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-rw-r--r--src/cgame/cg_animation.c113
1 files changed, 113 insertions, 0 deletions
diff --git a/src/cgame/cg_animation.c b/src/cgame/cg_animation.c
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+++ b/src/cgame/cg_animation.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "cg_local.h"
+
+/*
+===============
+CG_RunLerpFrame
+
+Sets cg.snap, cg.oldFrame, and cg.backlerp
+cg.time should be between oldFrameTime and frameTime after exit
+===============
+*/
+void CG_RunLerpFrame( lerpFrame_t *lf, float scale )
+{
+ int f, numFrames;
+ animation_t *anim;
+
+ // debugging tool to get no animations
+ if( cg_animSpeed.integer == 0 )
+ {
+ lf->oldFrame = lf->frame = lf->backlerp = 0;
+ return;
+ }
+
+ // if we have passed the current frame, move it to
+ // oldFrame and calculate a new frame
+ if( cg.time >= lf->frameTime )
+ {
+ lf->oldFrame = lf->frame;
+ lf->oldFrameTime = lf->frameTime;
+
+ // get the next frame based on the animation
+ anim = lf->animation;
+ if( !anim->frameLerp )
+ return; // shouldn't happen
+
+ if( cg.time < lf->animationTime )
+ lf->frameTime = lf->animationTime; // initial lerp
+ else
+ lf->frameTime = lf->oldFrameTime + anim->frameLerp;
+
+ f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
+ f *= scale;
+ numFrames = anim->numFrames;
+
+ if( anim->flipflop )
+ numFrames *= 2;
+
+ if( f >= numFrames )
+ {
+ f -= numFrames;
+ if( anim->loopFrames )
+ {
+ f %= anim->loopFrames;
+ f += anim->numFrames - anim->loopFrames;
+ }
+ else
+ {
+ f = numFrames - 1;
+ // the animation is stuck at the end, so it
+ // can immediately transition to another sequence
+ lf->frameTime = cg.time;
+ }
+ }
+
+ if( anim->reversed )
+ lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
+ else if( anim->flipflop && f >= anim->numFrames )
+ lf->frame = anim->firstFrame + anim->numFrames - 1 - ( f % anim->numFrames );
+ else
+ lf->frame = anim->firstFrame + f;
+
+ if( cg.time > lf->frameTime )
+ {
+ lf->frameTime = cg.time;
+ if( cg_debugAnim.integer )
+ CG_Printf( "Clamp lf->frameTime\n" );
+ }
+ }
+
+ if( lf->frameTime > cg.time + 200 )
+ lf->frameTime = cg.time;
+
+ if( lf->oldFrameTime > cg.time )
+ lf->oldFrameTime = cg.time;
+
+ // calculate current lerp value
+ if( lf->frameTime == lf->oldFrameTime )
+ lf->backlerp = 0;
+ else
+ lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
+}