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 self.frame = $duckidle; // if player is crouching while in air, show crouch frame
117 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
119 void SpawnThrownWeapon (vector org, float w)
121 local entity oldself;
123 if (!cvar("g_pickup_items"))
124 if (!cvar("g_minstagib"))
131 // this will cause it to be removed later
132 self.classname = "droppedweapon";
134 setorigin(self, org);
135 self.velocity = randomvec() * 100 + '0 0 200';
136 SUB_SetFade(self, time + 20, 1);
140 else if (w == WEP_SHOTGUN)
142 else if (w == WEP_GRENADE_LAUNCHER)
143 weapon_grenadelauncher ();
144 else if (w == WEP_ELECTRO)
146 else if (w == WEP_CRYLINK)
148 else if (w == WEP_NEX)
150 else if (w == WEP_HAGAR)
152 else if (w == WEP_ROCKET_LAUNCHER)
153 weapon_rocketlauncher ();
155 // making absolutely sure...
156 self.classname = "droppedweapon";
161 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
163 local float take, save;
164 te_blood (hitloc, force, damage);
165 // damage resistance (ignore most of the damage from a bullet or similar)
166 damage = max(damage - 5, 1);
168 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
169 take = bound(0, damage - save, damage);
172 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
174 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
176 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
179 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
181 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
183 if (!(self.flags & FL_GODMODE))
185 self.armorvalue = self.armorvalue - save;
186 self.health = self.health - take;
187 // pause regeneration for 5 seconds
188 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
190 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
191 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
192 self.dmg_inflictor = inflictor;
194 if (self.health <= -50)
196 // don't use any animations as a gib
200 // view just above the floor
201 self.view_ofs = '0 0 4';
204 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
205 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
208 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
209 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
211 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
212 TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
213 TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
214 TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
216 // these destory on impact
217 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
218 TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
219 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
220 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
221 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
222 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
224 sound (trace_ent, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
228 void DropAllRunes(entity pl);
231 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
233 local float take, save;
235 te_blood (hitloc, force, damage);
236 if (self.pain_finished < time) //Don't switch pain sequences like crazy
239 self.pain_frame = $pain1;
241 self.pain_frame = $pain2;
242 self.pain_finished = time + 0.5; //Supajoe
245 if (!cvar("g_minstagib"))
247 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
248 take = bound(0, damage - save, damage);
257 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
259 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
261 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
264 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
266 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
268 if (!(self.flags & FL_GODMODE))
270 self.armorvalue = self.armorvalue - save;
271 self.health = self.health - take;
272 // pause regeneration for 5 seconds
273 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
275 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
276 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
277 self.dmg_inflictor = inflictor;
281 // don't reset pushltime for self damage as it may be an attempt to
282 // escape a lava pit or similar
283 //self.pushltime = 0;
285 else if(attacker.classname == "player" || attacker.classname == "gib")
287 if (self.bot_type == BOT_TYPE_URREBOT || self.bot_type == BOT_TYPE_AUTOURRE)
289 if (vlen(self.origin - attacker.origin) < 1000)
290 self.enemy = attacker;
291 self.pusher = attacker;
292 self.pushltime = time + cvar("g_maxpushtime");
294 else if(time < self.pushltime)
296 attacker = self.pusher;
297 self.pushltime = max(self.pushltime, time + 0.6);
302 if (self.health <= 2)
307 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
308 // print an obituary message
309 Obituary (attacker, self, deathtype);
310 // make the corpse upright (not tilted)
314 self.avelocity = '0 0 0';
315 // no weapon when dead
316 self.weaponmodel = "";
318 // view from the floor
319 self.view_ofs = '0 0 -8';
321 self.movetype = MOVETYPE_TOSS;
323 self.solid = SOLID_CORPSE;
324 // don't stick to the floor
325 self.flags = self.flags - (self.flags & FL_ONGROUND);
327 self.deadflag = DEAD_DYING;
328 // when to allow respawn
329 self.death_time = time + 0.5;
330 // when to switch to the dead_frame
331 self.dead_time = time + 2;
334 self.die_frame = $die1;
335 self.dead_frame = $dead1;
339 self.die_frame = $die2;
340 self.dead_frame = $dead2;
342 // start the animation
344 // set damage function to corpse damage
345 self.event_damage = PlayerCorpseDamage;
346 // call the corpse damage function just in case it wants to gib
347 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
348 // set up to fade out later
349 SUB_SetFade (self, time + 12 + random () * 4, 1);