself.origin);
50 setsize(self, oldself.mins, oldself.maxs);//'-16 -16 -24', '16 16 5');
51 self.oldorigin = oldself.origin;
55 void player_anim (void)
57 if (self.deadflag != DEAD_NO)
59 if (time > self.dead_time)
62 setsize(self, '-16 -16 -24', '16 16 5');
63 self.frame = self.dead_frame;
66 self.frame = self.die_frame;
73 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
74 self.frame = $duckwalk;
76 self.frame = $duckidle;
78 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
80 if (self.movement_x > 0 && self.movement_y == 0)
82 else if (self.movement_x < 0 && self.movement_y == 0)
83 self.frame = $runbackwards;
84 else if (self.movement_x == 0 && self.movement_y > 0)
85 self.frame = $straferight;
86 else if (self.movement_x == 0 && self.movement_y < 0)
87 self.frame = $strafeleft;
88 else if (self.movement_x > 0 && self.movement_y > 0)
89 self.frame = $forwardright;
90 else if (self.movement_x > 0 && self.movement_y < 0)
91 self.frame = $forwardleft;
92 else if (self.movement_x < 0 && self.movement_y > 0)
93 self.frame = $backright;
94 else if (self.movement_x < 0 && self.movement_y < 0)
95 self.frame = $backleft;
99 else if (self.pain_finished > time)
100 self.frame = self.pain_frame;
101 else if (self.attack_finished > time)
106 if (!(self.flags & FL_ONGROUND))
109 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
111 void SpawnThrownWeapon (vector org, float w)
113 local entity oldself;
115 if ((cvar("g_instagib") == 1) || (cvar("g_rocketarena") == 1))
122 // this will cause it to be removed later
123 self.classname = "droppedweapon";
125 setorigin(self, org);
126 self.velocity = randomvec() * 100 + '0 0 200';
127 SUB_SetFade(self, time + 20, 1);
131 else if (w == WEP_SHOTGUN)
133 else if (w == WEP_GRENADE_LAUNCHER)
134 weapon_grenadelauncher ();
135 else if (w == WEP_ELECTRO)
137 else if (w == WEP_CRYLINK)
139 else if (w == WEP_NEX)
141 else if (w == WEP_HAGAR)
143 else if (w == WEP_ROCKET_LAUNCHER)
144 weapon_rocketlauncher ();
146 // making absolutely sure...
147 self.classname = "droppedweapon";
152 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
154 local float take, save;
155 te_blood (hitloc, force, damage);
156 // damage resistance (ignore most of the damage from a bullet or similar)
157 damage = max(damage - 5, 1);
159 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
160 take = bound(0, damage - save, damage);
163 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
165 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
167 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
170 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
172 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
174 if (!(self.flags & FL_GODMODE))
176 self.armorvalue = self.armorvalue - save;
177 self.health = self.health - take;
178 // pause regeneration for 5 seconds
179 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
181 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
182 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
183 self.dmg_inflictor = inflictor;
185 if (self.health <= -50)
187 // don't use any animations as a gib
191 // view just above the floor
192 self.view_ofs = '0 0 4';
195 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
196 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
199 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
200 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
202 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
203 TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
204 TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
205 TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
207 // these destory on impact
208 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
209 TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
210 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
211 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
212 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
213 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
215 sound (trace_ent, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
219 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
221 local float take, save;
223 te_blood (hitloc, force, damage);
224 if (self.pain_finished < time) //Don't switch pain sequences like crazy
227 self.pain_frame = $pain1;
229 self.pain_frame = $pain2;
230 self.pain_finished = time + 0.5; //Supajoe
233 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
234 take = bound(0, damage - save, damage);
237 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
239 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
241 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
244 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
246 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
248 if (!(self.flags & FL_GODMODE))
250 self.armorvalue = self.armorvalue - save;
251 self.health = self.health - take;
252 // pause regeneration for 5 seconds
253 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
255 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
256 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
257 self.dmg_inflictor = inflictor;
258 if (self.health <= 2)
261 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
262 // print an obituary message
263 Obituary (attacker, self, deathtype);
264 // make the corpse upright (not tilted)
268 self.avelocity = '0 0 0';
269 // no weapon when dead
270 self.weaponmodel = "";
272 // view from the floor
273 self.view_ofs = '0 0 -8';
275 self.movetype = MOVETYPE_TOSS;
277 self.solid = SOLID_CORPSE;
278 // don't stick to the floor
279 self.flags = self.flags - (self.flags & FL_ONGROUND);
281 self.deadflag = DEAD_DYING;
282 // when to allow respawn
283 self.death_time = time + 0.5;
284 // when to switch to the dead_frame
285 self.dead_time = time + 2;
288 self.die_frame = $die1;
289 self.dead_frame = $dead1;
293 self.die_frame = $die2;
294 self.dead_frame = $dead2;
296 // start the animation
298 // set damage function to corpse damage
299 self.event_damage = PlayerCorpseDamage;
300 // call the corpse damage function just in case it wants to gib
301 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
302 // set up to fade out later
303 SUB_SetFade (self, time + 12 + random () * 4, 1);