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Diffstat (limited to 'src/game/bg_pmove.c')
-rw-r--r--src/game/bg_pmove.c74
1 files changed, 66 insertions, 8 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index d0f0a1c6..5179c24c 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -103,6 +103,20 @@ void PM_StartTorsoAnim( int anim )
/*
===================
+PM_StartWeaponAnim
+===================
+*/
+static void PM_StartWeaponAnim( int anim )
+{
+ if( pm->ps->pm_type >= PM_DEAD )
+ return;
+
+ pm->ps->weaponAnim = ( ( pm->ps->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT )
+ | anim;
+}
+
+/*
+===================
PM_StartLegsAnim
===================
*/
@@ -170,6 +184,19 @@ static void PM_ContinueTorsoAnim( int anim )
/*
===================
+PM_ContinueWeaponAnim
+===================
+*/
+static void PM_ContinueWeaponAnim( int anim )
+{
+ if( ( pm->ps->weaponAnim & ~ANIM_TOGGLEBIT ) == anim )
+ return;
+
+ PM_StartWeaponAnim( anim );
+}
+
+/*
+===================
PM_ForceLegsAnim
===================
*/
@@ -2716,7 +2743,10 @@ static void PM_BeginWeaponChange( int weapon )
pm->ps->stats[ STAT_BUILDABLE ] = BA_NONE;
if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) )
+ {
PM_StartTorsoAnim( TORSO_DROP );
+ PM_StartWeaponAnim( WANIM_DROP );
+ }
}
@@ -2741,7 +2771,10 @@ static void PM_FinishWeaponChange( void )
pm->ps->weaponTime += 250;
if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) )
+ {
PM_StartTorsoAnim( TORSO_RAISE );
+ PM_StartWeaponAnim( WANIM_RAISE );
+ }
}
@@ -2753,15 +2786,17 @@ PM_TorsoAnimation
*/
static void PM_TorsoAnimation( void )
{
- if( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL )
- return;
-
if( pm->ps->weaponstate == WEAPON_READY )
{
- if( pm->ps->weapon == WP_BLASTER )
- PM_ContinueTorsoAnim( TORSO_STAND2 );
- else
- PM_ContinueTorsoAnim( TORSO_STAND );
+ if( !( pm->ps->persistant[ PERS_STATE ] & PS_NONSEGMODEL ) )
+ {
+ if( pm->ps->weapon == WP_BLASTER )
+ PM_ContinueTorsoAnim( TORSO_STAND2 );
+ else
+ PM_ContinueTorsoAnim( TORSO_STAND );
+ }
+
+ PM_ContinueWeaponAnim( WANIM_IDLE );
}
}
@@ -2969,6 +3004,8 @@ static void PM_Weapon( void )
PM_ContinueTorsoAnim( TORSO_STAND );
}
+ PM_ContinueWeaponAnim( WANIM_IDLE );
+
return;
}
@@ -3010,7 +3047,6 @@ static void PM_Weapon( void )
//allow some time for the weapon to be raised
pm->ps->weaponstate = WEAPON_RAISING;
- PM_StartTorsoAnim( TORSO_RAISE );
pm->ps->weaponTime += 250;
return;
}
@@ -3023,6 +3059,7 @@ static void PM_Weapon( void )
//drop the weapon
PM_StartTorsoAnim( TORSO_DROP );
+ PM_StartWeaponAnim( WANIM_RELOAD );
pm->ps->weaponTime += BG_FindReloadTimeForWeapon( pm->ps->weapon );
return;
@@ -3207,15 +3244,18 @@ static void PM_Weapon( void )
if( pm->ps->weaponstate == WEAPON_READY )
{
PM_StartTorsoAnim( TORSO_ATTACK );
+ PM_StartWeaponAnim( WANIM_ATTACK1 );
}
break;
case WP_BLASTER:
PM_StartTorsoAnim( TORSO_ATTACK2 );
+ PM_StartWeaponAnim( WANIM_ATTACK1 );
break;
default:
PM_StartTorsoAnim( TORSO_ATTACK );
+ PM_StartWeaponAnim( WANIM_ATTACK1 );
break;
}
}
@@ -3227,20 +3267,38 @@ static void PM_Weapon( void )
int num = abs( pm->ps->commandTime ) % 3;
if( num == 0 )
+ {
PM_ForceLegsAnim( NSPA_ATTACK1 );
+ PM_StartWeaponAnim( WANIM_ATTACK1 );
+ }
else if( num == 1 )
+ {
PM_ForceLegsAnim( NSPA_ATTACK2 );
+ PM_StartWeaponAnim( WANIM_ATTACK2 );
+ }
else if( num == 2 )
+ {
PM_ForceLegsAnim( NSPA_ATTACK3 );
+ PM_StartWeaponAnim( WANIM_ATTACK3 );
+ }
}
else
{
if( attack1 )
+ {
PM_ForceLegsAnim( NSPA_ATTACK1 );
+ PM_StartWeaponAnim( WANIM_ATTACK1 );
+ }
else if( attack2 )
+ {
PM_ForceLegsAnim( NSPA_ATTACK2 );
+ PM_StartWeaponAnim( WANIM_ATTACK2 );
+ }
else if( attack3 )
+ {
PM_ForceLegsAnim( NSPA_ATTACK3 );
+ PM_StartWeaponAnim( WANIM_ATTACK3 );
+ }
}
pm->ps->torsoTimer = TIMER_ATTACK;