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 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.norespawn = TRUE;
37 self.skin = oldself.skin;
38 self.solid = oldself.solid;
39 self.takedamage = oldself.takedamage;
40 self.think = oldself.think;
41 self.velocity = oldself.velocity;
42 self.weapon = oldself.weapon;
43 setorigin(self, oldself.origin);
44 setsize(self, '-16 -16 -24', '16 16 5');
48 void player_anim (void)
50 if (self.deadflag != DEAD_NO)
52 if (time > self.dead_time)
53 self.frame = self.dead_frame;
55 self.frame = self.die_frame;
62 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
63 self.frame = $duckwalk;
65 self.frame = $duckidle;
67 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
69 if (self.movement_x > 0 && self.movement_y == 0)
71 else if (self.movement_x < 0 && self.movement_y == 0)
72 self.frame = $runbackwards;
73 else if (self.movement_x == 0 && self.movement_y > 0)
74 self.frame = $straferight;
75 else if (self.movement_x == 0 && self.movement_y < 0)
76 self.frame = $strafeleft;
77 else if (self.movement_x > 0 && self.movement_y > 0)
78 self.frame = $forwardright;
79 else if (self.movement_x > 0 && self.movement_y < 0)
80 self.frame = $forwardleft;
81 else if (self.movement_x < 0 && self.movement_y > 0)
82 self.frame = $backright;
83 else if (self.movement_x < 0 && self.movement_y < 0)
84 self.frame = $backleft;
88 else if (self.pain_finished > time)
89 self.frame = self.pain_frame;
90 else if (self.attack_finished > time)
95 if (!(self.flags & FL_ONGROUND))
98 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
100 void SpawnThrownWeapon (vector org, float w)
102 local entity oldself;
104 if (game & (GAME_INSTAGIB | GAME_ROCKET_ARENA))
112 setorigin(self, org);
113 self.velocity = randomvec() * 100 + '0 0 200';
115 //SUB_SetFade(self, time + 20);
119 else if (w == WEP_SHOTGUN)
121 else if (w == WEP_GRENADE_LAUNCHER)
122 weapon_grenadelauncher ();
123 else if (w == WEP_ELECTRO)
125 else if (w == WEP_CRYLINK)
127 else if (w == WEP_NEX)
129 else if (w == WEP_HAGAR)
131 else if (w == WEP_ROCKET_LAUNCHER)
132 weapon_rocketlauncher ();
137 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
139 local float take, save;
140 te_blood (hitloc, force, damage);
141 // damage resistance (ignore most of the damage from a bullet or similar)
142 damage = max(damage - 5, 1);
143 save = bound(0, damage * 0.6, self.armorvalue);
144 take = bound(0, damage - save, damage);
145 self.armorvalue = self.armorvalue - save;
146 self.health = self.health - take;
147 self.dmg_save = self.dmg_save + save;
148 self.dmg_take = self.dmg_take + take;
149 self.dmg_inflictor = inflictor;
150 if (self.health <= -50)
152 // don't use any animations as a gib
156 // view just above the floor
157 self.view_ofs = '0 0 4';
160 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
161 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
164 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity);
165 TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity);
166 TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity);
167 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity);
169 TossGib (world, "models/gibs/gib4.mdl", self.origin, '500 0 450');
170 TossGib (world, "models/gibs/gib4.mdl", self.origin, '-500 0 450');
171 TossGib (world, "models/gibs/gib4.mdl", self.origin, '0 500 450');
172 TossGib (world, "models/gibs/gib4.mdl", self.origin, '0 -500 450');
174 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600');
176 sound (trace_ent, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
180 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
182 local float take, save;
183 if (attacker == self)
184 if (game & GAME_NO_SELF_DAMAGE)
187 te_blood (hitloc, force, damage);
188 if (self.pain_finished < time) //Don't switch pain sequences like crazy
191 self.pain_frame = $pain1;
193 self.pain_frame = $pain2;
194 self.pain_finished = time + 0.5; //Supajoe
197 save = bound(0, damage * 0.6, self.armorvalue);
198 take = bound(0, damage - save, damage);
199 self.armorvalue = self.armorvalue - save;
202 sound (self, CHAN_BODY, "misc/armorimpact.wav", 1, ATTN_NORM);
204 sound (self, CHAN_BODY, "misc/bodyimpact1.wav", 1, ATTN_NORM);
206 sound (self, CHAN_BODY, "misc/bodyimpact2.wav", 1, ATTN_NORM);
209 TossGib (world, "models/gibs/gib4.mdl", hitloc, force * -0.1);
211 TossGib (world, "models/gibs/gib4.mdl", hitloc, force * -0.1);
213 self.health = self.health - take;
214 self.dmg_save = self.dmg_save + save * 0.25;
215 self.dmg_take = self.dmg_take + take * 0.25;
216 self.dmg_inflictor = inflictor;
217 if (self.health <= 0)
220 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
221 // print an obituary message
222 Obituary (attacker, self, deathtype);
223 // make the corpse upright (not tilted)
227 self.avelocity = '0 0 0';
228 // no weapon when dead
229 self.weaponmodel = "";
231 // view from the floor
232 self.view_ofs = '0 0 -8';
234 self.movetype = MOVETYPE_TOSS;
236 self.solid = SOLID_CORPSE;
237 // don't stick to the floor
238 self.flags = self.flags - (self.flags & FL_ONGROUND);
240 self.deadflag = DEAD_DYING;
241 // when to allow respawn
242 self.death_time = time + 0.5;
243 // when to switch to the dead_frame
244 self.dead_time = time + 1.5;
247 self.die_frame = $die1;
248 self.dead_frame = $dead1;
252 self.die_frame = $die2;
253 self.dead_frame = $dead2;
255 // start the animation
257 // set damage function to corpse damage
258 self.event_damage = PlayerCorpseDamage;
259 // call the corpse damage function just in case it wants to gib
260 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
261 // set up to fade out later
262 SUB_SetFade (self, time + 12 + random () * 4);
263 // Sajt - added this, but I'm not sure the powerups are even implemented? This might act strange because
264 // there is no code handled to disable powerups when their time is up...
265 if (game & GAME_STRENGTH_GAIN)
267 if (attacker.strength_finished < time)
268 attacker.strength_finished = time;
269 attacker.strength_finished = attacker.strength_finished + 5;
270 attacker.items = attacker.items | IT_STRENGTH;