1 /*
2 ===========================================================================
3 Copyright (C) 2000 - 2013, Raven Software, Inc.
4 Copyright (C) 2001 - 2013, Activision, Inc.
5 Copyright (C) 2013 - 2015, OpenJK contributors
6
7 This file is part of the OpenJK source code.
8
9 OpenJK is free software; you can redistribute it and/or modify it
10 under the terms of the GNU General Public License version 2 as
11 published by the Free Software Foundation.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, see <http://www.gnu.org/licenses/>.
20 ===========================================================================
21 */
22
23 #include "common_headers.h"
24
25
26 // define GAME_INCLUDE so that g_public.h does not define the
27 // short, server-visible gclient_t and gentity_t structures,
28 // because we define the full size ones in this file
29 #define GAME_INCLUDE
30
31 #include "../qcommon/q_shared.h"
32 #include "g_shared.h"
33 #include "bg_local.h"
34 #include "../cgame/cg_local.h"
35 #include "anims.h"
36 #include "Q3_Interface.h"
37 #include "g_local.h"
38 #include "wp_saber.h"
39 #include "g_vehicles.h"
40
41 extern pmove_t *pm;
42 extern pml_t pml;
43 extern cvar_t *g_ICARUSDebug;
44 extern cvar_t *g_timescale;
45 extern cvar_t *g_synchSplitAnims;
46 extern cvar_t *g_AnimWarning;
47 extern cvar_t *g_noFootSlide;
48 extern cvar_t *g_noFootSlideRunScale;
49 extern cvar_t *g_noFootSlideWalkScale;
50 extern cvar_t *g_saberAnimSpeed;
51 extern cvar_t *g_saberAutoAim;
52 extern cvar_t *g_speederControlScheme;
53 extern cvar_t *g_saberNewControlScheme;
54
55 extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
56 extern void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
57 extern qboolean ValidAnimFileIndex ( int index );
58 extern qboolean PM_ControlledByPlayer( void );
59 extern qboolean PM_DroidMelee( int npc_class );
60 extern qboolean PM_PainAnim( int anim );
61 extern qboolean PM_JumpingAnim( int anim );
62 extern qboolean PM_FlippingAnim( int anim );
63 extern qboolean PM_RollingAnim( int anim );
64 extern qboolean PM_SwimmingAnim( int anim );
65 extern qboolean PM_InKnockDown( playerState_t *ps );
66 extern qboolean PM_InRoll( playerState_t *ps );
67 extern qboolean PM_DodgeAnim( int anim );
68 extern qboolean PM_InSlopeAnim( int anim );
69 extern qboolean PM_ForceAnim( int anim );
70 extern qboolean PM_InKnockDownOnGround( playerState_t *ps );
71 extern qboolean PM_InSpecialJump( int anim );
72 extern qboolean PM_RunningAnim( int anim );
73 extern qboolean PM_WalkingAnim( int anim );
74 extern qboolean PM_SwimmingAnim( int anim );
75 extern qboolean PM_JumpingAnim( int anim );
76 extern qboolean PM_SaberStanceAnim( int anim );
77 extern qboolean PM_SaberDrawPutawayAnim( int anim );
78 extern void PM_SetJumped( float height, qboolean force );
79 extern qboolean PM_InGetUpNoRoll( playerState_t *ps );
80 extern qboolean PM_CrouchAnim( int anim );
81 extern qboolean G_TryingKataAttack( gentity_t *self, usercmd_t *cmd );
82 extern qboolean G_TryingCartwheel( gentity_t *self, usercmd_t *cmd );
83 extern qboolean G_TryingSpecial( gentity_t *self, usercmd_t *cmd );
84 extern qboolean G_TryingJumpAttack( gentity_t *self, usercmd_t *cmd );
85 extern qboolean G_TryingJumpForwardAttack( gentity_t *self, usercmd_t *cmd );
86 extern qboolean G_TryingLungeAttack( gentity_t *self, usercmd_t *cmd );
87 extern qboolean G_TryingPullAttack( gentity_t *self, usercmd_t *cmd, qboolean amPulling );
88 extern qboolean G_InCinematicSaberAnim( gentity_t *self );
89 extern qboolean G_ControlledByPlayer( gentity_t *self );
90
91 extern int g_crosshairEntNum;
92
93 int PM_AnimLength( int index, animNumber_t anim );
94 qboolean PM_LockedAnim( int anim );
95 qboolean PM_StandingAnim( int anim );
96 qboolean PM_InOnGroundAnim ( playerState_t *ps );
97 qboolean PM_SuperBreakWinAnim( int anim );
98 qboolean PM_SuperBreakLoseAnim( int anim );
99 qboolean PM_LockedAnim( int anim );
100 saberMoveName_t PM_SaberFlipOverAttackMove( void );
101 qboolean PM_CheckFlipOverAttackMove( qboolean checkEnemy );
102 saberMoveName_t PM_SaberJumpForwardAttackMove( void );
103 qboolean PM_CheckJumpForwardAttackMove( void );
104 saberMoveName_t PM_SaberBackflipAttackMove( void );
105 qboolean PM_CheckBackflipAttackMove( void );
106 saberMoveName_t PM_SaberDualJumpAttackMove( void );
107 qboolean PM_CheckDualJumpAttackMove( void );
108 saberMoveName_t PM_SaberLungeAttackMove( qboolean fallbackToNormalLunge );
109 qboolean PM_CheckLungeAttackMove( void );
110 // Okay, here lies the much-dreaded Pat-created FSM movement chart... Heretic II strikes again!
111 // Why am I inflicting this on you? Well, it's better than hardcoded states.
112 // Ideally this will be replaced with an external file or more sophisticated move-picker
113 // once the game gets out of prototype stage.
114
115 // Silly, but I'm replacing these macros so they are shorter!
116 #define AFLAG_IDLE (SETANIM_FLAG_NORMAL)
117 #define AFLAG_ACTIVE (SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS)
118 #define AFLAG_WAIT (SETANIM_FLAG_HOLD | SETANIM_FLAG_HOLDLESS)
119 #define AFLAG_FINISH (SETANIM_FLAG_HOLD)
120
121 //FIXME: add the alternate anims for each style?
122 saberMoveData_t saberMoveData[LS_MOVE_MAX] = {// NB:randomized
123 // name anim(do all styles?)startQ endQ setanimflag blend, blocking chain_idle chain_attack trailLen
124 {"None", BOTH_STAND1, Q_R, Q_R, AFLAG_IDLE, 350, BLK_NO, LS_NONE, LS_NONE, 0 }, // LS_NONE = 0,
125
126 // General movements with saber
127 {"Ready", BOTH_STAND2, Q_R, Q_R, AFLAG_IDLE, 350, BLK_WIDE, LS_READY, LS_S_R2L, 0 }, // LS_READY,
128 {"Draw", BOTH_STAND1TO2, Q_R, Q_R, AFLAG_FINISH, 350, BLK_NO, LS_READY, LS_S_R2L, 0 }, // LS_DRAW,
129 {"Putaway", BOTH_STAND2TO1, Q_R, Q_R, AFLAG_FINISH, 350, BLK_NO, LS_READY, LS_S_R2L, 0 }, // LS_PUTAWAY,
130
131 // Attacks
132 //UL2LR
133 {"TL2BR Att", BOTH_A1_TL_BR, Q_TL, Q_BR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_TL2BR, LS_R_TL2BR, 200 }, // LS_A_TL2BR
134 //SLASH LEFT
135 {"L2R Att", BOTH_A1__L__R, Q_L, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_L2R, LS_R_L2R, 200 }, // LS_A_L2R
136 //LL2UR
137 {"BL2TR Att", BOTH_A1_BL_TR, Q_BL, Q_TR, AFLAG_ACTIVE, 50, BLK_TIGHT, LS_R_BL2TR, LS_R_BL2TR, 200 }, // LS_A_BL2TR
138 //LR2UL
139 {"BR2TL Att", BOTH_A1_BR_TL, Q_BR, Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_BR2TL, LS_R_BR2TL, 200 }, // LS_A_BR2TL
140 //SLASH RIGHT
141 {"R2L Att", BOTH_A1__R__L, Q_R, Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_R2L, LS_R_R2L, 200 },// LS_A_R2L
142 //UR2LL
143 {"TR2BL Att", BOTH_A1_TR_BL, Q_TR, Q_BL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_TR2BL, LS_R_TR2BL, 200 }, // LS_A_TR2BL
144 //SLASH DOWN
145 {"T2B Att", BOTH_A1_T__B_, Q_T, Q_B, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_R_T2B, LS_R_T2B, 200 }, // LS_A_T2B
146 //special attacks
147 {"Back Stab", BOTH_A2_STABBACK1, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_BACKSTAB
148 {"Back Att", BOTH_ATTACK_BACK, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_BACK
149 {"CR Back Att", BOTH_CROUCHATTACKBACK1,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_BACK_CR
150 {"RollStab", BOTH_ROLL_STAB, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_ROLL_STAB
151 {"Lunge Att", BOTH_LUNGE2_B__T_, Q_B, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_LUNGE
152 {"Jump Att", BOTH_FORCELEAP2_T__B_,Q_T, Q_B, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_A_JUMP_T__B_
153 {"Flip Stab", BOTH_JUMPFLIPSTABDOWN,Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_T___R, 200 }, // LS_A_FLIP_STAB
154 {"Flip Slash", BOTH_JUMPFLIPSLASHDOWN1,Q_L,Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__R_T_, 200 }, // LS_A_FLIP_SLASH
155 {"DualJump Atk",BOTH_JUMPATTACK6, Q_R, Q_BL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_BL_TR, 200 }, // LS_JUMPATTACK_DUAL
156
157 {"DualJumpAtkL_A",BOTH_ARIAL_LEFT, Q_R, Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_A_TL2BR, 200 }, // LS_JUMPATTACK_ARIAL_LEFT
158 {"DualJumpAtkR_A",BOTH_ARIAL_RIGHT, Q_R, Q_TR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_A_TR2BL, 200 }, // LS_JUMPATTACK_ARIAL_RIGHT
159
160 {"DualJumpAtkL_A",BOTH_CARTWHEEL_LEFT, Q_R,Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_TL_BR, 200 }, // LS_JUMPATTACK_CART_LEFT
161 {"DualJumpAtkR_A",BOTH_CARTWHEEL_RIGHT, Q_R,Q_TR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_TR_BL, 200 }, // LS_JUMPATTACK_CART_RIGHT
162
163 {"DualJumpAtkLStaff", BOTH_BUTTERFLY_FL1,Q_R,Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__L__R, 200 }, // LS_JUMPATTACK_STAFF_LEFT
164 {"DualJumpAtkRStaff", BOTH_BUTTERFLY_FR1,Q_R,Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__R__L, 200 }, // LS_JUMPATTACK_STAFF_RIGHT
165
166 {"ButterflyLeft", BOTH_BUTTERFLY_LEFT,Q_R,Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__L__R, 200 }, // LS_BUTTERFLY_LEFT
167 {"ButterflyRight", BOTH_BUTTERFLY_RIGHT,Q_R,Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1__R__L, 200 }, // LS_BUTTERFLY_RIGHT
168
169 {"BkFlip Atk", BOTH_JUMPATTACK7, Q_B, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_T1_T___R, 200 }, // LS_A_BACKFLIP_ATK
170 {"DualSpinAtk", BOTH_SPINATTACK6, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_SPINATTACK_DUAL
171 {"StfSpinAtk", BOTH_SPINATTACK7, Q_L, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_SPINATTACK
172 {"LngLeapAtk", BOTH_FORCELONGLEAP_ATTACK,Q_R,Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_LEAP_ATTACK
173 {"SwoopAtkR", BOTH_VS_ATR_S, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 200 }, // LS_SWOOP_ATTACK_RIGHT
174 {"SwoopAtkL", BOTH_VS_ATL_S, Q_L, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 200 }, // LS_SWOOP_ATTACK_LEFT
175 {"TauntaunAtkR",BOTH_VT_ATR_S, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_TAUNTAUN_ATTACK_RIGHT
176 {"TauntaunAtkL",BOTH_VT_ATL_S, Q_L, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_TAUNTAUN_ATTACK_LEFT
177 {"StfKickFwd", BOTH_A7_KICK_F, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_F
178 {"StfKickBack", BOTH_A7_KICK_B, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_B
179 {"StfKickRight",BOTH_A7_KICK_R, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_R
180 {"StfKickLeft", BOTH_A7_KICK_L, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_L
181 {"StfKickSpin", BOTH_A7_KICK_S, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_S_R2L, 200 }, // LS_KICK_S
182 {"StfKickBkFwd",BOTH_A7_KICK_BF, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_S_R2L, 200 }, // LS_KICK_BF
183 {"StfKickSplit",BOTH_A7_KICK_RL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_S_R2L, 200 }, // LS_KICK_RL
184 {"StfKickFwdAir",BOTH_A7_KICK_F_AIR,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_F_AIR
185 {"StfKickBackAir",BOTH_A7_KICK_B_AIR,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_B_AIR
186 {"StfKickRightAir",BOTH_A7_KICK_R_AIR,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_R_AIR
187 {"StfKickLeftAir",BOTH_A7_KICK_L_AIR,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_KICK_L_AIR
188 {"StabDown", BOTH_STABDOWN, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_STABDOWN
189 {"StabDownStf", BOTH_STABDOWN_STAFF,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_STABDOWN_STAFF
190 {"StabDownDual",BOTH_STABDOWN_DUAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_S_R2L, 200 }, // LS_STABDOWN_DUAL
191 {"dualspinprot",BOTH_A6_SABERPROTECT,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 500 }, // LS_DUAL_SPIN_PROTECT
192 {"StfSoulCal", BOTH_A7_SOULCAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 500 }, // LS_STAFF_SOULCAL
193 {"specialfast", BOTH_A1_SPECIAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 2000}, // LS_A1_SPECIAL
194 {"specialmed", BOTH_A2_SPECIAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 2000}, // LS_A2_SPECIAL
195 {"specialstr", BOTH_A3_SPECIAL, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 2000}, // LS_A3_SPECIAL
196 {"upsidedwnatk",BOTH_FLIP_ATTACK7, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200}, // LS_UPSIDE_DOWN_ATTACK
197 {"pullatkstab", BOTH_PULL_IMPALE_STAB,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200}, // LS_PULL_ATTACK_STAB
198 {"pullatkswing",BOTH_PULL_IMPALE_SWING,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200}, // LS_PULL_ATTACK_SWING
199 {"AloraSpinAtk",BOTH_ALORA_SPIN_SLASH,Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_SPINATTACK_ALORA
200 {"Dual FB Atk", BOTH_A6_FB, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_DUAL_FB
201 {"Dual LR Atk", BOTH_A6_LR, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_DUAL_LR
202 {"StfHiltBash", BOTH_A7_HILT, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_HILT_BASH
203
204 //starts
205 {"TL2BR St", BOTH_S1_S1_TL, Q_R, Q_TL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_TL2BR, LS_A_TL2BR, 200 }, // LS_S_TL2BR
206 {"L2R St", BOTH_S1_S1__L, Q_R, Q_L, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_L2R, LS_A_L2R, 200 }, // LS_S_L2R
207 {"BL2TR St", BOTH_S1_S1_BL, Q_R, Q_BL, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_BL2TR, LS_A_BL2TR, 200 }, // LS_S_BL2TR
208 {"BR2TL St", BOTH_S1_S1_BR, Q_R, Q_BR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_BR2TL, LS_A_BR2TL, 200 }, // LS_S_BR2TL
209 {"R2L St", BOTH_S1_S1__R, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_R2L, LS_A_R2L, 200 }, // LS_S_R2L
210 {"TR2BL St", BOTH_S1_S1_TR, Q_R, Q_TR, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_TR2BL, LS_A_TR2BL, 200 }, // LS_S_TR2BL
211 {"T2B St", BOTH_S1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_TIGHT, LS_A_T2B, LS_A_T2B, 200 }, // LS_S_T2B
212
213 //returns
214 {"TL2BR Ret", BOTH_R1_BR_S1, Q_BR, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_TL2BR
215 {"L2R Ret", BOTH_R1__R_S1, Q_R, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_L2R
216 {"BL2TR Ret", BOTH_R1_TR_S1, Q_TR, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_BL2TR
217 {"BR2TL Ret", BOTH_R1_TL_S1, Q_TL, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_BR2TL
218 {"R2L Ret", BOTH_R1__L_S1, Q_L, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_R2L
219 {"TR2BL Ret", BOTH_R1_BL_S1, Q_BL, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_TR2BL
220 {"T2B Ret", BOTH_R1_B__S1, Q_B, Q_R, AFLAG_FINISH, 100, BLK_TIGHT, LS_READY, LS_READY, 200 }, // LS_R_T2B
221
222 //Transitions
223 {"BR2R Trans", BOTH_T1_BR__R, Q_BR, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc bottom right to right
224 {"BR2TR Trans", BOTH_T1_BR_TR, Q_BR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc bottom right to top right (use: BOTH_T1_TR_BR)
225 {"BR2T Trans", BOTH_T1_BR_T_, Q_BR, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc bottom right to top (use: BOTH_T1_T__BR)
226 {"BR2TL Trans", BOTH_T1_BR_TL, Q_BR, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast weak spin bottom right to top left
227 {"BR2L Trans", BOTH_T1_BR__L, Q_BR, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast weak spin bottom right to left
228 {"BR2BL Trans", BOTH_T1_BR_BL, Q_BR, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast weak spin bottom right to bottom left
229 {"R2BR Trans", BOTH_T1__R_BR, Q_R, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast arc right to bottom right (use: BOTH_T1_BR__R)
230 {"R2TR Trans", BOTH_T1__R_TR, Q_R, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc right to top right
231 {"R2T Trans", BOTH_T1__R_T_, Q_R, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast ar right to top (use: BOTH_T1_T___R)
232 {"R2TL Trans", BOTH_T1__R_TL, Q_R, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc right to top left
233 {"R2L Trans", BOTH_T1__R__L, Q_R, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast weak spin right to left
234 {"R2BL Trans", BOTH_T1__R_BL, Q_R, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast weak spin right to bottom left
235 {"TR2BR Trans", BOTH_T1_TR_BR, Q_TR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast arc top right to bottom right
236 {"TR2R Trans", BOTH_T1_TR__R, Q_TR, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc top right to right (use: BOTH_T1__R_TR)
237 {"TR2T Trans", BOTH_T1_TR_T_, Q_TR, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc top right to top (use: BOTH_T1_T__TR)
238 {"TR2TL Trans", BOTH_T1_TR_TL, Q_TR, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc top right to top left
239 {"TR2L Trans", BOTH_T1_TR__L, Q_TR, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc top right to left
240 {"TR2BL Trans", BOTH_T1_TR_BL, Q_TR, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast weak spin top right to bottom left
241 {"T2BR Trans", BOTH_T1_T__BR, Q_T, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast arc top to bottom right
242 {"T2R Trans", BOTH_T1_T___R, Q_T, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc top to right
243 {"T2TR Trans", BOTH_T1_T__TR, Q_T, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc top to top right
244 {"T2TL Trans", BOTH_T1_T__TL, Q_T, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc top to top left
245 {"T2L Trans", BOTH_T1_T___L, Q_T, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc top to left
246 {"T2BL Trans", BOTH_T1_T__BL, Q_T, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast arc top to bottom left
247 {"TL2BR Trans", BOTH_T1_TL_BR, Q_TL, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast weak spin top left to bottom right
248 {"TL2R Trans", BOTH_T1_TL__R, Q_TL, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast arc top left to right (use: BOTH_T1__R_TL)
249 {"TL2TR Trans", BOTH_T1_TL_TR, Q_TL, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc top left to top right (use: BOTH_T1_TR_TL)
250 {"TL2T Trans", BOTH_T1_TL_T_, Q_TL, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc top left to top (use: BOTH_T1_T__TL)
251 {"TL2L Trans", BOTH_T1_TL__L, Q_TL, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc top left to left (use: BOTH_T1__L_TL)
252 {"TL2BL Trans", BOTH_T1_TL_BL, Q_TL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast arc top left to bottom left
253 {"L2BR Trans", BOTH_T1__L_BR, Q_L, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast weak spin left to bottom right
254 {"L2R Trans", BOTH_T1__L__R, Q_L, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast weak spin left to right
255 {"L2TR Trans", BOTH_T1__L_TR, Q_L, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast arc left to top right (use: BOTH_T1_TR__L)
256 {"L2T Trans", BOTH_T1__L_T_, Q_L, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc left to top (use: BOTH_T1_T___L)
257 {"L2TL Trans", BOTH_T1__L_TL, Q_L, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc left to top left
258 {"L2BL Trans", BOTH_T1__L_BL, Q_L, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_A_BL2TR, 150 }, //# Fast arc left to bottom left (use: BOTH_T1_BL__L)
259 {"BL2BR Trans", BOTH_T1_BL_BR, Q_BL, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_A_BR2TL, 150 }, //# Fast weak spin bottom left to bottom right
260 {"BL2R Trans", BOTH_T1_BL__R, Q_BL, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_A_R2L, 150 }, //# Fast weak spin bottom left to right
261 {"BL2TR Trans", BOTH_T1_BL_TR, Q_BL, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_TR2BL, 150 }, //# Fast weak spin bottom left to top right
262 {"BL2T Trans", BOTH_T1_BL_T_, Q_BL, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_A_T2B, 150 }, //# Fast arc bottom left to top (use: BOTH_T1_T__BL)
263 {"BL2TL Trans", BOTH_T1_BL_TL, Q_BL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_A_TL2BR, 150 }, //# Fast arc bottom left to top left (use: BOTH_T1_TL_BL)
264 {"BL2L Trans", BOTH_T1_BL__L, Q_BL, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_A_L2R, 150 }, //# Fast arc bottom left to left
265
266 //Bounces
267 {"Bounce BR", BOTH_B1_BR___, Q_BR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_T1_BR_TR, 150 },
268 {"Bounce R", BOTH_B1__R___, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_T1__R__L, 150 },
269 {"Bounce TR", BOTH_B1_TR___, Q_TR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_TR_TL, 150 },
270 {"Bounce T", BOTH_B1_T____, Q_T, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_T__BL, 150 },
271 {"Bounce TL", BOTH_B1_TL___, Q_TL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_T1_TL_TR, 150 },
272 {"Bounce L", BOTH_B1__L___, Q_L, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_T1__L__R, 150 },
273 {"Bounce BL", BOTH_B1_BL___, Q_BL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_T1_BL_TR, 150 },
274
275 //Deflected attacks (like bounces, but slide off enemy saber, not straight back)
276 {"Deflect BR", BOTH_D1_BR___, Q_BR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TL2BR, LS_T1_BR_TR, 150 },
277 {"Deflect R", BOTH_D1__R___, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_R_L2R, LS_T1__R__L, 150 },
278 {"Deflect TR", BOTH_D1_TR___, Q_TR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_TR_TL, 150 },
279 {"Deflect T", BOTH_B1_T____, Q_T, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_T__BL, 150 },
280 {"Deflect TL", BOTH_D1_TL___, Q_TL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BR2TL, LS_T1_TL_TR, 150 },
281 {"Deflect L", BOTH_D1__L___, Q_L, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_R_R2L, LS_T1__L__R, 150 },
282 {"Deflect BL", BOTH_D1_BL___, Q_BL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_R_TR2BL, LS_T1_BL_TR, 150 },
283 {"Deflect B", BOTH_D1_B____, Q_B, Q_B, AFLAG_ACTIVE, 100, BLK_NO, LS_R_BL2TR, LS_T1_T__BL, 150 },
284
285 //Reflected attacks
286 {"Reflected BR",BOTH_V1_BR_S1, Q_BR, Q_BR, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_BR
287 {"Reflected R", BOTH_V1__R_S1, Q_R, Q_R, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1__R
288 {"Reflected TR",BOTH_V1_TR_S1, Q_TR, Q_TR, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_TR
289 {"Reflected T", BOTH_V1_T__S1, Q_T, Q_T, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_T_
290 {"Reflected TL",BOTH_V1_TL_S1, Q_TL, Q_TL, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_TL
291 {"Reflected L", BOTH_V1__L_S1, Q_L, Q_L, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1__L
292 {"Reflected BL",BOTH_V1_BL_S1, Q_BL, Q_BL, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_BL
293 {"Reflected B", BOTH_V1_B__S1, Q_B, Q_B, AFLAG_ACTIVE, 100, BLK_NO, LS_READY, LS_READY, 150 },// LS_V1_B_
294
295 // Broken parries
296 {"BParry Top", BOTH_H1_S1_T_, Q_T, Q_B, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_UP,
297 {"BParry UR", BOTH_H1_S1_TR, Q_TR, Q_BL, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_UR,
298 {"BParry UL", BOTH_H1_S1_TL, Q_TL, Q_BR, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_UL,
299 {"BParry LR", BOTH_H1_S1_BL, Q_BL, Q_TR, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_LR,
300 {"BParry Bot", BOTH_H1_S1_B_, Q_B, Q_T, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_LL
301 {"BParry LL", BOTH_H1_S1_BR, Q_BR, Q_TL, AFLAG_ACTIVE, 50, BLK_NO, LS_READY, LS_READY, 150 }, // LS_PARRY_LL
302
303 // Knockaways
304 {"Knock Top", BOTH_K1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_T1_T__BR, 150 }, // LS_PARRY_UP,
305 {"Knock UR", BOTH_K1_S1_TR, Q_R, Q_TR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_T1_TR__R, 150 }, // LS_PARRY_UR,
306 {"Knock UL", BOTH_K1_S1_TL, Q_R, Q_TL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BR2TL, LS_T1_TL__L, 150 }, // LS_PARRY_UL,
307 {"Knock LR", BOTH_K1_S1_BL, Q_R, Q_BL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TL2BR, LS_T1_BL_TL, 150 }, // LS_PARRY_LR,
308 {"Knock LL", BOTH_K1_S1_BR, Q_R, Q_BR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TR2BL, LS_T1_BR_TR, 150 }, // LS_PARRY_LL
309
310 // Parry
311 {"Parry Top", BOTH_P1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_T2B, 150 }, // LS_PARRY_UP,
312 {"Parry UR", BOTH_P1_S1_TR, Q_R, Q_TL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_TR2BL, 150 }, // LS_PARRY_UR,
313 {"Parry UL", BOTH_P1_S1_TL, Q_R, Q_TR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BR2TL, LS_A_TL2BR, 150 }, // LS_PARRY_UL,
314 {"Parry LR", BOTH_P1_S1_BL, Q_R, Q_BR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TL2BR, LS_A_BR2TL, 150 }, // LS_PARRY_LR,
315 {"Parry LL", BOTH_P1_S1_BR, Q_R, Q_BL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TR2BL, LS_A_BL2TR, 150 }, // LS_PARRY_LL
316
317 // Reflecting a missile
318 {"Reflect Top", BOTH_P1_S1_T_, Q_R, Q_T, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_T2B, 300 }, // LS_PARRY_UP,
319 {"Reflect UR", BOTH_P1_S1_TL, Q_R, Q_TR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BR2TL, LS_A_TL2BR, 300 }, // LS_PARRY_UR,
320 {"Reflect UL", BOTH_P1_S1_TR, Q_R, Q_TL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_BL2TR, LS_A_TR2BL, 300 }, // LS_PARRY_UL,
321 {"Reflect LR", BOTH_P1_S1_BR, Q_R, Q_BL, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TR2BL, LS_A_BL2TR, 300 }, // LS_PARRY_LR
322 {"Reflect LL", BOTH_P1_S1_BL, Q_R, Q_BR, AFLAG_ACTIVE, 50, BLK_WIDE, LS_R_TL2BR, LS_A_BR2TL, 300 }, // LS_PARRY_LL,
323 };
324
325
326 saberMoveName_t transitionMove[Q_NUM_QUADS][Q_NUM_QUADS] =
327 {
328 {
329 LS_NONE, //Can't transition to same pos!
330 LS_T1_BR__R,//40
331 LS_T1_BR_TR,
332 LS_T1_BR_T_,
333 LS_T1_BR_TL,
334 LS_T1_BR__L,
335 LS_T1_BR_BL,
336 LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any
337 },
338 {
339 LS_T1__R_BR,//46
340 LS_NONE, //Can't transition to same pos!
341 LS_T1__R_TR,
342 LS_T1__R_T_,
343 LS_T1__R_TL,
344 LS_T1__R__L,
345 LS_T1__R_BL,
346 LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any
347 },
348 {
349 LS_T1_TR_BR,//52
350 LS_T1_TR__R,
351 LS_NONE, //Can't transition to same pos!
352 LS_T1_TR_T_,
353 LS_T1_TR_TL,
354 LS_T1_TR__L,
355 LS_T1_TR_BL,
356 LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any
357 },
358 {
359 LS_T1_T__BR,//58
360 LS_T1_T___R,
361 LS_T1_T__TR,
362 LS_NONE, //Can't transition to same pos!
363 LS_T1_T__TL,
364 LS_T1_T___L,
365 LS_T1_T__BL,
366 LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any
367 },
368 {
369 LS_T1_TL_BR,//64
370 LS_T1_TL__R,
371 LS_T1_TL_TR,
372 LS_T1_TL_T_,
373 LS_NONE, //Can't transition to same pos!
374 LS_T1_TL__L,
375 LS_T1_TL_BL,
376 LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any
377 },
378 {
379 LS_T1__L_BR,//70
380 LS_T1__L__R,
381 LS_T1__L_TR,
382 LS_T1__L_T_,
383 LS_T1__L_TL,
384 LS_NONE, //Can't transition to same pos!
385 LS_T1__L_BL,
386 LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any
387 },
388 {
389 LS_T1_BL_BR,//76
390 LS_T1_BL__R,
391 LS_T1_BL_TR,
392 LS_T1_BL_T_,
393 LS_T1_BL_TL,
394 LS_T1_BL__L,
395 LS_NONE, //Can't transition to same pos!
396 LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any
397 },
398 {
399 LS_T1_BL_BR,//NOTE: there are no transitions from bottom, so re-use the bottom right transitions
400 LS_T1_BR__R,
401 LS_T1_BR_TR,
402 LS_T1_BR_T_,
403 LS_T1_BR_TL,
404 LS_T1_BR__L,
405 LS_T1_BR_BL,
406 LS_NONE //No transitions to bottom, and no anims start there, so shouldn't need any
407 }
408 };
409
PM_VelocityForSaberMove(playerState_t * ps,vec3_t throwDir)410 void PM_VelocityForSaberMove( playerState_t *ps, vec3_t throwDir )
411 {
412 vec3_t vForward = { 0.0f }, vRight = { 0.0f }, vUp = { 0.0f }, startQ = { 0.0f }, endQ = { 0.0f };
413
414 AngleVectors( ps->viewangles, vForward, vRight, vUp );
415
416 switch ( saberMoveData[ps->saberMove].startQuad )
417 {
418 case Q_BR:
419 VectorScale( vRight, 1, startQ );
420 VectorMA( startQ, -1, vUp, startQ );
421 break;
422 case Q_R:
423 VectorScale( vRight, 2, startQ );
424 break;
425 case Q_TR:
426 VectorScale( vRight, 1, startQ );
427 VectorMA( startQ, 1, vUp, startQ );
428 break;
429 case Q_T:
430 VectorScale( vUp, 2, startQ );
431 break;
432 case Q_TL:
433 VectorScale( vRight, -1, startQ );
434 VectorMA( startQ, 1, vUp, startQ );
435 break;
436 case Q_L:
437 VectorScale( vRight, -2, startQ );
438 break;
439 case Q_BL:
440 VectorScale( vRight, -1, startQ );
441 VectorMA( startQ, -1, vUp, startQ );
442 break;
443 case Q_B:
444 VectorScale( vUp, -2, startQ );
445 break;
446 }
447 switch ( saberMoveData[ps->saberMove].endQuad )
448 {
449 case Q_BR:
450 VectorScale( vRight, 1, endQ );
451 VectorMA( endQ, -1, vUp, endQ );
452 break;
453 case Q_R:
454 VectorScale( vRight, 2, endQ );
455 break;
456 case Q_TR:
457 VectorScale( vRight, 1, endQ );
458 VectorMA( endQ, 1, vUp, endQ );
459 break;
460 case Q_T:
461 VectorScale( vUp, 2, endQ );
462 break;
463 case Q_TL:
464 VectorScale( vRight, -1, endQ );
465 VectorMA( endQ, 1, vUp, endQ );
466 break;
467 case Q_L:
468 VectorScale( vRight, -2, endQ );
469 break;
470 case Q_BL:
471 VectorScale( vRight, -1, endQ );
472 VectorMA( endQ, -1, vUp, endQ );
473 break;
474 case Q_B:
475 VectorScale( vUp, -2, endQ );
476 break;
477 }
478 VectorMA( endQ, 2, vForward, endQ );
479 VectorScale( throwDir, 125, throwDir );//FIXME: pass in the throw strength?
480 VectorSubtract( endQ, startQ, throwDir );
481 }
482
PM_VelocityForBlockedMove(playerState_t * ps,vec3_t throwDir)483 qboolean PM_VelocityForBlockedMove( playerState_t *ps, vec3_t throwDir )
484 {
485 vec3_t vForward, vRight, vUp;
486 AngleVectors( ps->viewangles, vForward, vRight, vUp );
487 switch ( ps->saberBlocked )
488 {
489 case BLOCKED_UPPER_RIGHT:
490 VectorScale( vRight, 1, throwDir );
491 VectorMA( throwDir, 1, vUp, throwDir );
492 break;
493 case BLOCKED_UPPER_LEFT:
494 VectorScale( vRight, -1, throwDir );
495 VectorMA( throwDir, 1, vUp, throwDir );
496 break;
497 case BLOCKED_LOWER_RIGHT:
498 VectorScale( vRight, 1, throwDir );
499 VectorMA( throwDir, -1, vUp, throwDir );
500 break;
501 case BLOCKED_LOWER_LEFT:
502 VectorScale( vRight, -1, throwDir );
503 VectorMA( throwDir, -1, vUp, throwDir );
504 break;
505 case BLOCKED_TOP:
506 VectorScale( vUp, 2, throwDir );
507 break;
508 default:
509 return qfalse;
510 break;
511 }
512 VectorMA( throwDir, 2, vForward, throwDir );
513 VectorScale( throwDir, 250, throwDir );//FIXME: pass in the throw strength?
514 return qtrue;
515 }
516
PM_AnimLevelForSaberAnim(int anim)517 int PM_AnimLevelForSaberAnim( int anim )
518 {
519 if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_D1_B____ )
520 {
521 return FORCE_LEVEL_1;
522 }
523 if ( anim >= BOTH_A2_T__B_ && anim <= BOTH_D2_B____ )
524 {
525 return FORCE_LEVEL_2;
526 }
527 if ( anim >= BOTH_A3_T__B_ && anim <= BOTH_D3_B____ )
528 {
529 return FORCE_LEVEL_3;
530 }
531 if ( anim >= BOTH_A4_T__B_ && anim <= BOTH_D4_B____ )
532 {//desann
533 return FORCE_LEVEL_4;
534 }
535 if ( anim >= BOTH_A5_T__B_ && anim <= BOTH_D5_B____ )
536 {//tavion
537 return FORCE_LEVEL_5;
538 }
539 if ( anim >= BOTH_A6_T__B_ && anim <= BOTH_D6_B____ )
540 {//dual
541 return SS_DUAL;
542 }
543 if ( anim >= BOTH_A7_T__B_ && anim <= BOTH_D7_B____ )
544 {//staff
545 return SS_STAFF;
546 }
547 return FORCE_LEVEL_0;
548 }
549
PM_PowerLevelForSaberAnim(playerState_t * ps,int saberNum)550 int PM_PowerLevelForSaberAnim( playerState_t *ps, int saberNum )
551 {
552 int anim = ps->torsoAnim;
553 int animTimeElapsed = PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)anim ) - ps->torsoAnimTimer;
554 if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_D1_B____ )
555 {
556 //FIXME: these two need their own style
557 if ( ps->saber[0].type == SABER_LANCE )
558 {
559 return FORCE_LEVEL_4;
560 }
561 else if ( ps->saber[0].type == SABER_TRIDENT )
562 {
563 return FORCE_LEVEL_3;
564 }
565 return FORCE_LEVEL_1;
566 }
567 if ( anim >= BOTH_A2_T__B_ && anim <= BOTH_D2_B____ )
568 {
569 return FORCE_LEVEL_2;
570 }
571 if ( anim >= BOTH_A3_T__B_ && anim <= BOTH_D3_B____ )
572 {
573 return FORCE_LEVEL_3;
574 }
575 if ( anim >= BOTH_A4_T__B_ && anim <= BOTH_D4_B____ )
576 {//desann
577 return FORCE_LEVEL_4;
578 }
579 if ( anim >= BOTH_A5_T__B_ && anim <= BOTH_D5_B____ )
580 {//tavion
581 return FORCE_LEVEL_2;
582 }
583 if ( anim >= BOTH_A6_T__B_ && anim <= BOTH_D6_B____ )
584 {//dual
585 return FORCE_LEVEL_2;
586 }
587 if ( anim >= BOTH_A7_T__B_ && anim <= BOTH_D7_B____ )
588 {//staff
589 return FORCE_LEVEL_2;
590 }
591 if ( ( anim >= BOTH_P1_S1_T_ && anim <= BOTH_P1_S1_BR )
592 || ( anim >= BOTH_P6_S6_T_ && anim <= BOTH_P6_S6_BR )
593 || ( anim >= BOTH_P7_S7_T_ && anim <= BOTH_P7_S7_BR ) )
594 {//parries
595 switch ( ps->saberAnimLevel )
596 {
597 case SS_STRONG:
598 case SS_DESANN:
599 return FORCE_LEVEL_3;
600 break;
601 case SS_TAVION:
602 case SS_STAFF:
603 case SS_DUAL:
604 case SS_MEDIUM:
605 return FORCE_LEVEL_2;
606 break;
607 case SS_FAST:
608 return FORCE_LEVEL_1;
609 break;
610 default:
611 return FORCE_LEVEL_0;
612 break;
613 }
614 }
615 if ( ( anim >= BOTH_K1_S1_T_ && anim <= BOTH_K1_S1_BR )
616 || ( anim >= BOTH_K6_S6_T_ && anim <= BOTH_K6_S6_BR )
617 || ( anim >= BOTH_K7_S7_T_ && anim <= BOTH_K7_S7_BR ) )
618 {//knockaways
619 return FORCE_LEVEL_3;
620 }
621 if ( ( anim >= BOTH_V1_BR_S1 && anim <= BOTH_V1_B__S1 )
622 || ( anim >= BOTH_V6_BR_S6 && anim <= BOTH_V6_B__S6 )
623 || ( anim >= BOTH_V7_BR_S7 && anim <= BOTH_V7_B__S7 ) )
624 {//knocked-away attacks
625 return FORCE_LEVEL_1;
626 }
627 if ( ( anim >= BOTH_H1_S1_T_ && anim <= BOTH_H1_S1_BR )
628 || ( anim >= BOTH_H6_S6_T_ && anim <= BOTH_H6_S6_BR )
629 || ( anim >= BOTH_H7_S7_T_ && anim <= BOTH_H7_S7_BR ) )
630 {//broken parries
631 return FORCE_LEVEL_0;
632 }
633 switch ( anim )
634 {
635 case BOTH_A2_STABBACK1:
636 if ( ps->torsoAnimTimer < 450 )
637 {//end of anim
638 return FORCE_LEVEL_0;
639 }
640 else if ( animTimeElapsed < 400 )
641 {//beginning of anim
642 return FORCE_LEVEL_0;
643 }
644 return FORCE_LEVEL_3;
645 break;
646 case BOTH_ATTACK_BACK:
647 if ( ps->torsoAnimTimer < 500 )
648 {//end of anim
649 return FORCE_LEVEL_0;
650 }
651 return FORCE_LEVEL_3;
652 break;
653 case BOTH_CROUCHATTACKBACK1:
654 if ( ps->torsoAnimTimer < 800 )
655 {//end of anim
656 return FORCE_LEVEL_0;
657 }
658 return FORCE_LEVEL_3;
659 break;
660 case BOTH_BUTTERFLY_LEFT:
661 case BOTH_BUTTERFLY_RIGHT:
662 case BOTH_BUTTERFLY_FL1:
663 case BOTH_BUTTERFLY_FR1:
664 //FIXME: break up?
665 return FORCE_LEVEL_3;
666 break;
667 case BOTH_FJSS_TR_BL:
668 case BOTH_FJSS_TL_BR:
669 //FIXME: break up?
670 return FORCE_LEVEL_3;
671 break;
672 case BOTH_K1_S1_T_: //# knockaway saber top
673 case BOTH_K1_S1_TR: //# knockaway saber top right
674 case BOTH_K1_S1_TL: //# knockaway saber top left
675 case BOTH_K1_S1_BL: //# knockaway saber bottom left
676 case BOTH_K1_S1_B_: //# knockaway saber bottom
677 case BOTH_K1_S1_BR: //# knockaway saber bottom right
678 //FIXME: break up?
679 return FORCE_LEVEL_3;
680 break;
681 case BOTH_LUNGE2_B__T_:
682 if ( ps->torsoAnimTimer < 400 )
683 {//end of anim
684 return FORCE_LEVEL_0;
685 }
686 else if ( animTimeElapsed < 150 )
687 {//beginning of anim
688 return FORCE_LEVEL_0;
689 }
690 return FORCE_LEVEL_3;
691 break;
692 case BOTH_FORCELEAP2_T__B_:
693 if ( ps->torsoAnimTimer < 400 )
694 {//end of anim
695 return FORCE_LEVEL_0;
696 }
697 else if ( animTimeElapsed < 550 )
698 {//beginning of anim
699 return FORCE_LEVEL_0;
700 }
701 return FORCE_LEVEL_3;
702 break;
703 case BOTH_VS_ATR_S:
704 case BOTH_VS_ATL_S:
705 case BOTH_VT_ATR_S:
706 case BOTH_VT_ATL_S:
707 return FORCE_LEVEL_3;//???
708 break;
709 case BOTH_JUMPFLIPSLASHDOWN1:
710 if ( ps->torsoAnimTimer <= 900 )
711 {//end of anim
712 return FORCE_LEVEL_0;
713 }
714 else if ( animTimeElapsed < 550 )
715 {//beginning of anim
716 return FORCE_LEVEL_0;
717 }
718 return FORCE_LEVEL_3;
719 break;
720 case BOTH_JUMPFLIPSTABDOWN:
721 if ( ps->torsoAnimTimer <= 1200 )
722 {//end of anim
723 return FORCE_LEVEL_0;
724 }
725 else if ( animTimeElapsed <= 250 )
726 {//beginning of anim
727 return FORCE_LEVEL_0;
728 }
729 return FORCE_LEVEL_3;
730 break;
731 case BOTH_JUMPATTACK6:
732 /*
733 if (pm->ps)
734 {
735 if ( ( pm->ps->legsAnimTimer >= 1450
736 && PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - pm->ps->legsAnimTimer >= 400 )
737 ||(pm->ps->legsAnimTimer >= 400
738 && PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, BOTH_JUMPATTACK6 ) - pm->ps->legsAnimTimer >= 1100 ) )
739 {//pretty much sideways
740 return FORCE_LEVEL_3;
741 }
742 }
743 */
744 if ( ( ps->torsoAnimTimer >= 1450
745 && animTimeElapsed >= 400 )
746 ||(ps->torsoAnimTimer >= 400
747 && animTimeElapsed >= 1100 ) )
748 {//pretty much sideways
749 return FORCE_LEVEL_3;
750 }
751 return FORCE_LEVEL_0;
752 break;
753 case BOTH_JUMPATTACK7:
754 if ( ps->torsoAnimTimer <= 1200 )
755 {//end of anim
756 return FORCE_LEVEL_0;
757 }
758 else if ( animTimeElapsed < 200 )
759 {//beginning of anim
760 return FORCE_LEVEL_0;
761 }
762 return FORCE_LEVEL_3;
763 break;
764 case BOTH_SPINATTACK6:
765 if ( animTimeElapsed <= 200 )
766 {//beginning of anim
767 return FORCE_LEVEL_0;
768 }
769 return FORCE_LEVEL_3;
770 break;
771 case BOTH_SPINATTACK7:
772 if ( ps->torsoAnimTimer <= 500 )
773 {//end of anim
774 return FORCE_LEVEL_0;
775 }
776 else if ( animTimeElapsed < 500 )
777 {//beginning of anim
778 return FORCE_LEVEL_0;
779 }
780 return FORCE_LEVEL_3;
781 break;
782 case BOTH_FORCELONGLEAP_ATTACK:
783 if ( animTimeElapsed <= 200 )
784 {//1st four frames of anim
785 return FORCE_LEVEL_3;
786 }
787 break;
788 /*
789 case BOTH_A7_KICK_F://these kicks attack, too
790 case BOTH_A7_KICK_B:
791 case BOTH_A7_KICK_R:
792 case BOTH_A7_KICK_L:
793 //FIXME: break up
794 return FORCE_LEVEL_3;
795 break;
796 */
797 case BOTH_STABDOWN:
798 if ( ps->torsoAnimTimer <= 900 )
799 {//end of anim
800 return FORCE_LEVEL_3;
801 }
802 break;
803 case BOTH_STABDOWN_STAFF:
804 if ( ps->torsoAnimTimer <= 850 )
805 {//end of anim
806 return FORCE_LEVEL_3;
807 }
808 break;
809 case BOTH_STABDOWN_DUAL:
810 if ( ps->torsoAnimTimer <= 900 )
811 {//end of anim
812 return FORCE_LEVEL_3;
813 }
814 break;
815 case BOTH_A6_SABERPROTECT:
816 if ( ps->torsoAnimTimer < 650 )
817 {//end of anim
818 return FORCE_LEVEL_0;
819 }
820 return FORCE_LEVEL_3;
821 break;
822 case BOTH_A7_SOULCAL:
823 if ( ps->torsoAnimTimer < 650 )
824 {//end of anim
825 return FORCE_LEVEL_0;
826 }
827 else if ( animTimeElapsed < 600 )
828 {//beginning of anim
829 return FORCE_LEVEL_0;
830 }
831 return FORCE_LEVEL_3;
832 break;
833 case BOTH_A1_SPECIAL:
834 if ( ps->torsoAnimTimer < 600 )
835 {//end of anim
836 return FORCE_LEVEL_0;
837 }
838 else if ( animTimeElapsed < 200 )
839 {//beginning of anim
840 return FORCE_LEVEL_0;
841 }
842 return FORCE_LEVEL_3;
843 break;
844 case BOTH_A2_SPECIAL:
845 if ( ps->torsoAnimTimer < 300 )
846 {//end of anim
847 return FORCE_LEVEL_0;
848 }
849 else if ( animTimeElapsed < 200 )
850 {//beginning of anim
851 return FORCE_LEVEL_0;
852 }
853 return FORCE_LEVEL_3;
854 break;
855 case BOTH_A3_SPECIAL:
856 if ( ps->torsoAnimTimer < 700 )
857 {//end of anim
858 return FORCE_LEVEL_0;
859 }
860 else if ( animTimeElapsed < 200 )
861 {//beginning of anim
862 return FORCE_LEVEL_0;
863 }
864 return FORCE_LEVEL_3;
865 break;
866 case BOTH_FLIP_ATTACK7:
867 return FORCE_LEVEL_3;
868 break;
869 case BOTH_PULL_IMPALE_STAB:
870 if ( ps->torsoAnimTimer < 1000 )
871 {//end of anim
872 return FORCE_LEVEL_0;
873 }
874 return FORCE_LEVEL_3;
875 break;
876 case BOTH_PULL_IMPALE_SWING:
877 if ( ps->torsoAnimTimer < 500 )//750 )
878 {//end of anim
879 return FORCE_LEVEL_0;
880 }
881 else if ( animTimeElapsed < 650 )//600 )
882 {//beginning of anim
883 return FORCE_LEVEL_0;
884 }
885 return FORCE_LEVEL_3;
886 break;
887 case BOTH_ALORA_SPIN_SLASH:
888 if ( ps->torsoAnimTimer < 900 )
889 {//end of anim
890 return FORCE_LEVEL_0;
891 }
892 else if ( animTimeElapsed < 250 )
893 {//beginning of anim
894 return FORCE_LEVEL_0;
895 }
896 return FORCE_LEVEL_3;
897 break;
898 case BOTH_A6_FB:
899 if ( ps->torsoAnimTimer < 250 )
900 {//end of anim
901 return FORCE_LEVEL_0;
902 }
903 else if ( animTimeElapsed < 250 )
904 {//beginning of anim
905 return FORCE_LEVEL_0;
906 }
907 return FORCE_LEVEL_3;
908 break;
909 case BOTH_A6_LR:
910 if ( ps->torsoAnimTimer < 250 )
911 {//end of anim
912 return FORCE_LEVEL_0;
913 }
914 else if ( animTimeElapsed < 250 )
915 {//beginning of anim
916 return FORCE_LEVEL_0;
917 }
918 return FORCE_LEVEL_3;
919 break;
920 case BOTH_A7_HILT:
921 return FORCE_LEVEL_0;
922 break;
923 //===SABERLOCK SUPERBREAKS START===========================================================================
924 case BOTH_LK_S_DL_T_SB_1_W:
925 if ( ps->torsoAnimTimer < 700 )
926 {//end of anim
927 return FORCE_LEVEL_0;
928 }
929 return FORCE_LEVEL_5;
930 break;
931 case BOTH_LK_S_ST_S_SB_1_W:
932 if ( ps->torsoAnimTimer < 300 )
933 {//end of anim
934 return FORCE_LEVEL_0;
935 }
936 return FORCE_LEVEL_5;
937 break;
938 case BOTH_LK_S_DL_S_SB_1_W:
939 case BOTH_LK_S_S_S_SB_1_W:
940 if ( ps->torsoAnimTimer < 700 )
941 {//end of anim
942 return FORCE_LEVEL_0;
943 }
944 else if ( animTimeElapsed < 400 )
945 {//beginning of anim
946 return FORCE_LEVEL_0;
947 }
948 return FORCE_LEVEL_5;
949 break;
950 case BOTH_LK_S_ST_T_SB_1_W:
951 case BOTH_LK_S_S_T_SB_1_W:
952 if ( ps->torsoAnimTimer < 150 )
953 {//end of anim
954 return FORCE_LEVEL_0;
955 }
956 else if ( animTimeElapsed < 400 )
957 {//beginning of anim
958 return FORCE_LEVEL_0;
959 }
960 return FORCE_LEVEL_5;
961 break;
962 case BOTH_LK_DL_DL_T_SB_1_W:
963 return FORCE_LEVEL_5;
964 break;
965 case BOTH_LK_DL_DL_S_SB_1_W:
966 case BOTH_LK_DL_ST_S_SB_1_W:
967 if ( animTimeElapsed < 1000 )
968 {//beginning of anim
969 return FORCE_LEVEL_0;
970 }
971 return FORCE_LEVEL_5;
972 break;
973 case BOTH_LK_DL_ST_T_SB_1_W:
974 if ( ps->torsoAnimTimer < 950 )
975 {//end of anim
976 return FORCE_LEVEL_0;
977 }
978 else if ( animTimeElapsed < 650 )
979 {//beginning of anim
980 return FORCE_LEVEL_0;
981 }
982 return FORCE_LEVEL_5;
983 break;
984 case BOTH_LK_DL_S_S_SB_1_W:
985 if ( saberNum != 0 )
986 {//only right hand saber does damage in this suberbreak
987 return FORCE_LEVEL_0;
988 }
989 if ( ps->torsoAnimTimer < 900 )
990 {//end of anim
991 return FORCE_LEVEL_0;
992 }
993 else if ( animTimeElapsed < 450 )
994 {//beginning of anim
995 return FORCE_LEVEL_0;
996 }
997 return FORCE_LEVEL_5;
998 break;
999 case BOTH_LK_DL_S_T_SB_1_W:
1000 if ( saberNum != 0 )
1001 {//only right hand saber does damage in this suberbreak
1002 return FORCE_LEVEL_0;
1003 }
1004 if ( ps->torsoAnimTimer < 250 )
1005 {//end of anim
1006 return FORCE_LEVEL_0;
1007 }
1008 else if ( animTimeElapsed < 150 )
1009 {//beginning of anim
1010 return FORCE_LEVEL_0;
1011 }
1012 return FORCE_LEVEL_5;
1013 break;
1014 case BOTH_LK_ST_DL_S_SB_1_W:
1015 return FORCE_LEVEL_5;
1016 break;
1017 case BOTH_LK_ST_DL_T_SB_1_W:
1018 //special suberbreak - doesn't kill, just kicks them backwards
1019 return FORCE_LEVEL_0;
1020 break;
1021 case BOTH_LK_ST_ST_S_SB_1_W:
1022 case BOTH_LK_ST_S_S_SB_1_W:
1023 if ( ps->torsoAnimTimer < 800 )
1024 {//end of anim
1025 return FORCE_LEVEL_0;
1026 }
1027 else if ( animTimeElapsed < 350 )
1028 {//beginning of anim
1029 return FORCE_LEVEL_0;
1030 }
1031 return FORCE_LEVEL_5;
1032 break;
1033 case BOTH_LK_ST_ST_T_SB_1_W:
1034 case BOTH_LK_ST_S_T_SB_1_W:
1035 return FORCE_LEVEL_5;
1036 break;
1037 //===SABERLOCK SUPERBREAKS START===========================================================================
1038 case BOTH_HANG_ATTACK:
1039 //FIME: break up
1040 if ( ps->torsoAnimTimer < 1000 )
1041 {//end of anim
1042 return FORCE_LEVEL_0;
1043 }
1044 else if ( animTimeElapsed < 250 )
1045 {//beginning of anim
1046 return FORCE_LEVEL_0;
1047 }
1048 else
1049 {//sweet spot
1050 return FORCE_LEVEL_5;
1051 }
1052 break;
1053 case BOTH_ROLL_STAB:
1054 if ( animTimeElapsed > 400 )
1055 {//end of anim
1056 return FORCE_LEVEL_0;
1057 }
1058 else
1059 {
1060 return FORCE_LEVEL_3;
1061 }
1062 break;
1063 }
1064 return FORCE_LEVEL_0;
1065 }
1066
PM_InAnimForSaberMove(int anim,int saberMove)1067 qboolean PM_InAnimForSaberMove( int anim, int saberMove )
1068 {
1069 switch ( anim )
1070 {//special case anims
1071 case BOTH_A2_STABBACK1:
1072 case BOTH_ATTACK_BACK:
1073 case BOTH_CROUCHATTACKBACK1:
1074 case BOTH_ROLL_STAB:
1075 case BOTH_BUTTERFLY_LEFT:
1076 case BOTH_BUTTERFLY_RIGHT:
1077 case BOTH_BUTTERFLY_FL1:
1078 case BOTH_BUTTERFLY_FR1:
1079 case BOTH_FJSS_TR_BL:
1080 case BOTH_FJSS_TL_BR:
1081 case BOTH_LUNGE2_B__T_:
1082 case BOTH_FORCELEAP2_T__B_:
1083 case BOTH_JUMPFLIPSLASHDOWN1://#
1084 case BOTH_JUMPFLIPSTABDOWN://#
1085 case BOTH_JUMPATTACK6:
1086 case BOTH_JUMPATTACK7:
1087 case BOTH_SPINATTACK6:
1088 case BOTH_SPINATTACK7:
1089 case BOTH_VS_ATR_S:
1090 case BOTH_VS_ATL_S:
1091 case BOTH_VT_ATR_S:
1092 case BOTH_VT_ATL_S:
1093 case BOTH_FORCELONGLEAP_ATTACK:
1094 case BOTH_A7_KICK_F:
1095 case BOTH_A7_KICK_B:
1096 case BOTH_A7_KICK_R:
1097 case BOTH_A7_KICK_L:
1098 case BOTH_A7_KICK_S:
1099 case BOTH_A7_KICK_BF:
1100 case BOTH_A7_KICK_RL:
1101 case BOTH_A7_KICK_F_AIR:
1102 case BOTH_A7_KICK_B_AIR:
1103 case BOTH_A7_KICK_R_AIR:
1104 case BOTH_A7_KICK_L_AIR:
1105 case BOTH_STABDOWN:
1106 case BOTH_STABDOWN_STAFF:
1107 case BOTH_STABDOWN_DUAL:
1108 case BOTH_A6_SABERPROTECT:
1109 case BOTH_A7_SOULCAL:
1110 case BOTH_A1_SPECIAL:
1111 case BOTH_A2_SPECIAL:
1112 case BOTH_A3_SPECIAL:
1113 case BOTH_FLIP_ATTACK7:
1114 case BOTH_PULL_IMPALE_STAB:
1115 case BOTH_PULL_IMPALE_SWING:
1116 case BOTH_ALORA_SPIN_SLASH:
1117 case BOTH_A6_FB:
1118 case BOTH_A6_LR:
1119 case BOTH_A7_HILT:
1120 case BOTH_LK_S_DL_S_SB_1_W:
1121 case BOTH_LK_S_DL_T_SB_1_W:
1122 case BOTH_LK_S_ST_S_SB_1_W:
1123 case BOTH_LK_S_ST_T_SB_1_W:
1124 case BOTH_LK_S_S_S_SB_1_W:
1125 case BOTH_LK_S_S_T_SB_1_W:
1126 case BOTH_LK_DL_DL_S_SB_1_W:
1127 case BOTH_LK_DL_DL_T_SB_1_W:
1128 case BOTH_LK_DL_ST_S_SB_1_W:
1129 case BOTH_LK_DL_ST_T_SB_1_W:
1130 case BOTH_LK_DL_S_S_SB_1_W:
1131 case BOTH_LK_DL_S_T_SB_1_W:
1132 case BOTH_LK_ST_DL_S_SB_1_W:
1133 case BOTH_LK_ST_DL_T_SB_1_W:
1134 case BOTH_LK_ST_ST_S_SB_1_W:
1135 case BOTH_LK_ST_ST_T_SB_1_W:
1136 case BOTH_LK_ST_S_S_SB_1_W:
1137 case BOTH_LK_ST_S_T_SB_1_W:
1138 case BOTH_HANG_ATTACK:
1139 return qtrue;
1140 }
1141 if ( PM_SaberDrawPutawayAnim( anim ) )
1142 {
1143 if ( saberMove == LS_DRAW || saberMove == LS_PUTAWAY )
1144 {
1145 return qtrue;
1146 }
1147 return qfalse;
1148 }
1149 else if ( PM_SaberStanceAnim( anim ) )
1150 {
1151 if ( saberMove == LS_READY )
1152 {
1153 return qtrue;
1154 }
1155 return qfalse;
1156 }
1157 int animLevel = PM_AnimLevelForSaberAnim( anim );
1158 if ( animLevel <= 0 )
1159 {//NOTE: this will always return false for the ready poses and putaway/draw...
1160 return qfalse;
1161 }
1162 //drop the anim to the first level and start the checks there
1163 anim -= (animLevel-FORCE_LEVEL_1)*SABER_ANIM_GROUP_SIZE;
1164 //check level 1
1165 if ( anim == saberMoveData[saberMove].animToUse )
1166 {
1167 return qtrue;
1168 }
1169 //check level 2
1170 anim += SABER_ANIM_GROUP_SIZE;
1171 if ( anim == saberMoveData[saberMove].animToUse )
1172 {
1173 return qtrue;
1174 }
1175 //check level 3
1176 anim += SABER_ANIM_GROUP_SIZE;
1177 if ( anim == saberMoveData[saberMove].animToUse )
1178 {
1179 return qtrue;
1180 }
1181 //check level 4
1182 anim += SABER_ANIM_GROUP_SIZE;
1183 if ( anim == saberMoveData[saberMove].animToUse )
1184 {
1185 return qtrue;
1186 }
1187 //check level 5
1188 anim += SABER_ANIM_GROUP_SIZE;
1189 if ( anim == saberMoveData[saberMove].animToUse )
1190 {
1191 return qtrue;
1192 }
1193 if ( anim >= BOTH_P1_S1_T_ && anim <= BOTH_H1_S1_BR )
1194 {//parries, knockaways and broken parries
1195 return (qboolean)(anim==saberMoveData[saberMove].animToUse);
1196 }
1197 return qfalse;
1198 }
1199
PM_SaberInIdle(int move)1200 qboolean PM_SaberInIdle( int move )
1201 {
1202 switch ( move )
1203 {
1204 case LS_NONE:
1205 case LS_READY:
1206 case LS_DRAW:
1207 case LS_PUTAWAY:
1208 return qtrue;
1209 break;
1210 }
1211 return qfalse;
1212 }
PM_SaberInSpecialAttack(int anim)1213 qboolean PM_SaberInSpecialAttack( int anim )
1214 {
1215 switch ( anim )
1216 {
1217 case BOTH_A2_STABBACK1:
1218 case BOTH_ATTACK_BACK:
1219 case BOTH_CROUCHATTACKBACK1:
1220 case BOTH_ROLL_STAB:
1221 case BOTH_BUTTERFLY_LEFT:
1222 case BOTH_BUTTERFLY_RIGHT:
1223 case BOTH_BUTTERFLY_FL1:
1224 case BOTH_BUTTERFLY_FR1:
1225 case BOTH_FJSS_TR_BL:
1226 case BOTH_FJSS_TL_BR:
1227 case BOTH_LUNGE2_B__T_:
1228 case BOTH_FORCELEAP2_T__B_:
1229 case BOTH_JUMPFLIPSLASHDOWN1://#
1230 case BOTH_JUMPFLIPSTABDOWN://#
1231 case BOTH_JUMPATTACK6:
1232 case BOTH_JUMPATTACK7:
1233 case BOTH_SPINATTACK6:
1234 case BOTH_SPINATTACK7:
1235 case BOTH_FORCELONGLEAP_ATTACK:
1236 case BOTH_VS_ATR_S:
1237 case BOTH_VS_ATL_S:
1238 case BOTH_VT_ATR_S:
1239 case BOTH_VT_ATL_S:
1240 case BOTH_A7_KICK_F:
1241 case BOTH_A7_KICK_B:
1242 case BOTH_A7_KICK_R:
1243 case BOTH_A7_KICK_L:
1244 case BOTH_A7_KICK_S:
1245 case BOTH_A7_KICK_BF:
1246 case BOTH_A7_KICK_RL:
1247 case BOTH_A7_KICK_F_AIR:
1248 case BOTH_A7_KICK_B_AIR:
1249 case BOTH_A7_KICK_R_AIR:
1250 case BOTH_A7_KICK_L_AIR:
1251 case BOTH_STABDOWN:
1252 case BOTH_STABDOWN_STAFF:
1253 case BOTH_STABDOWN_DUAL:
1254 case BOTH_A6_SABERPROTECT:
1255 case BOTH_A7_SOULCAL:
1256 case BOTH_A1_SPECIAL:
1257 case BOTH_A2_SPECIAL:
1258 case BOTH_A3_SPECIAL:
1259 case BOTH_FLIP_ATTACK7:
1260 case BOTH_PULL_IMPALE_STAB:
1261 case BOTH_PULL_IMPALE_SWING:
1262 case BOTH_ALORA_SPIN_SLASH:
1263 case BOTH_A6_FB:
1264 case BOTH_A6_LR:
1265 case BOTH_A7_HILT:
1266 case BOTH_LK_S_DL_S_SB_1_W:
1267 case BOTH_LK_S_DL_T_SB_1_W:
1268 case BOTH_LK_S_ST_S_SB_1_W:
1269 case BOTH_LK_S_ST_T_SB_1_W:
1270 case BOTH_LK_S_S_S_SB_1_W:
1271 case BOTH_LK_S_S_T_SB_1_W:
1272 case BOTH_LK_DL_DL_S_SB_1_W:
1273 case BOTH_LK_DL_DL_T_SB_1_W:
1274 case BOTH_LK_DL_ST_S_SB_1_W:
1275 case BOTH_LK_DL_ST_T_SB_1_W:
1276 case BOTH_LK_DL_S_S_SB_1_W:
1277 case BOTH_LK_DL_S_T_SB_1_W:
1278 case BOTH_LK_ST_DL_S_SB_1_W:
1279 case BOTH_LK_ST_DL_T_SB_1_W:
1280 case BOTH_LK_ST_ST_S_SB_1_W:
1281 case BOTH_LK_ST_ST_T_SB_1_W:
1282 case BOTH_LK_ST_S_S_SB_1_W:
1283 case BOTH_LK_ST_S_T_SB_1_W:
1284 case BOTH_HANG_ATTACK:
1285 return qtrue;
1286 }
1287 return qfalse;
1288 }
1289
PM_SaberInAttackPure(int move)1290 qboolean PM_SaberInAttackPure( int move )
1291 {
1292 if ( move >= LS_A_TL2BR && move <= LS_A_T2B )
1293 {
1294 return qtrue;
1295 }
1296 return qfalse;
1297 }
PM_SaberInAttack(int move)1298 qboolean PM_SaberInAttack( int move )
1299 {
1300 if ( move >= LS_A_TL2BR && move <= LS_A_T2B )
1301 {
1302 return qtrue;
1303 }
1304 switch ( move )
1305 {
1306 case LS_A_BACK:
1307 case LS_A_BACK_CR:
1308 case LS_A_BACKSTAB:
1309 case LS_ROLL_STAB:
1310 case LS_A_LUNGE:
1311 case LS_A_JUMP_T__B_:
1312 case LS_A_FLIP_STAB:
1313 case LS_A_FLIP_SLASH:
1314 case LS_JUMPATTACK_DUAL:
1315 case LS_JUMPATTACK_ARIAL_LEFT:
1316 case LS_JUMPATTACK_ARIAL_RIGHT:
1317 case LS_JUMPATTACK_CART_LEFT:
1318 case LS_JUMPATTACK_CART_RIGHT:
1319 case LS_JUMPATTACK_STAFF_LEFT:
1320 case LS_JUMPATTACK_STAFF_RIGHT:
1321 case LS_BUTTERFLY_LEFT:
1322 case LS_BUTTERFLY_RIGHT:
1323 case LS_A_BACKFLIP_ATK:
1324 case LS_SPINATTACK_DUAL:
1325 case LS_SPINATTACK:
1326 case LS_LEAP_ATTACK:
1327 case LS_SWOOP_ATTACK_RIGHT:
1328 case LS_SWOOP_ATTACK_LEFT:
1329 case LS_TAUNTAUN_ATTACK_RIGHT:
1330 case LS_TAUNTAUN_ATTACK_LEFT:
1331 case LS_KICK_F:
1332 case LS_KICK_B:
1333 case LS_KICK_R:
1334 case LS_KICK_L:
1335 case LS_KICK_S:
1336 case LS_KICK_BF:
1337 case LS_KICK_RL:
1338 case LS_KICK_F_AIR:
1339 case LS_KICK_B_AIR:
1340 case LS_KICK_R_AIR:
1341 case LS_KICK_L_AIR:
1342 case LS_STABDOWN:
1343 case LS_STABDOWN_STAFF:
1344 case LS_STABDOWN_DUAL:
1345 case LS_DUAL_SPIN_PROTECT:
1346 case LS_STAFF_SOULCAL:
1347 case LS_A1_SPECIAL:
1348 case LS_A2_SPECIAL:
1349 case LS_A3_SPECIAL:
1350 case LS_UPSIDE_DOWN_ATTACK:
1351 case LS_PULL_ATTACK_STAB:
1352 case LS_PULL_ATTACK_SWING:
1353 case LS_SPINATTACK_ALORA:
1354 case LS_DUAL_FB:
1355 case LS_DUAL_LR:
1356 case LS_HILT_BASH:
1357 return qtrue;
1358 break;
1359 }
1360 return qfalse;
1361 }
PM_SaberInTransition(int move)1362 qboolean PM_SaberInTransition( int move )
1363 {
1364 if ( move >= LS_T1_BR__R && move <= LS_T1_BL__L )
1365 {
1366 return qtrue;
1367 }
1368 return qfalse;
1369 }
PM_SaberInStart(int move)1370 qboolean PM_SaberInStart( int move )
1371 {
1372 if ( move >= LS_S_TL2BR && move <= LS_S_T2B )
1373 {
1374 return qtrue;
1375 }
1376 return qfalse;
1377 }
PM_SaberInReturn(int move)1378 qboolean PM_SaberInReturn( int move )
1379 {
1380 if ( move >= LS_R_TL2BR && move <= LS_R_T2B )
1381 {
1382 return qtrue;
1383 }
1384 return qfalse;
1385 }
PM_SaberInTransitionAny(int move)1386 qboolean PM_SaberInTransitionAny( int move )
1387 {
1388 if ( PM_SaberInStart( move ) )
1389 {
1390 return qtrue;
1391 }
1392 else if ( PM_SaberInTransition( move ) )
1393 {
1394 return qtrue;
1395 }
1396 else if ( PM_SaberInReturn( move ) )
1397 {
1398 return qtrue;
1399 }
1400 return qfalse;
1401 }
PM_SaberInBounce(int move)1402 qboolean PM_SaberInBounce( int move )
1403 {
1404 if ( move >= LS_B1_BR && move <= LS_B1_BL )
1405 {
1406 return qtrue;
1407 }
1408 if ( move >= LS_D1_BR && move <= LS_D1_BL )
1409 {
1410 return qtrue;
1411 }
1412 return qfalse;
1413 }
PM_SaberInBrokenParry(int move)1414 qboolean PM_SaberInBrokenParry( int move )
1415 {
1416 if ( move >= LS_V1_BR && move <= LS_V1_B_ )
1417 {
1418 return qtrue;
1419 }
1420 if ( move >= LS_H1_T_ && move <= LS_H1_BL )
1421 {
1422 return qtrue;
1423 }
1424 return qfalse;
1425 }
PM_SaberInDeflect(int move)1426 qboolean PM_SaberInDeflect( int move )
1427 {
1428 if ( move >= LS_D1_BR && move <= LS_D1_B_ )
1429 {
1430 return qtrue;
1431 }
1432 return qfalse;
1433 }
PM_SaberInParry(int move)1434 qboolean PM_SaberInParry( int move )
1435 {
1436 if ( move >= LS_PARRY_UP && move <= LS_PARRY_LL )
1437 {
1438 return qtrue;
1439 }
1440 return qfalse;
1441 }
PM_SaberInKnockaway(int move)1442 qboolean PM_SaberInKnockaway( int move )
1443 {
1444 if ( move >= LS_K1_T_ && move <= LS_K1_BL )
1445 {
1446 return qtrue;
1447 }
1448 return qfalse;
1449 }
PM_SaberInReflect(int move)1450 qboolean PM_SaberInReflect( int move )
1451 {
1452 if ( move >= LS_REFLECT_UP && move <= LS_REFLECT_LL )
1453 {
1454 return qtrue;
1455 }
1456 return qfalse;
1457 }
1458
PM_SaberInSpecial(int move)1459 qboolean PM_SaberInSpecial( int move )
1460 {
1461 switch( move )
1462 {
1463 case LS_A_BACK:
1464 case LS_A_BACK_CR:
1465 case LS_A_BACKSTAB:
1466 case LS_ROLL_STAB:
1467 case LS_A_LUNGE:
1468 case LS_A_JUMP_T__B_:
1469 case LS_A_FLIP_STAB:
1470 case LS_A_FLIP_SLASH:
1471 case LS_JUMPATTACK_DUAL:
1472 case LS_JUMPATTACK_ARIAL_LEFT:
1473 case LS_JUMPATTACK_ARIAL_RIGHT:
1474 case LS_JUMPATTACK_CART_LEFT:
1475 case LS_JUMPATTACK_CART_RIGHT:
1476 case LS_JUMPATTACK_STAFF_LEFT:
1477 case LS_JUMPATTACK_STAFF_RIGHT:
1478 case LS_BUTTERFLY_LEFT:
1479 case LS_BUTTERFLY_RIGHT:
1480 case LS_A_BACKFLIP_ATK:
1481 case LS_SPINATTACK_DUAL:
1482 case LS_SPINATTACK:
1483 case LS_LEAP_ATTACK:
1484 case LS_SWOOP_ATTACK_RIGHT:
1485 case LS_SWOOP_ATTACK_LEFT:
1486 case LS_TAUNTAUN_ATTACK_RIGHT:
1487 case LS_TAUNTAUN_ATTACK_LEFT:
1488 case LS_KICK_F:
1489 case LS_KICK_B:
1490 case LS_KICK_R:
1491 case LS_KICK_L:
1492 case LS_KICK_S:
1493 case LS_KICK_BF:
1494 case LS_KICK_RL:
1495 case LS_KICK_F_AIR:
1496 case LS_KICK_B_AIR:
1497 case LS_KICK_R_AIR:
1498 case LS_KICK_L_AIR:
1499 case LS_STABDOWN:
1500 case LS_STABDOWN_STAFF:
1501 case LS_STABDOWN_DUAL:
1502 case LS_DUAL_SPIN_PROTECT:
1503 case LS_STAFF_SOULCAL:
1504 case LS_A1_SPECIAL:
1505 case LS_A2_SPECIAL:
1506 case LS_A3_SPECIAL:
1507 case LS_UPSIDE_DOWN_ATTACK:
1508 case LS_PULL_ATTACK_STAB:
1509 case LS_PULL_ATTACK_SWING:
1510 case LS_SPINATTACK_ALORA:
1511 case LS_DUAL_FB:
1512 case LS_DUAL_LR:
1513 case LS_HILT_BASH:
1514 return qtrue;
1515 }
1516 return qfalse;
1517 }
1518
PM_KickMove(int move)1519 qboolean PM_KickMove( int move )
1520 {
1521 switch( move )
1522 {
1523 case LS_KICK_F:
1524 case LS_KICK_B:
1525 case LS_KICK_R:
1526 case LS_KICK_L:
1527 case LS_KICK_S:
1528 case LS_KICK_BF:
1529 case LS_KICK_RL:
1530 case LS_HILT_BASH:
1531 case LS_KICK_F_AIR:
1532 case LS_KICK_B_AIR:
1533 case LS_KICK_R_AIR:
1534 case LS_KICK_L_AIR:
1535 return qtrue;
1536 }
1537 return qfalse;
1538 }
1539
PM_SaberCanInterruptMove(int move,int anim)1540 qboolean PM_SaberCanInterruptMove( int move, int anim )
1541 {
1542 if ( PM_InAnimForSaberMove( anim, move ) )
1543 {
1544 switch( move )
1545 {
1546 case LS_A_BACK:
1547 case LS_A_BACK_CR:
1548 case LS_A_BACKSTAB:
1549 case LS_ROLL_STAB:
1550 case LS_A_LUNGE:
1551 case LS_A_JUMP_T__B_:
1552 case LS_A_FLIP_STAB:
1553 case LS_A_FLIP_SLASH:
1554 case LS_JUMPATTACK_DUAL:
1555 case LS_JUMPATTACK_CART_LEFT:
1556 case LS_JUMPATTACK_CART_RIGHT:
1557 case LS_JUMPATTACK_STAFF_LEFT:
1558 case LS_JUMPATTACK_STAFF_RIGHT:
1559 case LS_BUTTERFLY_LEFT:
1560 case LS_BUTTERFLY_RIGHT:
1561 case LS_A_BACKFLIP_ATK:
1562 case LS_SPINATTACK_DUAL:
1563 case LS_SPINATTACK:
1564 case LS_LEAP_ATTACK:
1565 case LS_SWOOP_ATTACK_RIGHT:
1566 case LS_SWOOP_ATTACK_LEFT:
1567 case LS_TAUNTAUN_ATTACK_RIGHT:
1568 case LS_TAUNTAUN_ATTACK_LEFT:
1569 case LS_KICK_S:
1570 case LS_KICK_BF:
1571 case LS_KICK_RL:
1572 case LS_STABDOWN:
1573 case LS_STABDOWN_STAFF:
1574 case LS_STABDOWN_DUAL:
1575 case LS_DUAL_SPIN_PROTECT:
1576 case LS_STAFF_SOULCAL:
1577 case LS_A1_SPECIAL:
1578 case LS_A2_SPECIAL:
1579 case LS_A3_SPECIAL:
1580 case LS_UPSIDE_DOWN_ATTACK:
1581 case LS_PULL_ATTACK_STAB:
1582 case LS_PULL_ATTACK_SWING:
1583 case LS_SPINATTACK_ALORA:
1584 case LS_DUAL_FB:
1585 case LS_DUAL_LR:
1586 case LS_HILT_BASH:
1587 return qfalse;
1588 }
1589
1590 if ( PM_SaberInAttackPure( move ) )
1591 {
1592 return qfalse;
1593 }
1594 if ( PM_SaberInStart( move ) )
1595 {
1596 return qfalse;
1597 }
1598 if ( PM_SaberInTransition( move ) )
1599 {
1600 return qfalse;
1601 }
1602 if ( PM_SaberInBounce( move ) )
1603 {
1604 return qfalse;
1605 }
1606 if ( PM_SaberInBrokenParry( move ) )
1607 {
1608 return qfalse;
1609 }
1610 if ( PM_SaberInDeflect( move ) )
1611 {
1612 return qfalse;
1613 }
1614 if ( PM_SaberInParry( move ) )
1615 {
1616 return qfalse;
1617 }
1618 if ( PM_SaberInKnockaway( move ) )
1619 {
1620 return qfalse;
1621 }
1622 if ( PM_SaberInReflect( move ) )
1623 {
1624 return qfalse;
1625 }
1626 }
1627 switch ( anim )
1628 {
1629 case BOTH_A2_STABBACK1:
1630 case BOTH_ATTACK_BACK:
1631 case BOTH_CROUCHATTACKBACK1:
1632 case BOTH_ROLL_STAB:
1633 case BOTH_BUTTERFLY_LEFT:
1634 case BOTH_BUTTERFLY_RIGHT:
1635 case BOTH_BUTTERFLY_FL1:
1636 case BOTH_BUTTERFLY_FR1:
1637 case BOTH_FJSS_TR_BL:
1638 case BOTH_FJSS_TL_BR:
1639 case BOTH_LUNGE2_B__T_:
1640 case BOTH_FORCELEAP2_T__B_:
1641 case BOTH_JUMPFLIPSLASHDOWN1://#
1642 case BOTH_JUMPFLIPSTABDOWN://#
1643 case BOTH_JUMPATTACK6:
1644 case BOTH_JUMPATTACK7:
1645 case BOTH_SPINATTACK6:
1646 case BOTH_SPINATTACK7:
1647 case BOTH_FORCELONGLEAP_ATTACK:
1648 case BOTH_VS_ATR_S:
1649 case BOTH_VS_ATL_S:
1650 case BOTH_VT_ATR_S:
1651 case BOTH_VT_ATL_S:
1652 case BOTH_A7_KICK_S:
1653 case BOTH_A7_KICK_BF:
1654 case BOTH_A7_KICK_RL:
1655 case BOTH_STABDOWN:
1656 case BOTH_STABDOWN_STAFF:
1657 case BOTH_STABDOWN_DUAL:
1658 case BOTH_A6_SABERPROTECT:
1659 case BOTH_A7_SOULCAL:
1660 case BOTH_A1_SPECIAL:
1661 case BOTH_A2_SPECIAL:
1662 case BOTH_A3_SPECIAL:
1663 case BOTH_FLIP_ATTACK7:
1664 case BOTH_PULL_IMPALE_STAB:
1665 case BOTH_PULL_IMPALE_SWING:
1666 case BOTH_ALORA_SPIN_SLASH:
1667 case BOTH_A6_FB:
1668 case BOTH_A6_LR:
1669 case BOTH_A7_HILT:
1670 case BOTH_LK_S_DL_S_SB_1_W:
1671 case BOTH_LK_S_DL_T_SB_1_W:
1672 case BOTH_LK_S_ST_S_SB_1_W:
1673 case BOTH_LK_S_ST_T_SB_1_W:
1674 case BOTH_LK_S_S_S_SB_1_W:
1675 case BOTH_LK_S_S_T_SB_1_W:
1676 case BOTH_LK_DL_DL_S_SB_1_W:
1677 case BOTH_LK_DL_DL_T_SB_1_W:
1678 case BOTH_LK_DL_ST_S_SB_1_W:
1679 case BOTH_LK_DL_ST_T_SB_1_W:
1680 case BOTH_LK_DL_S_S_SB_1_W:
1681 case BOTH_LK_DL_S_T_SB_1_W:
1682 case BOTH_LK_ST_DL_S_SB_1_W:
1683 case BOTH_LK_ST_DL_T_SB_1_W:
1684 case BOTH_LK_ST_ST_S_SB_1_W:
1685 case BOTH_LK_ST_ST_T_SB_1_W:
1686 case BOTH_LK_ST_S_S_SB_1_W:
1687 case BOTH_LK_ST_S_T_SB_1_W:
1688 case BOTH_HANG_ATTACK:
1689 return qfalse;
1690 }
1691 return qtrue;
1692 }
1693
PM_BrokenParryForAttack(int move)1694 saberMoveName_t PM_BrokenParryForAttack( int move )
1695 {
1696 //Our attack was knocked away by a knockaway parry
1697 //FIXME: need actual anims for this
1698 //FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center
1699 switch ( saberMoveData[move].startQuad )
1700 {
1701 case Q_B:
1702 return LS_V1_B_;
1703 break;
1704 case Q_BR:
1705 return LS_V1_BR;
1706 break;
1707 case Q_R:
1708 return LS_V1__R;
1709 break;
1710 case Q_TR:
1711 return LS_V1_TR;
1712 break;
1713 case Q_T:
1714 return LS_V1_T_;
1715 break;
1716 case Q_TL:
1717 return LS_V1_TL;
1718 break;
1719 case Q_L:
1720 return LS_V1__L;
1721 break;
1722 case Q_BL:
1723 return LS_V1_BL;
1724 break;
1725 }
1726 return LS_NONE;
1727 }
1728
PM_BrokenParryForParry(int move)1729 saberMoveName_t PM_BrokenParryForParry( int move )
1730 {
1731 //FIXME: need actual anims for this
1732 //FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center
1733 switch ( move )
1734 {
1735 case LS_PARRY_UP:
1736 //Hmm... since we don't know what dir the hit came from, randomly pick knock down or knock back
1737 if ( Q_irand( 0, 1 ) )
1738 {
1739 return LS_H1_B_;
1740 }
1741 else
1742 {
1743 return LS_H1_T_;
1744 }
1745 break;
1746 case LS_PARRY_UR:
1747 return LS_H1_TR;
1748 break;
1749 case LS_PARRY_UL:
1750 return LS_H1_TL;
1751 break;
1752 case LS_PARRY_LR:
1753 return LS_H1_BR;
1754 break;
1755 case LS_PARRY_LL:
1756 return LS_H1_BL;
1757 break;
1758 case LS_READY:
1759 return LS_H1_B_;//???
1760 break;
1761 }
1762 return LS_NONE;
1763 }
1764
PM_KnockawayForParry(int move)1765 saberMoveName_t PM_KnockawayForParry( int move )
1766 {
1767 //FIXME: need actual anims for this
1768 //FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center
1769 switch ( move )
1770 {
1771 case BLOCKED_TOP://LS_PARRY_UP:
1772 return LS_K1_T_;//push up
1773 break;
1774 case BLOCKED_UPPER_RIGHT://LS_PARRY_UR:
1775 default://case LS_READY:
1776 return LS_K1_TR;//push up, slightly to right
1777 break;
1778 case BLOCKED_UPPER_LEFT://LS_PARRY_UL:
1779 return LS_K1_TL;//push up and to left
1780 break;
1781 case BLOCKED_LOWER_RIGHT://LS_PARRY_LR:
1782 return LS_K1_BR;//push down and to left
1783 break;
1784 case BLOCKED_LOWER_LEFT://LS_PARRY_LL:
1785 return LS_K1_BL;//push down and to right
1786 break;
1787 }
1788 //return LS_NONE;
1789 }
1790
PM_SaberBounceForAttack(int move)1791 saberMoveName_t PM_SaberBounceForAttack( int move )
1792 {
1793 switch ( saberMoveData[move].startQuad )
1794 {
1795 case Q_B:
1796 case Q_BR:
1797 return LS_B1_BR;
1798 break;
1799 case Q_R:
1800 return LS_B1__R;
1801 break;
1802 case Q_TR:
1803 return LS_B1_TR;
1804 break;
1805 case Q_T:
1806 return LS_B1_T_;
1807 break;
1808 case Q_TL:
1809 return LS_B1_TL;
1810 break;
1811 case Q_L:
1812 return LS_B1__L;
1813 break;
1814 case Q_BL:
1815 return LS_B1_BL;
1816 break;
1817 }
1818 return LS_NONE;
1819 }
1820
PM_AttackMoveForQuad(int quad)1821 saberMoveName_t PM_AttackMoveForQuad( int quad )
1822 {
1823 switch ( quad )
1824 {
1825 case Q_B:
1826 case Q_BR:
1827 return LS_A_BR2TL;
1828 break;
1829 case Q_R:
1830 return LS_A_R2L;
1831 break;
1832 case Q_TR:
1833 return LS_A_TR2BL;
1834 break;
1835 case Q_T:
1836 return LS_A_T2B;
1837 break;
1838 case Q_TL:
1839 return LS_A_TL2BR;
1840 break;
1841 case Q_L:
1842 return LS_A_L2R;
1843 break;
1844 case Q_BL:
1845 return LS_A_BL2TR;
1846 break;
1847 }
1848 return LS_NONE;
1849 }
1850
1851 int saberMoveTransitionAngle[Q_NUM_QUADS][Q_NUM_QUADS] =
1852 {
1853 {
1854 0,//Q_BR,Q_BR,
1855 45,//Q_BR,Q_R,
1856 90,//Q_BR,Q_TR,
1857 135,//Q_BR,Q_T,
1858 180,//Q_BR,Q_TL,
1859 215,//Q_BR,Q_L,
1860 270,//Q_BR,Q_BL,
1861 45,//Q_BR,Q_B,
1862 },
1863 {
1864 45,//Q_R,Q_BR,
1865 0,//Q_R,Q_R,
1866 45,//Q_R,Q_TR,
1867 90,//Q_R,Q_T,
1868 135,//Q_R,Q_TL,
1869 180,//Q_R,Q_L,
1870 215,//Q_R,Q_BL,
1871 90,//Q_R,Q_B,
1872 },
1873 {
1874 90,//Q_TR,Q_BR,
1875 45,//Q_TR,Q_R,
1876 0,//Q_TR,Q_TR,
1877 45,//Q_TR,Q_T,
1878 90,//Q_TR,Q_TL,
1879 135,//Q_TR,Q_L,
1880 180,//Q_TR,Q_BL,
1881 135,//Q_TR,Q_B,
1882 },
1883 {
1884 135,//Q_T,Q_BR,
1885 90,//Q_T,Q_R,
1886 45,//Q_T,Q_TR,
1887 0,//Q_T,Q_T,
1888 45,//Q_T,Q_TL,
1889 90,//Q_T,Q_L,
1890 135,//Q_T,Q_BL,
1891 180,//Q_T,Q_B,
1892 },
1893 {
1894 180,//Q_TL,Q_BR,
1895 135,//Q_TL,Q_R,
1896 90,//Q_TL,Q_TR,
1897 45,//Q_TL,Q_T,
1898 0,//Q_TL,Q_TL,
1899 45,//Q_TL,Q_L,
1900 90,//Q_TL,Q_BL,
1901 135,//Q_TL,Q_B,
1902 },
1903 {
1904 215,//Q_L,Q_BR,
1905 180,//Q_L,Q_R,
1906 135,//Q_L,Q_TR,
1907 90,//Q_L,Q_T,
1908 45,//Q_L,Q_TL,
1909 0,//Q_L,Q_L,
1910 45,//Q_L,Q_BL,
1911 90,//Q_L,Q_B,
1912 },
1913 {
1914 270,//Q_BL,Q_BR,
1915 215,//Q_BL,Q_R,
1916 180,//Q_BL,Q_TR,
1917 135,//Q_BL,Q_T,
1918 90,//Q_BL,Q_TL,
1919 45,//Q_BL,Q_L,
1920 0,//Q_BL,Q_BL,
1921 45,//Q_BL,Q_B,
1922 },
1923 {
1924 45,//Q_B,Q_BR,
1925 90,//Q_B,Q_R,
1926 135,//Q_B,Q_TR,
1927 180,//Q_B,Q_T,
1928 135,//Q_B,Q_TL,
1929 90,//Q_B,Q_L,
1930 45,//Q_B,Q_BL,
1931 0//Q_B,Q_B,
1932 }
1933 };
1934
PM_SaberAttackChainAngle(int move1,int move2)1935 int PM_SaberAttackChainAngle( int move1, int move2 )
1936 {
1937 if ( move1 == -1 || move2 == -1 )
1938 {
1939 return -1;
1940 }
1941 return saberMoveTransitionAngle[saberMoveData[move1].endQuad][saberMoveData[move2].startQuad];
1942 }
1943
PM_SaberKataDone(int curmove=LS_NONE,int newmove=LS_NONE)1944 qboolean PM_SaberKataDone( int curmove = LS_NONE, int newmove = LS_NONE )
1945 {
1946 if ( pm->ps->forceRageRecoveryTime > level.time )
1947 {//rage recovery, only 1 swing at a time (tired)
1948 if ( pm->ps->saberAttackChainCount > 0 )
1949 {//swung once
1950 return qtrue;
1951 }
1952 else
1953 {//allow one attack
1954 return qfalse;
1955 }
1956 }
1957 else if ( (pm->ps->forcePowersActive&(1<<FP_RAGE)) )
1958 {//infinite chaining when raged
1959 return qfalse;
1960 }
1961 else if ( pm->ps->saber[0].maxChain == -1 )
1962 {
1963 return qfalse;
1964 }
1965 else if ( pm->ps->saber[0].maxChain != 0 )
1966 {
1967 if ( pm->ps->saberAttackChainCount >= pm->ps->saber[0].maxChain )
1968 {
1969 return qtrue;
1970 }
1971 else
1972 {
1973 return qfalse;
1974 }
1975 }
1976
1977 if ( pm->ps->saberAnimLevel == SS_DESANN || pm->ps->saberAnimLevel == SS_TAVION )
1978 {//desann and tavion can link up as many attacks as they want
1979 return qfalse;
1980 }
1981 //FIXME: instead of random, apply some sort of logical conditions to whether or
1982 // not you can chain? Like if you were completely missed, you can't chain as much, or...?
1983 // And/Or based on FP_SABER_OFFENSE level? So number of attacks you can chain
1984 // increases with your FP_SABER_OFFENSE skill?
1985 if ( pm->ps->saberAnimLevel == SS_STAFF )
1986 {
1987 //TEMP: for now, let staff attacks infinitely chain
1988 return qfalse;
1989 /*
1990 if ( pm->ps->saberAttackChainCount > Q_irand( 3, 4 ) )
1991 {
1992 return qtrue;
1993 }
1994 else if ( pm->ps->saberAttackChainCount > 0 )
1995 {
1996 int chainAngle = PM_SaberAttackChainAngle( curmove, newmove );
1997 if ( chainAngle < 135 || chainAngle > 215 )
1998 {//if trying to chain to a move that doesn't continue the momentum
1999 if ( pm->ps->saberAttackChainCount > 1 )
2000 {
2001 return qtrue;
2002 }
2003 }
2004 else if ( chainAngle == 180 )
2005 {//continues the momentum perfectly, allow it to chain 66% of the time
2006 if ( pm->ps->saberAttackChainCount > 2 )
2007 {
2008 return qtrue;
2009 }
2010 }
2011 else
2012 {//would continue the movement somewhat, 50% chance of continuing
2013 if ( pm->ps->saberAttackChainCount > 3 )
2014 {
2015 return qtrue;
2016 }
2017 }
2018 }
2019 */
2020 }
2021 else if ( pm->ps->saberAnimLevel == SS_DUAL )
2022 {
2023 //TEMP: for now, let staff attacks infinitely chain
2024 return qfalse;
2025 }
2026 else if ( pm->ps->saberAnimLevel == FORCE_LEVEL_3 )
2027 {
2028 if ( curmove == LS_NONE || newmove == LS_NONE )
2029 {
2030 if ( pm->ps->saberAnimLevel >= FORCE_LEVEL_3 && pm->ps->saberAttackChainCount > Q_irand( 0, 1 ) )
2031 {
2032 return qtrue;
2033 }
2034 }
2035 else if ( pm->ps->saberAttackChainCount > Q_irand( 2, 3 ) )
2036 {
2037 return qtrue;
2038 }
2039 else if ( pm->ps->saberAttackChainCount > 0 )
2040 {
2041 int chainAngle = PM_SaberAttackChainAngle( curmove, newmove );
2042 if ( chainAngle < 135 || chainAngle > 215 )
2043 {//if trying to chain to a move that doesn't continue the momentum
2044 return qtrue;
2045 }
2046 else if ( chainAngle == 180 )
2047 {//continues the momentum perfectly, allow it to chain 66% of the time
2048 if ( pm->ps->saberAttackChainCount > 1 )
2049 {
2050 return qtrue;
2051 }
2052 }
2053 else
2054 {//would continue the movement somewhat, 50% chance of continuing
2055 if ( pm->ps->saberAttackChainCount > 2 )
2056 {
2057 return qtrue;
2058 }
2059 }
2060 }
2061 }
2062 else
2063 {//FIXME: have chainAngle influence fast and medium chains as well?
2064 if ( (pm->ps->saberAnimLevel == FORCE_LEVEL_2 || pm->ps->saberAnimLevel == SS_DUAL)
2065 && pm->ps->saberAttackChainCount > Q_irand( 2, 5 ) )
2066 {
2067 return qtrue;
2068 }
2069 }
2070 return qfalse;
2071 }
2072
PM_CheckEnemyInBack(float backCheckDist)2073 qboolean PM_CheckEnemyInBack( float backCheckDist )
2074 {
2075 if ( !pm->gent || !pm->gent->client )
2076 {
2077 return qfalse;
2078 }
2079 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())
2080 && !g_saberAutoAim->integer && pm->cmd.forwardmove >= 0 )
2081 {//don't auto-backstab
2082 return qfalse;
2083 }
2084 if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )
2085 {//only when on ground
2086 return qfalse;
2087 }
2088 trace_t trace;
2089 vec3_t end, fwd, fwdAngles = {0,pm->ps->viewangles[YAW],0};
2090
2091 AngleVectors( fwdAngles, fwd, NULL, NULL );
2092 VectorMA( pm->ps->origin, -backCheckDist, fwd, end );
2093
2094 pm->trace( &trace, pm->ps->origin, vec3_origin, vec3_origin, end, pm->ps->clientNum, CONTENTS_SOLID|CONTENTS_BODY, (EG2_Collision)0, 0 );
2095 if ( trace.fraction < 1.0f && trace.entityNum < ENTITYNUM_WORLD )
2096 {
2097 gentity_t *traceEnt = &g_entities[trace.entityNum];
2098 if ( traceEnt
2099 && traceEnt->health > 0
2100 && traceEnt->client
2101 && traceEnt->client->playerTeam == pm->gent->client->enemyTeam
2102 && traceEnt->client->ps.groundEntityNum != ENTITYNUM_NONE )
2103 {
2104 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
2105 {//player
2106 if ( pm->gent )
2107 {//set player enemy to traceEnt so he auto-aims at him
2108 pm->gent->enemy = traceEnt;
2109 }
2110 }
2111 return qtrue;
2112 }
2113 }
2114 return qfalse;
2115 }
2116
PM_PickBackStab(void)2117 saberMoveName_t PM_PickBackStab( void )
2118 {
2119 if ( !pm->gent || !pm->gent->client )
2120 {
2121 return LS_READY;
2122 }
2123 if ( pm->ps->dualSabers
2124 && pm->ps->saber[1].Active() )
2125 {
2126 if ( pm->ps->pm_flags & PMF_DUCKED )
2127 {
2128 return LS_A_BACK_CR;
2129 }
2130 else
2131 {
2132 return LS_A_BACK;
2133 }
2134 }
2135 if ( pm->gent->client->ps.saberAnimLevel == SS_TAVION )
2136 {
2137 return LS_A_BACKSTAB;
2138 }
2139 else if ( pm->gent->client->ps.saberAnimLevel == SS_DESANN )
2140 {
2141 if ( pm->ps->saberMove == LS_READY || !Q_irand( 0, 3 ) )
2142 {
2143 return LS_A_BACKSTAB;
2144 }
2145 else if ( pm->ps->pm_flags & PMF_DUCKED )
2146 {
2147 return LS_A_BACK_CR;
2148 }
2149 else
2150 {
2151 return LS_A_BACK;
2152 }
2153 }
2154 else if ( pm->ps->saberAnimLevel == FORCE_LEVEL_2
2155 || pm->ps->saberAnimLevel == SS_DUAL )
2156 {//using medium attacks or dual sabers
2157 if ( pm->ps->pm_flags & PMF_DUCKED )
2158 {
2159 return LS_A_BACK_CR;
2160 }
2161 else
2162 {
2163 return LS_A_BACK;
2164 }
2165 }
2166 else
2167 {
2168 return LS_A_BACKSTAB;
2169 }
2170 }
2171
PM_CheckStabDown(void)2172 saberMoveName_t PM_CheckStabDown( void )
2173 {
2174 if ( !pm->gent || !pm->gent->enemy || !pm->gent->enemy->client )
2175 {
2176 return LS_NONE;
2177 }
2178 if ( (pm->ps->saber[0].saberFlags&SFL_NO_STABDOWN) )
2179 {
2180 return LS_NONE;
2181 }
2182 if ( pm->ps->dualSabers
2183 && (pm->ps->saber[1].saberFlags&SFL_NO_STABDOWN) )
2184 {
2185 return LS_NONE;
2186 }
2187 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
2188 {//player
2189 if ( G_TryingKataAttack( pm->gent, &pm->cmd ) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
2190 {//want to try a special
2191 return LS_NONE;
2192 }
2193 }
2194 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) )
2195 {//player
2196 if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )//in air
2197 {//sorry must be on ground (or have just jumped)
2198 if ( level.time-pm->ps->lastOnGround <= 50 && (pm->ps->pm_flags&PMF_JUMPING) )
2199 {//just jumped, it's okay
2200 }
2201 else
2202 {
2203 return LS_NONE;
2204 }
2205 }
2206 /*
2207 if ( pm->cmd.upmove > 0 )
2208 {//trying to jump
2209 }
2210 else if ( pm->ps->groundEntityNum == ENTITYNUM_NONE //in air
2211 && level.time-pm->ps->lastOnGround <= 250 //just left ground
2212 && (pm->ps->pm_flags&PMF_JUMPING) )//jumped
2213 {//just jumped
2214 }
2215 else
2216 {
2217 return LS_NONE;
2218 }
2219 */
2220 pm->ps->velocity[2] = 0;
2221 pm->cmd.upmove = 0;
2222 }
2223 else if ( (pm->ps->clientNum >= MAX_CLIENTS&&!PM_ControlledByPlayer()) )
2224 {//NPC
2225 if ( pm->ps->groundEntityNum == ENTITYNUM_NONE )//in air
2226 {//sorry must be on ground (or have just jumped)
2227 if ( level.time-pm->ps->lastOnGround <= 250 && (pm->ps->pm_flags&PMF_JUMPING) )
2228 {//just jumped, it's okay
2229 }
2230 else
2231 {
2232 return LS_NONE;
2233 }
2234 }
2235 if ( !pm->gent->NPC )
2236 {//wtf???
2237 return LS_NONE;
2238 }
2239 if ( Q_irand( 0, RANK_CAPTAIN ) > pm->gent->NPC->rank )
2240 {//lower ranks do this less often
2241 return LS_NONE;
2242 }
2243 }
2244 vec3_t enemyDir, faceFwd, facingAngles = {0, pm->ps->viewangles[YAW], 0};
2245 AngleVectors( facingAngles, faceFwd, NULL, NULL );
2246 VectorSubtract( pm->gent->enemy->currentOrigin, pm->ps->origin, enemyDir );
2247 float enemyZDiff = enemyDir[2];
2248 enemyDir[2] = 0;
2249 float enemyHDist = VectorNormalize( enemyDir )-(pm->gent->maxs[0]+pm->gent->enemy->maxs[0]);
2250 float dot = DotProduct( enemyDir, faceFwd );
2251
2252 if ( //(pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer())
2253 dot > 0.65f
2254 //&& enemyHDist >= 32 //was 48
2255 && enemyHDist <= 164//was 112
2256 && PM_InKnockDownOnGround( &pm->gent->enemy->client->ps )//still on ground
2257 && !PM_InGetUpNoRoll( &pm->gent->enemy->client->ps )//not getting up yet
2258 && enemyZDiff <= 20 )
2259 {//guy is on the ground below me, do a top-down attack
2260 if ( pm->gent->enemy->s.number >= MAX_CLIENTS
2261 || !G_ControlledByPlayer( pm->gent->enemy ) )
2262 {//don't get up while I'm doing this
2263 //stop them from trying to get up for at least another 3 seconds
2264 TIMER_Set( pm->gent->enemy, "noGetUpStraight", 3000 );
2265 }
2266 //pick the right anim
2267 if ( pm->ps->saberAnimLevel == SS_DUAL
2268 || (pm->ps->dualSabers&&pm->ps->saber[1].Active()) )
2269 {
2270 return LS_STABDOWN_DUAL;
2271 }
2272 else if ( pm->ps->saberAnimLevel == SS_STAFF )
2273 {
2274 return LS_STABDOWN_STAFF;
2275 }
2276 else
2277 {
2278 return LS_STABDOWN;
2279 }
2280 }
2281 return LS_NONE;
2282 }
2283
2284 extern saberMoveName_t PM_NPCSaberAttackFromQuad( int quad );
2285 saberMoveName_t PM_SaberFlipOverAttackMove( void );
PM_AttackForEnemyPos(qboolean allowFB,qboolean allowStabDown)2286 saberMoveName_t PM_AttackForEnemyPos( qboolean allowFB, qboolean allowStabDown )
2287 {
2288 saberMoveName_t autoMove = LS_INVALID;
2289
2290 if( !pm->gent->enemy )
2291 {
2292 return LS_NONE;
2293 }
2294
2295 vec3_t enemy_org, enemyDir, faceFwd, faceRight, faceUp, facingAngles = {0, pm->ps->viewangles[YAW], 0};
2296 AngleVectors( facingAngles, faceFwd, faceRight, faceUp );
2297 //FIXME: predict enemy position?
2298 if ( pm->gent->enemy->client )
2299 {
2300 //VectorCopy( pm->gent->enemy->currentOrigin, enemy_org );
2301 //HMM... using this will adjust for bbox size, so let's do that...
2302 vec3_t size;
2303 VectorSubtract( pm->gent->enemy->absmax, pm->gent->enemy->absmin, size );
2304 VectorMA( pm->gent->enemy->absmin, 0.5, size, enemy_org );
2305
2306 VectorSubtract( pm->gent->enemy->client->renderInfo.eyePoint, pm->ps->origin, enemyDir );
2307 }
2308 else
2309 {
2310 if ( pm->gent->enemy->bmodel && VectorCompare( vec3_origin, pm->gent->enemy->currentOrigin ) )
2311 {//a brush model without an origin brush
2312 vec3_t size;
2313 VectorSubtract( pm->gent->enemy->absmax, pm->gent->enemy->absmin, size );
2314 VectorMA( pm->gent->enemy->absmin, 0.5, size, enemy_org );
2315 }
2316 else
2317 {
2318 VectorCopy( pm->gent->enemy->currentOrigin, enemy_org );
2319 }
2320 VectorSubtract( enemy_org, pm->ps->origin, enemyDir );
2321 }
2322 float enemyZDiff = enemyDir[2];
2323 float enemyDist = VectorNormalize( enemyDir );
2324 float dot = DotProduct( enemyDir, faceFwd );
2325 if ( dot > 0 )
2326 {//enemy is in front
2327 if ( allowStabDown )
2328 {//okay to try this
2329 saberMoveName_t stabDownMove = PM_CheckStabDown();
2330 if ( stabDownMove != LS_NONE )
2331 {
2332 return stabDownMove;
2333 }
2334 }
2335 if ( (pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer())
2336 && dot > 0.65f
2337 && enemyDist <= 64 && pm->gent->enemy->client
2338 && (enemyZDiff <= 20 || PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) || PM_CrouchAnim( pm->gent->enemy->client->ps.legsAnim ) ) )
2339 {//swing down at them
2340 return LS_A_T2B;
2341 }
2342 if ( allowFB )
2343 {//directly in front anim allowed
2344 if ( !(pm->ps->saber[0].saberFlags&SFL_NO_BACK_ATTACK)
2345 && (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_BACK_ATTACK)) )
2346 {//okay to do backstabs with this saber
2347 if ( enemyDist > 200 || pm->gent->enemy->health <= 0 )
2348 {//hmm, look in back for an enemy
2349 if ( pm->ps->clientNum && !PM_ControlledByPlayer() )
2350 {//player should never do this automatically
2351 if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
2352 {//only when on ground
2353 if ( pm->gent && pm->gent->client && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, pm->gent->NPC->rank ) > RANK_ENSIGN )
2354 {//only fencers and higher can do this, higher rank does it more
2355 if ( PM_CheckEnemyInBack( 100 ) )
2356 {
2357 return PM_PickBackStab();
2358 }
2359 }
2360 }
2361 }
2362 }
2363 }
2364 //this is the default only if they're *right* in front...
2365 if ( (pm->ps->clientNum&&!PM_ControlledByPlayer())
2366 || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )
2367 {//NPC or player not in 1st person
2368 if ( PM_CheckFlipOverAttackMove( qtrue ) )
2369 {//enemy must be close and in front
2370 return PM_SaberFlipOverAttackMove();
2371 }
2372 }
2373 if ( PM_CheckLungeAttackMove() )
2374 {//NPC
2375 autoMove = PM_SaberLungeAttackMove( qtrue );
2376 }
2377 else
2378 {
2379 autoMove = LS_A_T2B;
2380 }
2381 }
2382 else
2383 {//pick a random one
2384 if ( Q_irand( 0, 1 ) )
2385 {
2386 autoMove = LS_A_TR2BL;
2387 }
2388 else
2389 {
2390 autoMove = LS_A_TL2BR;
2391 }
2392 }
2393 float dotR = DotProduct( enemyDir, faceRight );
2394 if ( dotR > 0.35 )
2395 {//enemy is to far right
2396 autoMove = LS_A_L2R;
2397 }
2398 else if ( dotR < -0.35 )
2399 {//far left
2400 autoMove = LS_A_R2L;
2401 }
2402 else if ( dotR > 0.15 )
2403 {//enemy is to near right
2404 autoMove = LS_A_TR2BL;
2405 }
2406 else if ( dotR < -0.15 )
2407 {//near left
2408 autoMove = LS_A_TL2BR;
2409 }
2410 if ( DotProduct( enemyDir, faceUp ) > 0.5 )
2411 {//enemy is above me
2412 if ( autoMove == LS_A_TR2BL )
2413 {
2414 autoMove = LS_A_BL2TR;
2415 }
2416 else if ( autoMove == LS_A_TL2BR )
2417 {
2418 autoMove = LS_A_BR2TL;
2419 }
2420 }
2421 }
2422 else if ( allowFB )
2423 {//back attack allowed
2424 //if ( !PM_InKnockDown( pm->ps ) )
2425 if ( !(pm->ps->saber[0].saberFlags&SFL_NO_BACK_ATTACK)
2426 && (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_BACK_ATTACK)) )
2427 {//okay to do backstabs with this saber
2428 if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
2429 {//only when on ground
2430 if ( !pm->gent->enemy->client || pm->gent->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
2431 {//enemy not a client or is a client and on ground
2432 if ( dot < -0.75f
2433 && enemyDist < 128
2434 && (pm->ps->saberAnimLevel == SS_FAST || pm->ps->saberAnimLevel == SS_STAFF || (pm->gent->client &&(pm->gent->client->NPC_class == CLASS_TAVION||pm->gent->client->NPC_class == CLASS_ALORA)&&Q_irand(0,2))) )
2435 {//fast back-stab
2436 if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 )
2437 {//can't do it while ducked?
2438 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || (pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG) )
2439 {//only fencers and above can do this
2440 autoMove = LS_A_BACKSTAB;
2441 }
2442 }
2443 }
2444 else if ( pm->ps->saberAnimLevel != SS_FAST
2445 && pm->ps->saberAnimLevel != SS_STAFF )
2446 {//higher level back spin-attacks
2447 if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )
2448 {
2449 if ( (pm->ps->pm_flags&PMF_DUCKED) || pm->cmd.upmove < 0 )
2450 {
2451 autoMove = LS_A_BACK_CR;
2452 }
2453 else
2454 {
2455 autoMove = LS_A_BACK;
2456 }
2457 }
2458 }
2459 }
2460 }
2461 }
2462 }
2463 return autoMove;
2464 }
2465
PM_InSecondaryStyle(void)2466 qboolean PM_InSecondaryStyle( void )
2467 {
2468 if ( pm->ps->saber[0].numBlades > 1
2469 && pm->ps->saber[0].singleBladeStyle
2470 && (pm->ps->saber[0].stylesForbidden&(1<<pm->ps->saber[0].singleBladeStyle))
2471 && pm->ps->saberAnimLevel == pm->ps->saber[0].singleBladeStyle )
2472 {
2473 return qtrue;
2474 }
2475
2476 if ( pm->ps->dualSabers
2477 && !pm->ps->saber[1].Active() )//pm->ps->saberAnimLevel != SS_DUAL )
2478 {
2479 return qtrue;
2480 }
2481 return qfalse;
2482 }
2483
PM_SaberLungeAttackMove(qboolean fallbackToNormalLunge)2484 saberMoveName_t PM_SaberLungeAttackMove( qboolean fallbackToNormalLunge )
2485 {
2486 G_DrainPowerForSpecialMove( pm->gent, FP_SABER_OFFENSE, SABER_ALT_ATTACK_POWER_FB );
2487
2488 //see if we have an overridden (or cancelled) lunge move
2489 if ( pm->ps->saber[0].lungeAtkMove != LS_INVALID )
2490 {
2491 if ( pm->ps->saber[0].lungeAtkMove != LS_NONE )
2492 {
2493 return (saberMoveName_t)pm->ps->saber[0].lungeAtkMove;
2494 }
2495 }
2496 if ( pm->ps->dualSabers )
2497 {
2498 if ( pm->ps->saber[1].lungeAtkMove != LS_INVALID )
2499 {
2500 if ( pm->ps->saber[1].lungeAtkMove != LS_NONE )
2501 {
2502 return (saberMoveName_t)pm->ps->saber[1].lungeAtkMove;
2503 }
2504 }
2505 }
2506 //no overrides, cancelled?
2507 if ( pm->ps->saber[0].lungeAtkMove == LS_NONE )
2508 {
2509 return LS_NONE;
2510 }
2511 if ( pm->ps->dualSabers )
2512 {
2513 if ( pm->ps->saber[1].lungeAtkMove == LS_NONE )
2514 {
2515 return LS_NONE;
2516 }
2517 }
2518 //do normal checks
2519 if ( pm->gent->client->NPC_class == CLASS_ALORA && !Q_irand( 0, 3 ) )
2520 {//alora NPC
2521 return LS_SPINATTACK_ALORA;
2522 }
2523 else
2524 {
2525 if ( pm->ps->dualSabers )
2526 {
2527 return LS_SPINATTACK_DUAL;
2528 }
2529 switch ( pm->ps->saberAnimLevel )
2530 {
2531 case SS_DUAL:
2532 return LS_SPINATTACK_DUAL;
2533 break;
2534 case SS_STAFF:
2535 return LS_SPINATTACK;
2536 break;
2537 default://normal lunge
2538 if ( fallbackToNormalLunge )
2539 {
2540 vec3_t fwdAngles, jumpFwd;
2541
2542 VectorCopy( pm->ps->viewangles, fwdAngles );
2543 fwdAngles[PITCH] = fwdAngles[ROLL] = 0;
2544 //do the lunge
2545 AngleVectors( fwdAngles, jumpFwd, NULL, NULL );
2546 VectorScale( jumpFwd, 150, pm->ps->velocity );
2547 pm->ps->velocity[2] = 50;
2548 PM_AddEvent( EV_JUMP );
2549
2550 return LS_A_LUNGE;
2551 }
2552 break;
2553 }
2554 }
2555 return LS_NONE;
2556 }
2557
PM_CheckLungeAttackMove(void)2558 qboolean PM_CheckLungeAttackMove( void )
2559 {
2560 //check to see if it's cancelled?
2561 if ( pm->ps->saber[0].lungeAtkMove == LS_NONE )
2562 {
2563 if ( pm->ps->dualSabers )
2564 {
2565 if ( pm->ps->saber[1].lungeAtkMove == LS_NONE
2566 || pm->ps->saber[1].lungeAtkMove == LS_INVALID )
2567 {
2568 return qfalse;
2569 }
2570 }
2571 else
2572 {
2573 return qfalse;
2574 }
2575 }
2576 if ( pm->ps->dualSabers )
2577 {
2578 if ( pm->ps->saber[1].lungeAtkMove == LS_NONE )
2579 {
2580 if ( pm->ps->saber[0].lungeAtkMove == LS_NONE
2581 || pm->ps->saber[0].lungeAtkMove == LS_INVALID )
2582 {
2583 return qfalse;
2584 }
2585 }
2586 }
2587 //do normal checks
2588 if ( pm->ps->saberAnimLevel == SS_FAST//fast
2589 || pm->ps->saberAnimLevel == SS_DUAL//dual
2590 || pm->ps->saberAnimLevel == SS_STAFF //staff
2591 || pm->ps->saberAnimLevel == SS_DESANN
2592 || pm->ps->dualSabers )
2593 {//alt+back+attack using fast, dual or staff attacks
2594 if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
2595 {//NPC
2596 if ( pm->cmd.upmove < 0 || (pm->ps->pm_flags&PMF_DUCKED) )
2597 {//ducking
2598 if ( pm->ps->legsAnim == BOTH_STAND2
2599 || pm->ps->legsAnim == BOTH_SABERFAST_STANCE
2600 || pm->ps->legsAnim == BOTH_SABERSLOW_STANCE
2601 || pm->ps->legsAnim == BOTH_SABERSTAFF_STANCE
2602 || pm->ps->legsAnim == BOTH_SABERDUAL_STANCE
2603 || (level.time-pm->ps->lastStationary) <= 500 )
2604 {//standing or just stopped standing
2605 if ( pm->gent
2606 && pm->gent->NPC //NPC
2607 && pm->gent->NPC->rank >= RANK_LT_JG //high rank
2608 && ( pm->gent->NPC->rank == RANK_LT_JG || Q_irand( -3, pm->gent->NPC->rank ) >= RANK_LT_JG )//Q_irand( 0, pm->gent->NPC->rank ) >= RANK_LT_JG )
2609 && !Q_irand( 0, 3-g_spskill->integer ) )
2610 {//only fencer and higher can do this
2611 if ( pm->ps->saberAnimLevel == SS_DESANN )
2612 {
2613 if ( !Q_irand( 0, 4 ) )
2614 {
2615 return qtrue;
2616 }
2617 }
2618 else
2619 {
2620 return qtrue;
2621 }
2622 }
2623 }
2624 }
2625 }
2626 else
2627 {//player
2628 if ( G_TryingLungeAttack( pm->gent, &pm->cmd )
2629 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_FB*/ )//have enough force power to pull it off
2630 {
2631 return qtrue;
2632 }
2633 }
2634 }
2635
2636 return qfalse;
2637 }
2638
PM_SaberJumpForwardAttackMove(void)2639 saberMoveName_t PM_SaberJumpForwardAttackMove( void )
2640 {
2641 G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER_FB );
2642
2643 //see if we have an overridden (or cancelled) kata move
2644 if ( pm->ps->saber[0].jumpAtkFwdMove != LS_INVALID )
2645 {
2646 if ( pm->ps->saber[0].jumpAtkFwdMove != LS_NONE )
2647 {
2648 return (saberMoveName_t)pm->ps->saber[0].jumpAtkFwdMove;
2649 }
2650 }
2651 if ( pm->ps->dualSabers )
2652 {
2653 if ( pm->ps->saber[1].jumpAtkFwdMove != LS_INVALID )
2654 {
2655 if ( pm->ps->saber[1].jumpAtkFwdMove != LS_NONE )
2656 {
2657 return (saberMoveName_t)pm->ps->saber[1].jumpAtkFwdMove;
2658 }
2659 }
2660 }
2661 //no overrides, cancelled?
2662 if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE )
2663 {
2664 return LS_NONE;
2665 }
2666 if ( pm->ps->dualSabers )
2667 {
2668 if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE )
2669 {
2670 return LS_NONE;
2671 }
2672 }
2673 if ( pm->ps->saberAnimLevel == SS_DUAL
2674 || pm->ps->saberAnimLevel == SS_STAFF )
2675 {
2676 pm->cmd.upmove = 0;//no jump just yet
2677
2678 if ( pm->ps->saberAnimLevel == SS_STAFF )
2679 {
2680 if ( Q_irand(0, 1) )
2681 {
2682 return LS_JUMPATTACK_STAFF_LEFT;
2683 }
2684 else
2685 {
2686 return LS_JUMPATTACK_STAFF_RIGHT;
2687 }
2688 }
2689
2690 return LS_JUMPATTACK_DUAL;
2691 }
2692 else
2693 {
2694 vec3_t fwdAngles, jumpFwd;
2695
2696 VectorCopy( pm->ps->viewangles, fwdAngles );
2697 fwdAngles[PITCH] = fwdAngles[ROLL] = 0;
2698 AngleVectors( fwdAngles, jumpFwd, NULL, NULL );
2699 VectorScale( jumpFwd, 200, pm->ps->velocity );
2700 pm->ps->velocity[2] = 180;
2701 pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
2702 pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
2703
2704 //FIXME: NPCs yell?
2705 PM_AddEvent( EV_JUMP );
2706 G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
2707 pm->cmd.upmove = 0;
2708
2709 return LS_A_JUMP_T__B_;
2710 }
2711 }
2712
PM_CheckJumpForwardAttackMove(void)2713 qboolean PM_CheckJumpForwardAttackMove( void )
2714 {
2715 if ( pm->ps->clientNum < MAX_CLIENTS
2716 && PM_InSecondaryStyle() )
2717 {
2718 return qfalse;
2719 }
2720
2721 //check to see if it's cancelled?
2722 if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE )
2723 {
2724 if ( pm->ps->dualSabers )
2725 {
2726 if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE
2727 || pm->ps->saber[1].jumpAtkFwdMove == LS_INVALID )
2728 {
2729 return qfalse;
2730 }
2731 }
2732 else
2733 {
2734 return qfalse;
2735 }
2736 }
2737 if ( pm->ps->dualSabers )
2738 {
2739 if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE )
2740 {
2741 if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE
2742 || pm->ps->saber[0].jumpAtkFwdMove == LS_INVALID )
2743 {
2744 return qfalse;
2745 }
2746 }
2747 }
2748 //do normal checks
2749
2750 if ( pm->cmd.forwardmove > 0 //going forward
2751 && pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
2752 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
2753 && pm->gent && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
2754 && (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) //on ground or just jumped (if not player)
2755 )
2756 {
2757 if ( pm->ps->saberAnimLevel == SS_DUAL
2758 || pm->ps->saberAnimLevel == SS_STAFF )
2759 {//dual and staff
2760 if ( !PM_SaberInTransitionAny( pm->ps->saberMove ) //not going to/from/between an attack anim
2761 && !PM_SaberInAttack( pm->ps->saberMove ) //not in attack anim
2762 && pm->ps->weaponTime <= 0//not busy
2763 && (pm->cmd.buttons&BUTTON_ATTACK) )//want to attack
2764 {
2765 if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
2766 {//NPC
2767 if ( pm->cmd.upmove > 0 || (pm->ps->pm_flags&PMF_JUMPING) )//jumping NPC
2768 {
2769 if ( pm->gent
2770 && pm->gent->NPC
2771 && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) )
2772 {
2773 return qtrue;
2774 }
2775 }
2776 }
2777 else
2778 {//PLAYER
2779 if ( G_TryingJumpForwardAttack( pm->gent, &pm->cmd )
2780 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB ) )//have enough power to attack
2781 {
2782 return qtrue;
2783 }
2784 }
2785 }
2786 }
2787 //check strong
2788 else if ( pm->ps->saberAnimLevel == SS_STRONG //strong style
2789 || pm->ps->saberAnimLevel == SS_DESANN )//desann
2790 {
2791 if ( //&& !PM_InKnockDown( pm->ps )
2792 !pm->ps->dualSabers
2793 //&& (pm->ps->legsAnim == BOTH_STAND2||pm->ps->legsAnim == BOTH_SABERFAST_STANCE||pm->ps->legsAnim == BOTH_SABERSLOW_STANCE||level.time-pm->ps->lastStationary<=500)//standing or just started moving
2794 )
2795 {//strong attack: jump-hack
2796 /*
2797 if ( pm->ps->legsAnim == BOTH_STAND2
2798 || pm->ps->legsAnim == BOTH_SABERFAST_STANCE
2799 || pm->ps->legsAnim == BOTH_SABERSLOW_STANCE
2800 || level.time-pm->ps->lastStationary <= 250 )//standing or just started moving
2801 */
2802 if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
2803 {//NPC
2804 if ( pm->cmd.upmove > 0 || (pm->ps->pm_flags&PMF_JUMPING) )//NPC jumping
2805 {
2806 if ( pm->gent
2807 && pm->gent->NPC
2808 && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) )
2809 {//only acrobat or boss and higher can do this
2810 if ( pm->ps->legsAnim == BOTH_STAND2
2811 || pm->ps->legsAnim == BOTH_SABERFAST_STANCE
2812 || pm->ps->legsAnim == BOTH_SABERSLOW_STANCE
2813 || level.time-pm->ps->lastStationary <= 250 )
2814 {//standing or just started moving
2815 if ( pm->gent->client
2816 && pm->gent->client->NPC_class == CLASS_DESANN )
2817 {
2818 if ( !Q_irand( 0, 1 ) )
2819 {
2820 return qtrue;
2821 }
2822 }
2823 else
2824 {
2825 return qtrue;
2826 }
2827 }
2828 }
2829 }
2830 }
2831 else
2832 {//player
2833 if ( G_TryingJumpForwardAttack( pm->gent, &pm->cmd )
2834 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB ) )
2835 {
2836 return qtrue;
2837 }
2838 }
2839 }
2840 }
2841 }
2842 return qfalse;
2843 }
2844
PM_SaberFlipOverAttackMove(void)2845 saberMoveName_t PM_SaberFlipOverAttackMove( void )
2846 {
2847 //see if we have an overridden (or cancelled) kata move
2848 if ( pm->ps->saber[0].jumpAtkFwdMove != LS_INVALID )
2849 {
2850 if ( pm->ps->saber[0].jumpAtkFwdMove != LS_NONE )
2851 {
2852 return (saberMoveName_t)pm->ps->saber[0].jumpAtkFwdMove;
2853 }
2854 }
2855 if ( pm->ps->dualSabers )
2856 {
2857 if ( pm->ps->saber[1].jumpAtkFwdMove != LS_INVALID )
2858 {
2859 if ( pm->ps->saber[1].jumpAtkFwdMove != LS_NONE )
2860 {
2861 return (saberMoveName_t)pm->ps->saber[1].jumpAtkFwdMove;
2862 }
2863 }
2864 }
2865 //no overrides, cancelled?
2866 if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE )
2867 {
2868 return LS_NONE;
2869 }
2870 if ( pm->ps->dualSabers )
2871 {
2872 if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE )
2873 {
2874 return LS_NONE;
2875 }
2876 }
2877 //FIXME: check above for room enough to jump!
2878 //FIXME: while in this jump, keep velocity[2] at a minimum until the end of the anim
2879 vec3_t fwdAngles, jumpFwd;
2880
2881 VectorCopy( pm->ps->viewangles, fwdAngles );
2882 fwdAngles[PITCH] = fwdAngles[ROLL] = 0;
2883 AngleVectors( fwdAngles, jumpFwd, NULL, NULL );
2884 VectorScale( jumpFwd, 150, pm->ps->velocity );
2885 pm->ps->velocity[2] = 250;
2886 //250 is normalized for a standing enemy at your z level, about 64 tall... adjust for actual maxs[2]-mins[2] of enemy and for zdiff in origins
2887 if ( pm->gent && pm->gent->enemy )
2888 { //go higher for taller enemies
2889 pm->ps->velocity[2] *= (pm->gent->enemy->maxs[2]-pm->gent->enemy->mins[2])/64.0f;
2890 //go higher for enemies higher than you, lower for those lower than you
2891 float zDiff = pm->gent->enemy->currentOrigin[2] - pm->ps->origin[2];
2892 pm->ps->velocity[2] += (zDiff)*1.5f;
2893 //clamp to decent-looking values
2894 //FIXME: still jump too low sometimes
2895 if ( zDiff <= 0 && pm->ps->velocity[2] < 200 )
2896 {//if we're on same level, don't let me jump so low, I clip into the ground
2897 pm->ps->velocity[2] = 200;
2898 }
2899 else if ( pm->ps->velocity[2] < 50 )
2900 {
2901 pm->ps->velocity[2] = 50;
2902 }
2903 else if ( pm->ps->velocity[2] > 400 )
2904 {
2905 pm->ps->velocity[2] = 400;
2906 }
2907 }
2908 pm->ps->forceJumpZStart = pm->ps->origin[2];//so we don't take damage if we land at same height
2909 pm->ps->pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
2910
2911 //FIXME: NPCs yell?
2912 PM_AddEvent( EV_JUMP );
2913 G_SoundOnEnt( pm->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
2914 pm->cmd.upmove = 0;
2915 //FIXME: don't allow this to land on other people
2916
2917 pm->gent->angle = pm->ps->viewangles[YAW];//so we know what yaw we started this at
2918
2919 G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER_FB );
2920
2921 if ( Q_irand( 0, 1 ) )
2922 {
2923 return LS_A_FLIP_STAB;
2924 }
2925 else
2926 {
2927 return LS_A_FLIP_SLASH;
2928 }
2929 }
2930
PM_CheckFlipOverAttackMove(qboolean checkEnemy)2931 qboolean PM_CheckFlipOverAttackMove( qboolean checkEnemy )
2932 {
2933 if ( pm->ps->clientNum < MAX_CLIENTS
2934 && PM_InSecondaryStyle() )
2935 {
2936 return qfalse;
2937 }
2938 //check to see if it's cancelled?
2939 if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE )
2940 {
2941 if ( pm->ps->dualSabers )
2942 {
2943 if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE
2944 || pm->ps->saber[1].jumpAtkFwdMove == LS_INVALID )
2945 {
2946 return qfalse;
2947 }
2948 }
2949 else
2950 {
2951 return qfalse;
2952 }
2953 }
2954 if ( pm->ps->dualSabers )
2955 {
2956 if ( pm->ps->saber[1].jumpAtkFwdMove == LS_NONE )
2957 {
2958 if ( pm->ps->saber[0].jumpAtkFwdMove == LS_NONE
2959 || pm->ps->saber[0].jumpAtkFwdMove == LS_INVALID )
2960 {
2961 return qfalse;
2962 }
2963 }
2964 }
2965 //do normal checks
2966
2967 if ( (pm->ps->saberAnimLevel == SS_MEDIUM //medium
2968 || pm->ps->saberAnimLevel == SS_TAVION )//tavion
2969 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
2970 && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
2971 && (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) //on ground or just jumped
2972 )
2973 {
2974 qboolean tryMove = qfalse;
2975 if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
2976 {//NPC
2977 if ( pm->cmd.upmove > 0//want to jump
2978 || (pm->ps->pm_flags&PMF_JUMPING) )//jumping
2979 {//flip over-forward down-attack
2980 if ( (pm->gent->NPC
2981 && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT)
2982 && !Q_irand(0, 2) ) )//NPC who can do this, 33% chance
2983 {//only player or acrobat or boss and higher can do this
2984 tryMove = qtrue;
2985 }
2986 }
2987 }
2988 else
2989 {//player
2990 if ( G_TryingJumpForwardAttack( pm->gent, &pm->cmd )
2991 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB ) )//have enough power
2992 {
2993 if ( !pm->cmd.rightmove )
2994 {
2995 if ( pm->ps->legsAnim == BOTH_JUMP1
2996 || pm->ps->legsAnim == BOTH_FORCEJUMP1
2997 || pm->ps->legsAnim == BOTH_INAIR1
2998 || pm->ps->legsAnim == BOTH_FORCEINAIR1 )
2999 {//in a non-flip forward jump
3000 tryMove = qtrue;
3001 }
3002 }
3003 }
3004 }
3005
3006 if ( tryMove )
3007 {
3008 if ( !checkEnemy )
3009 {//based just on command input
3010 return qtrue;
3011 }
3012 else
3013 {//based on presence of enemy
3014 if ( pm->gent->enemy )//have an enemy
3015 {
3016 vec3_t fwdAngles = {0,pm->ps->viewangles[YAW],0};
3017 if ( pm->gent->enemy->health > 0
3018 && pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
3019 && pm->gent->enemy->maxs[2] > 12
3020 && (!pm->gent->enemy->client || !PM_InKnockDownOnGround( &pm->gent->enemy->client->ps ) )
3021 && DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ) < 10000
3022 && InFront( pm->gent->enemy->currentOrigin, pm->gent->currentOrigin, fwdAngles, 0.3f ) )
3023 {//enemy must be alive, not low to ground, close and in front
3024 return qtrue;
3025 }
3026 }
3027 return qfalse;
3028 }
3029 }
3030 }
3031 return qfalse;
3032 }
3033
PM_SaberBackflipAttackMove(void)3034 saberMoveName_t PM_SaberBackflipAttackMove( void )
3035 {
3036 //see if we have an overridden (or cancelled) kata move
3037 if ( pm->ps->saber[0].jumpAtkBackMove != LS_INVALID )
3038 {
3039 if ( pm->ps->saber[0].jumpAtkBackMove != LS_NONE )
3040 {
3041 return (saberMoveName_t)pm->ps->saber[0].jumpAtkBackMove;
3042 }
3043 }
3044 if ( pm->ps->dualSabers )
3045 {
3046 if ( pm->ps->saber[1].jumpAtkBackMove != LS_INVALID )
3047 {
3048 if ( pm->ps->saber[1].jumpAtkBackMove != LS_NONE )
3049 {
3050 return (saberMoveName_t)pm->ps->saber[1].jumpAtkBackMove;
3051 }
3052 }
3053 }
3054 //no overrides, cancelled?
3055 if ( pm->ps->saber[0].jumpAtkBackMove == LS_NONE )
3056 {
3057 return LS_NONE;
3058 }
3059 if ( pm->ps->dualSabers )
3060 {
3061 if ( pm->ps->saber[1].jumpAtkBackMove == LS_NONE )
3062 {
3063 return LS_NONE;
3064 }
3065 }
3066 pm->cmd.upmove = 0;//no jump just yet
3067 return LS_A_BACKFLIP_ATK;
3068 }
3069
PM_CheckBackflipAttackMove(void)3070 qboolean PM_CheckBackflipAttackMove( void )
3071 {
3072 if ( pm->ps->clientNum < MAX_CLIENTS
3073 && PM_InSecondaryStyle() )
3074 {
3075 return qfalse;
3076 }
3077
3078 //check to see if it's cancelled?
3079 if ( pm->ps->saber[0].jumpAtkBackMove == LS_NONE )
3080 {
3081 if ( pm->ps->dualSabers )
3082 {
3083 if ( pm->ps->saber[1].jumpAtkBackMove == LS_NONE
3084 || pm->ps->saber[1].jumpAtkBackMove == LS_INVALID )
3085 {
3086 return qfalse;
3087 }
3088 }
3089 else
3090 {
3091 return qfalse;
3092 }
3093 }
3094 if ( pm->ps->dualSabers )
3095 {
3096 if ( pm->ps->saber[1].jumpAtkBackMove == LS_NONE )
3097 {
3098 if ( pm->ps->saber[0].jumpAtkBackMove == LS_NONE
3099 || pm->ps->saber[0].jumpAtkBackMove == LS_INVALID )
3100 {
3101 return qfalse;
3102 }
3103 }
3104 }
3105 //do normal checks
3106
3107 if ( pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1 //can force jump
3108 && pm->ps->forceRageRecoveryTime < pm->cmd.serverTime //not in a force Rage recovery period
3109 && pm->gent && !(pm->gent->flags&FL_LOCK_PLAYER_WEAPONS) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
3110 //&& (pm->ps->legsAnim == BOTH_SABERSTAFF_STANCE || level.time-pm->ps->lastStationary<=250)//standing or just started moving
3111 && (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) )//on ground or just jumped (if not player)
3112 {
3113 if ( pm->cmd.forwardmove < 0 //moving backwards
3114 && pm->ps->saberAnimLevel == SS_STAFF //using staff
3115 && (pm->cmd.upmove > 0 || (pm->ps->pm_flags&PMF_JUMPING)) )//jumping
3116 {//jumping backwards and using staff
3117 if ( !PM_SaberInTransitionAny( pm->ps->saberMove ) //not going to/from/between an attack anim
3118 && !PM_SaberInAttack( pm->ps->saberMove ) //not in attack anim
3119 && pm->ps->weaponTime <= 0//not busy
3120 && (pm->cmd.buttons&BUTTON_ATTACK) )//want to attack
3121 {//not already attacking
3122 if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() )
3123 {//NPC
3124 if ( pm->gent
3125 && pm->gent->NPC
3126 && (pm->gent->NPC->rank==RANK_CREWMAN||pm->gent->NPC->rank>=RANK_LT) )
3127 {//acrobat or boss and higher can do this
3128 return qtrue;
3129 }
3130 }
3131 else
3132 {//player
3133 return qtrue;
3134 }
3135 }
3136 }
3137 }
3138 return qfalse;
3139 }
3140
PM_CheckDualSpinProtect(void)3141 saberMoveName_t PM_CheckDualSpinProtect( void )
3142 {
3143 if ( pm->ps->clientNum < MAX_CLIENTS
3144 && PM_InSecondaryStyle() )
3145 {
3146 return LS_NONE;
3147 }
3148
3149 //see if we have an overridden (or cancelled) kata move
3150 if ( pm->ps->saber[0].kataMove != LS_INVALID )
3151 {
3152 if ( pm->ps->saber[0].kataMove != LS_NONE )
3153 {
3154 return (saberMoveName_t)pm->ps->saber[0].kataMove;
3155 }
3156 }
3157 if ( pm->ps->dualSabers )
3158 {
3159 if ( pm->ps->saber[1].kataMove != LS_INVALID )
3160 {
3161 if ( pm->ps->saber[1].kataMove != LS_NONE )
3162 {
3163 return (saberMoveName_t)pm->ps->saber[1].kataMove;
3164 }
3165 }
3166 }
3167 //no overrides, cancelled?
3168 if ( pm->ps->saber[0].kataMove == LS_NONE )
3169 {
3170 return LS_NONE;
3171 }
3172 if ( pm->ps->dualSabers )
3173 {
3174 if ( pm->ps->saber[1].kataMove == LS_NONE )
3175 {
3176 return LS_NONE;
3177 }
3178 }
3179 //do normal checks
3180 if ( pm->ps->saberMove == LS_READY//ready
3181 //&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//PLAYER ONLY...?
3182 //&& pm->ps->viewangles[0] > 30 //looking down
3183 && pm->ps->saberAnimLevel == SS_DUAL//using dual saber style
3184 && pm->ps->saber[0].Active() && pm->ps->saber[1].Active()//both sabers on
3185 //&& pm->ps->forcePowerLevel[FP_PUSH]>=FORCE_LEVEL_3//force push 3
3186 //&& ((pm->ps->forcePowersActive&(1<<FP_PUSH))||pm->ps->forcePowerDebounce[FP_PUSH]>level.time)//force-pushing
3187 && G_TryingKataAttack( pm->gent, &pm->cmd )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS)//holding focus
3188 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER, qtrue )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER//DUAL_SPIN_PROTECT_POWER//force push 3
3189 && (pm->cmd.buttons&BUTTON_ATTACK)//pressing attack
3190 )
3191 {//FIXME: some NPC logic to do this?
3192 /*
3193 if ( (pm->ps->pm_flags&PMF_DUCKED||pm->cmd.upmove<0)//crouching
3194 && g_crosshairEntNum >= ENTITYNUM_WORLD )
3195 */
3196 {
3197 if ( pm->gent )
3198 {
3199 G_DrainPowerForSpecialMove( pm->gent, FP_PUSH, SABER_ALT_ATTACK_POWER, qtrue );//drain the required force power
3200 }
3201 return LS_DUAL_SPIN_PROTECT;
3202 }
3203 }
3204 return LS_NONE;
3205 }
3206
PM_CheckStaffKata(void)3207 saberMoveName_t PM_CheckStaffKata( void )
3208 {
3209 if ( pm->ps->clientNum < MAX_CLIENTS
3210 && PM_InSecondaryStyle() )
3211 {
3212 return LS_NONE;
3213 }
3214
3215 //see if we have an overridden (or cancelled) kata move
3216 if ( pm->ps->saber[0].kataMove != LS_INVALID )
3217 {
3218 if ( pm->ps->saber[0].kataMove != LS_NONE )
3219 {
3220 return (saberMoveName_t)pm->ps->saber[0].kataMove;
3221 }
3222 }
3223 if ( pm->ps->dualSabers )
3224 {
3225 if ( pm->ps->saber[1].kataMove != LS_INVALID )
3226 {
3227 if ( pm->ps->saber[1].kataMove != LS_NONE )
3228 {
3229 return (saberMoveName_t)pm->ps->saber[1].kataMove;
3230 }
3231 }
3232 }
3233 //no overrides, cancelled?
3234 if ( pm->ps->saber[0].kataMove == LS_NONE )
3235 {
3236 return LS_NONE;
3237 }
3238 if ( pm->ps->dualSabers )
3239 {
3240 if ( pm->ps->saber[1].kataMove == LS_NONE )
3241 {
3242 return LS_NONE;
3243 }
3244 }
3245 //do normal checks
3246 if ( pm->ps->saberMove == LS_READY//ready
3247 //&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//PLAYER ONLY...?
3248 //&& pm->ps->viewangles[0] > 30 //looking down
3249 && pm->ps->saberAnimLevel == SS_STAFF//using dual saber style
3250 && pm->ps->saber[0].Active()//saber on
3251 //&& pm->ps->forcePowerLevel[FP_PUSH]>=FORCE_LEVEL_3//force push 3
3252 //&& ((pm->ps->forcePowersActive&(1<<FP_PUSH))||pm->ps->forcePowerDebounce[FP_PUSH]>level.time)//force-pushing
3253 && G_TryingKataAttack( pm->gent, &pm->cmd )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS)//holding focus
3254 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER, qtrue )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER//DUAL_SPIN_PROTECT_POWER//force push 3
3255 && (pm->cmd.buttons&BUTTON_ATTACK)//pressing attack
3256 )
3257 {//FIXME: some NPC logic to do this?
3258 /*
3259 if ( (pm->ps->pm_flags&PMF_DUCKED||pm->cmd.upmove<0)//crouching
3260 && g_crosshairEntNum >= ENTITYNUM_WORLD )
3261 */
3262 {
3263 if ( pm->gent )
3264 {
3265 G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER, qtrue );//drain the required force power
3266 }
3267 return LS_STAFF_SOULCAL;
3268 }
3269 }
3270 return LS_NONE;
3271 }
3272
3273 extern qboolean WP_ForceThrowable( gentity_t *ent, gentity_t *forwardEnt, gentity_t *self, qboolean pull, float cone, float radius, vec3_t forward );
PM_CheckPullAttack(void)3274 saberMoveName_t PM_CheckPullAttack( void )
3275 {
3276 if ( pm->ps->clientNum < MAX_CLIENTS
3277 && PM_InSecondaryStyle() )
3278 {
3279 return LS_NONE;
3280 }
3281
3282 if ( (pm->ps->saber[0].saberFlags&SFL_NO_PULL_ATTACK) )
3283 {
3284 return LS_NONE;
3285 }
3286 if ( pm->ps->dualSabers
3287 && (pm->ps->saber[1].saberFlags&SFL_NO_PULL_ATTACK) )
3288 {
3289 return LS_NONE;
3290 }
3291
3292 if ( (pm->ps->saberMove == LS_READY||PM_SaberInReturn(pm->ps->saberMove)||PM_SaberInReflect(pm->ps->saberMove))//ready
3293 //&& (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer())//PLAYER ONLY
3294 && pm->ps->saberAnimLevel >= SS_FAST//single saber styles - FIXME: Tavion?
3295 && pm->ps->saberAnimLevel <= SS_STRONG//single saber styles - FIXME: Tavion?
3296 && G_TryingPullAttack( pm->gent, &pm->cmd, qfalse )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS)//holding focus
3297 //&& pm->cmd.forwardmove<0//pulling back
3298 && (pm->cmd.buttons&BUTTON_ATTACK)//attacking
3299 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_FB//have enough power
3300 )
3301 {//FIXME: some NPC logic to do this?
3302 qboolean doMove = g_saberNewControlScheme->integer?qtrue:qfalse;//in new control scheme, can always do this, even if there's no-one to do it to
3303 if ( g_saberNewControlScheme->integer
3304 || g_crosshairEntNum < ENTITYNUM_WORLD )//in old control scheme, there has to be someone there
3305 {
3306 saberMoveName_t pullAttackMove = LS_NONE;
3307 if ( pm->ps->saberAnimLevel == SS_FAST )
3308 {
3309 pullAttackMove = LS_PULL_ATTACK_STAB;
3310 }
3311 else
3312 {
3313 pullAttackMove = LS_PULL_ATTACK_SWING;
3314 }
3315
3316 if ( g_crosshairEntNum < ENTITYNUM_WORLD
3317 && pm->gent && pm->gent->client )
3318 {
3319 gentity_t *targEnt = &g_entities[g_crosshairEntNum];
3320 if ( targEnt->client
3321 && targEnt->health > 0
3322 //FIXME: check other things like in knockdown, saberlock, uninterruptable anims, etc.
3323 && !PM_InOnGroundAnim( &targEnt->client->ps )
3324 && !PM_LockedAnim( targEnt->client->ps.legsAnim )
3325 && !PM_SuperBreakLoseAnim( targEnt->client->ps.legsAnim )
3326 && !PM_SuperBreakWinAnim( targEnt->client->ps.legsAnim )
3327 && targEnt->client->ps.saberLockTime <= 0
3328 && WP_ForceThrowable( targEnt, targEnt, pm->gent, qtrue, 1.0f, 0.0f, NULL ) )
3329 {
3330 if ( !g_saberNewControlScheme->integer )
3331 {//in old control scheme, make sure they're close or far enough away for the move we'll be doing
3332 float targDist = Distance( targEnt->currentOrigin, pm->ps->origin );
3333 if ( pullAttackMove == LS_PULL_ATTACK_STAB )
3334 {//must be closer than 512
3335 if ( targDist > 384.0f )
3336 {
3337 return LS_NONE;
3338 }
3339 }
3340 else//if ( pullAttackMove == LS_PULL_ATTACK_SWING )
3341 {//must be farther than 256
3342 if ( targDist > 512.0f )
3343 {
3344 return LS_NONE;
3345 }
3346 if ( targDist < 192.0f )
3347 {
3348 return LS_NONE;
3349 }
3350 }
3351 }
3352
3353 vec3_t targAngles = {0,targEnt->client->ps.viewangles[YAW],0};
3354 if ( InFront( pm->ps->origin, targEnt->currentOrigin, targAngles ) )
3355 {
3356 NPC_SetAnim( targEnt, SETANIM_BOTH, BOTH_PULLED_INAIR_F, SETANIM_FLAG_OVERRIDE, SETANIM_FLAG_HOLD );
3357 }
3358 else
3359 {
3360 NPC_SetAnim( targEnt, SETANIM_BOTH, BOTH_PULLED_INAIR_B, SETANIM_FLAG_OVERRIDE, SETANIM_FLAG_HOLD );
3361 }
3362 //hold the anim until I'm with done pull anim
3363 targEnt->client->ps.legsAnimTimer = targEnt->client->ps.torsoAnimTimer = PM_AnimLength( pm->gent->client->clientInfo.animFileIndex, (animNumber_t)saberMoveData[pullAttackMove].animToUse );
3364 //set pullAttackTime
3365 pm->gent->client->ps.pullAttackTime = targEnt->client->ps.pullAttackTime = level.time+targEnt->client->ps.legsAnimTimer;
3366 //make us know about each other
3367 pm->gent->client->ps.pullAttackEntNum = g_crosshairEntNum;
3368 targEnt->client->ps.pullAttackEntNum = pm->ps->clientNum;
3369 //do effect and sound on me
3370 pm->ps->powerups[PW_FORCE_PUSH] = level.time + 1000;
3371 if ( pm->gent )
3372 {
3373 G_Sound( pm->gent, G_SoundIndex( "sound/weapons/force/pull.wav" ) );
3374 }
3375 doMove = qtrue;
3376 }
3377 }
3378 if ( doMove )
3379 {
3380 if ( pm->gent )
3381 {
3382 G_DrainPowerForSpecialMove( pm->gent, FP_PULL, SABER_ALT_ATTACK_POWER_FB );
3383 }
3384 return pullAttackMove;
3385 }
3386 }
3387 }
3388 return LS_NONE;
3389 }
3390
PM_CheckPlayerAttackFromParry(int curmove)3391 saberMoveName_t PM_CheckPlayerAttackFromParry( int curmove )
3392 {
3393 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() )
3394 {
3395 if ( curmove >= LS_PARRY_UP
3396 && curmove <= LS_REFLECT_LL )
3397 {//in a parry
3398 switch ( saberMoveData[curmove].endQuad )
3399 {
3400 case Q_T:
3401 return LS_A_T2B;
3402 break;
3403 case Q_TR:
3404 return LS_A_TR2BL;
3405 break;
3406 case Q_TL:
3407 return LS_A_TL2BR;
3408 break;
3409 case Q_BR:
3410 return LS_A_BR2TL;
3411 break;
3412 case Q_BL:
3413 return LS_A_BL2TR;
3414 break;
3415 //shouldn't be a parry that ends at L, R or B
3416 }
3417 }
3418 }
3419 return LS_NONE;
3420 }
3421
3422
PM_SaberAttackForMovement(int forwardmove,int rightmove,int curmove)3423 saberMoveName_t PM_SaberAttackForMovement( int forwardmove, int rightmove, int curmove )
3424 {
3425 qboolean noSpecials = qfalse;
3426
3427 if ( pm->ps->clientNum < MAX_CLIENTS
3428 && PM_InSecondaryStyle() )
3429 {
3430 noSpecials = qtrue;
3431 }
3432
3433 saberMoveName_t overrideJumpRightAttackMove = LS_INVALID;
3434 if ( pm->ps->saber[0].jumpAtkRightMove != LS_INVALID )
3435 {
3436 if ( pm->ps->saber[0].jumpAtkRightMove != LS_NONE )
3437 {//actually overriding
3438 overrideJumpRightAttackMove = (saberMoveName_t)pm->ps->saber[0].jumpAtkRightMove;
3439 }
3440 else if ( pm->ps->dualSabers
3441 && pm->ps->saber[1].jumpAtkRightMove > LS_NONE )
3442 {//would be cancelling it, but check the second saber, too
3443 overrideJumpRightAttackMove = (saberMoveName_t)pm->ps->saber[1].jumpAtkRightMove;
3444 }
3445 else
3446 {//nope, just cancel it
3447 overrideJumpRightAttackMove = LS_NONE;
3448 }
3449 }
3450 else if ( pm->ps->dualSabers
3451 && pm->ps->saber[1].jumpAtkRightMove != LS_INVALID )
3452 {//first saber not overridden, check second
3453 overrideJumpRightAttackMove = (saberMoveName_t)pm->ps->saber[1].jumpAtkRightMove;
3454 }
3455
3456 saberMoveName_t overrideJumpLeftAttackMove = LS_INVALID;
3457 if ( pm->ps->saber[0].jumpAtkLeftMove != LS_INVALID )
3458 {
3459 if ( pm->ps->saber[0].jumpAtkLeftMove != LS_NONE )
3460 {//actually overriding
3461 overrideJumpLeftAttackMove = (saberMoveName_t)pm->ps->saber[0].jumpAtkLeftMove;
3462 }
3463 else if ( pm->ps->dualSabers
3464 && pm->ps->saber[1].jumpAtkLeftMove > LS_NONE )
3465 {//would be cancelling it, but check the second saber, too
3466 overrideJumpLeftAttackMove = (saberMoveName_t)pm->ps->saber[1].jumpAtkLeftMove;
3467 }
3468 else
3469 {//nope, just cancel it
3470 overrideJumpLeftAttackMove = LS_NONE;
3471 }
3472 }
3473 else if ( pm->ps->dualSabers
3474 && pm->ps->saber[1].jumpAtkLeftMove != LS_INVALID )
3475 {//first saber not overridden, check second
3476 overrideJumpLeftAttackMove = (saberMoveName_t)pm->ps->saber[1].jumpAtkLeftMove;
3477 }
3478 if ( rightmove > 0 )
3479 {//moving right
3480 if ( !noSpecials
3481 && overrideJumpRightAttackMove != LS_NONE
3482 && (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) //on ground or just jumped
3483 && (pm->cmd.buttons&BUTTON_ATTACK)//hitting attack
3484 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0//have force jump 1 at least
3485 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_LR )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_LR//have enough power
3486 && (((pm->ps->clientNum>=MAX_CLIENTS&&!PM_ControlledByPlayer())&&pm->cmd.upmove > 0)//jumping NPC
3487 ||((pm->ps->clientNum<MAX_CLIENTS||PM_ControlledByPlayer())&&G_TryingCartwheel(pm->gent, &pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/)) )//focus-holding player
3488 {//cartwheel right
3489 vec3_t right, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
3490 if ( pm->gent )
3491 {
3492 G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER_LR );
3493 }
3494 pm->cmd.upmove = 0;
3495 if ( overrideJumpRightAttackMove != LS_INVALID )
3496 {//overridden with another move
3497 return overrideJumpRightAttackMove;
3498 }
3499 else if ( pm->ps->saberAnimLevel == SS_STAFF )
3500 {
3501 AngleVectors( fwdAngles, NULL, right, NULL );
3502 pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
3503 VectorMA( pm->ps->velocity, 190, right, pm->ps->velocity );
3504 return LS_BUTTERFLY_RIGHT;
3505 }
3506 else
3507 {
3508 if ( !(pm->ps->saber[0].saberFlags&SFL_NO_CARTWHEELS)
3509 && (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_CARTWHEELS)) )
3510 {//okay to do cartwheels with this saber
3511 /*
3512 if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
3513 {//still on ground
3514 VectorClear( pm->ps->velocity );
3515 return LS_JUMPATTACK_CART_RIGHT;
3516 }
3517 else
3518 */
3519 {//in air
3520 AngleVectors( fwdAngles, NULL, right, NULL );
3521 pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
3522 VectorMA( pm->ps->velocity, 190, right, pm->ps->velocity );
3523 PM_SetJumped( JUMP_VELOCITY, qtrue );
3524 return LS_JUMPATTACK_ARIAL_RIGHT;
3525 }
3526 }
3527 }
3528 }
3529 else if ( pm->ps->legsAnim != BOTH_CARTWHEEL_RIGHT
3530 && pm->ps->legsAnim != BOTH_ARIAL_RIGHT )
3531 {//not in a cartwheel/arial
3532 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
3533 {//player
3534 if ( G_TryingSpecial(pm->gent, &pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/ )//Holding focus
3535 {//if no special worked, do nothing
3536 return LS_NONE;
3537 }
3538 }
3539 //checked all special attacks, if we're in a parry, attack from that move
3540 saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
3541 if ( parryAttackMove != LS_NONE )
3542 {
3543 return parryAttackMove;
3544 }
3545 //check regular attacks
3546 if ( forwardmove > 0 )
3547 {//forward right = TL2BR slash
3548 return LS_A_TL2BR;
3549 }
3550 else if ( forwardmove < 0 )
3551 {//backward right = BL2TR uppercut
3552 return LS_A_BL2TR;
3553 }
3554 else
3555 {//just right is a left slice
3556 return LS_A_L2R;
3557 }
3558 }
3559 }
3560 else if ( rightmove < 0 )
3561 {//moving left
3562 if ( !noSpecials
3563 && overrideJumpLeftAttackMove != LS_NONE
3564 && (pm->ps->groundEntityNum != ENTITYNUM_NONE||level.time-pm->ps->lastOnGround<=250) //on ground or just jumped
3565 && (pm->cmd.buttons&BUTTON_ATTACK)//hitting attack
3566 && pm->ps->forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0//have force jump 1 at least
3567 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_LR )//pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_LR//have enough power
3568 && (((pm->ps->clientNum>=MAX_CLIENTS&&!PM_ControlledByPlayer())&&pm->cmd.upmove > 0)//jumping NPC
3569 ||((pm->ps->clientNum<MAX_CLIENTS||PM_ControlledByPlayer())&&G_TryingCartwheel(pm->gent, &pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/)) )//focus-holding player
3570 {//cartwheel left
3571 vec3_t right, fwdAngles = {0, pm->ps->viewangles[YAW], 0};
3572 if ( pm->gent )
3573 {
3574 G_DrainPowerForSpecialMove( pm->gent, FP_LEVITATION, SABER_ALT_ATTACK_POWER_LR );
3575 }
3576 pm->cmd.upmove = 0;
3577 if ( overrideJumpRightAttackMove != LS_INVALID )
3578 {//overridden with another move
3579 return overrideJumpRightAttackMove;
3580 }
3581 else if ( pm->ps->saberAnimLevel == SS_STAFF )
3582 {
3583 AngleVectors( fwdAngles, NULL, right, NULL );
3584 pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
3585 VectorMA( pm->ps->velocity, -190, right, pm->ps->velocity );
3586 return LS_BUTTERFLY_LEFT;
3587 }
3588 else
3589 {
3590 if ( !(pm->ps->saber[0].saberFlags&SFL_NO_CARTWHEELS)
3591 && (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_CARTWHEELS)) )
3592 {//okay to do cartwheels with this saber
3593 /*
3594 if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
3595 {//still on ground
3596 VectorClear( pm->ps->velocity );
3597 return LS_JUMPATTACK_ARIAL_LEFT;
3598 }
3599 else
3600 */
3601 {
3602 AngleVectors( fwdAngles, NULL, right, NULL );
3603 pm->ps->velocity[0] = pm->ps->velocity[1] = 0;
3604 VectorMA( pm->ps->velocity, -190, right, pm->ps->velocity );
3605 PM_SetJumped( JUMP_VELOCITY, qtrue );
3606 return LS_JUMPATTACK_CART_LEFT;
3607 }
3608 }
3609 }
3610 }
3611 else if ( pm->ps->legsAnim != BOTH_CARTWHEEL_LEFT
3612 && pm->ps->legsAnim != BOTH_ARIAL_LEFT )
3613 {//not in a left cartwheel/arial
3614 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
3615 {//player
3616 if ( G_TryingSpecial(pm->gent, &pm->cmd)/*(pm->cmd.buttons&BUTTON_FORCE_FOCUS)*/ )//Holding focus
3617 {//if no special worked, do nothing
3618 return LS_NONE;
3619 }
3620 }
3621 //checked all special attacks, if we're in a parry, attack from that move
3622 saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
3623 if ( parryAttackMove != LS_NONE )
3624 {
3625 return parryAttackMove;
3626 }
3627 //check regular attacks
3628 if ( forwardmove > 0 )
3629 {//forward left = TR2BL slash
3630 return LS_A_TR2BL;
3631 }
3632 else if ( forwardmove < 0 )
3633 {//backward left = BR2TL uppercut
3634 return LS_A_BR2TL;
3635 }
3636 else
3637 {//just left is a right slice
3638 return LS_A_R2L;
3639 }
3640 }
3641 }
3642 else
3643 {//not moving left or right
3644 if ( forwardmove > 0 )
3645 {//forward= T2B slash
3646 saberMoveName_t stabDownMove = noSpecials?LS_NONE:PM_CheckStabDown();
3647 if ( stabDownMove != LS_NONE )
3648 {
3649 return stabDownMove;
3650 }
3651 if ( ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )//player in third person, not zoomed in
3652 {//player in thirdperson, not zoomed in
3653 //flip-over attack logic
3654 if ( !noSpecials && PM_CheckFlipOverAttackMove( qfalse ) )
3655 {//flip over-forward down-attack
3656 return PM_SaberFlipOverAttackMove();
3657 }
3658 //lunge attack logic
3659 else if ( PM_CheckLungeAttackMove() )
3660 {
3661 return PM_SaberLungeAttackMove( qtrue );
3662 }
3663 //jump forward attack logic
3664 else if ( !noSpecials && PM_CheckJumpForwardAttackMove() )
3665 {
3666 return PM_SaberJumpForwardAttackMove();
3667 }
3668 }
3669
3670 //player NPC with enemy: autoMove logic
3671 if ( pm->gent
3672 && pm->gent->enemy
3673 && pm->gent->enemy->client )
3674 {//I have an active enemy
3675 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() )
3676 {//a player who is running at an enemy
3677 //if the enemy is not a jedi, don't use top-down, pick a diagonal or side attack
3678 if ( pm->gent->enemy->s.weapon != WP_SABER
3679 && pm->gent->enemy->client->NPC_class != CLASS_REMOTE//too small to do auto-aiming accurately
3680 && pm->gent->enemy->client->NPC_class != CLASS_SEEKER//too small to do auto-aiming accurately
3681 && pm->gent->enemy->client->NPC_class != CLASS_GONK//too short to do auto-aiming accurately
3682 && pm->gent->enemy->client->NPC_class != CLASS_HOWLER//too short to do auto-aiming accurately
3683 && g_saberAutoAim->integer )
3684 {
3685 saberMoveName_t autoMove = PM_AttackForEnemyPos( qfalse, (qboolean)(pm->ps->clientNum>=MAX_CLIENTS&&!PM_ControlledByPlayer()) );
3686 if ( autoMove != LS_INVALID )
3687 {
3688 return autoMove;
3689 }
3690 }
3691 }
3692
3693 if ( pm->ps->clientNum>=MAX_CLIENTS && !PM_ControlledByPlayer() ) //NPC ONLY
3694 {//NPC
3695 if ( PM_CheckFlipOverAttackMove( qtrue ) )
3696 {
3697 return PM_SaberFlipOverAttackMove();
3698 }
3699 }
3700 }
3701
3702 //Regular NPCs
3703 if ( pm->ps->clientNum >= MAX_CLIENTS && !PM_ControlledByPlayer() ) //NPC ONLY
3704 {//NPC or player in third person, not zoomed in
3705 //fwd jump attack logic
3706 if ( PM_CheckJumpForwardAttackMove() )
3707 {
3708 return PM_SaberJumpForwardAttackMove();
3709 }
3710 //lunge attack logic
3711 else if ( PM_CheckLungeAttackMove() )
3712 {
3713 return PM_SaberLungeAttackMove( qtrue );
3714 }
3715 }
3716
3717 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
3718 {//player
3719 if ( G_TryingSpecial(pm->gent,&pm->cmd) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
3720 {//if no special worked, do nothing
3721 return LS_NONE;
3722 }
3723 }
3724
3725 //checked all special attacks, if we're in a parry, attack from that move
3726 saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
3727 if ( parryAttackMove != LS_NONE )
3728 {
3729 return parryAttackMove;
3730 }
3731 //check regular attacks
3732 return LS_A_T2B;
3733 }
3734 else if ( forwardmove < 0 )
3735 {//backward= T2B slash//B2T uppercut?
3736 if ( g_saberNewControlScheme->integer )
3737 {
3738 saberMoveName_t pullAtk = PM_CheckPullAttack();
3739 if ( pullAtk != LS_NONE )
3740 {
3741 return pullAtk;
3742 }
3743 }
3744
3745 if ( g_saberNewControlScheme->integer
3746 && (pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer()) //PLAYER ONLY
3747 && (pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus, trying special backwards attacks
3748 {//player lunge attack logic
3749 if ( ( pm->ps->dualSabers //or dual
3750 || pm->ps->saberAnimLevel == SS_STAFF )//pm->ps->SaberStaff() )//or staff
3751 && G_EnoughPowerForSpecialMove( pm->ps->forcePower, SABER_ALT_ATTACK_POWER_FB )/*pm->ps->forcePower >= SABER_ALT_ATTACK_POWER_FB*/ )//have enough force power to pull it off
3752 {//alt+back+attack using fast, dual or staff attacks
3753 PM_SaberLungeAttackMove( qfalse );
3754 }
3755 }
3756 else if ( (pm->ps->clientNum&&!PM_ControlledByPlayer()) //NPC
3757 || ((pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.renderingThirdPerson && !cg.zoomMode) )//player in third person, not zooomed
3758 {//NPC or player in third person, not zoomed
3759 if ( PM_CheckBackflipAttackMove() )
3760 {
3761 return PM_SaberBackflipAttackMove();//backflip attack
3762 }
3763 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
3764 {//player
3765 if ( G_TryingSpecial(pm->gent,&pm->cmd) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
3766 {//if no special worked, do nothing
3767 return LS_NONE;
3768 }
3769 }
3770 //if ( !PM_InKnockDown( pm->ps ) )
3771 //check backstabs
3772 if ( !(pm->ps->saber[0].saberFlags&SFL_NO_BACK_ATTACK)
3773 && (!pm->ps->dualSabers || !(pm->ps->saber[1].saberFlags&SFL_NO_BACK_ATTACK)) )
3774 {//okay to do backstabs with this saber
3775 if ( pm->ps->groundEntityNum != ENTITYNUM_NONE )
3776 {//only when on ground
3777 if ( pm->gent && pm->gent->enemy )
3778 {//FIXME: or just trace for a valid enemy standing behind me? And no enemy in front?
3779 vec3_t enemyDir, faceFwd, facingAngles = {0, pm->ps->viewangles[YAW], 0};
3780 AngleVectors( facingAngles, faceFwd, NULL, NULL );
3781 VectorSubtract( pm->gent->enemy->currentOrigin, pm->ps->origin, enemyDir );
3782 float dot = DotProduct( enemyDir, faceFwd );
3783 if ( dot < 0 )
3784 {//enemy is behind me
3785 if ( dot < -0.75f
3786 && DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin ) < 16384//128 squared
3787 && (pm->ps->saberAnimLevel == SS_FAST || pm->ps->saberAnimLevel == SS_STAFF || (pm->gent->client &&(pm->gent->client->NPC_class == CLASS_TAVION||pm->gent->client->NPC_class == CLASS_ALORA)&&Q_irand(0,1))) )
3788 {//fast attacks and Tavion
3789 if ( !(pm->ps->pm_flags&PMF_DUCKED) && pm->cmd.upmove >= 0 )
3790 {//can't do it while ducked?
3791 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) || (pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG) )
3792 {//only fencers and above can do this
3793 return LS_A_BACKSTAB;
3794 }
3795 }
3796 }
3797 else if ( pm->ps->saberAnimLevel != SS_FAST
3798 && pm->ps->saberAnimLevel != SS_STAFF )
3799 {//medium and higher attacks
3800 if ( (pm->ps->pm_flags&PMF_DUCKED) || pm->cmd.upmove < 0 )
3801 {
3802 return LS_A_BACK_CR;
3803 }
3804 else
3805 {
3806 return LS_A_BACK;
3807 }
3808 }
3809 }
3810 else
3811 {//enemy in front
3812 float enemyDistSq = DistanceSquared( pm->gent->currentOrigin, pm->gent->enemy->currentOrigin );
3813 if ( ((pm->ps->saberAnimLevel == FORCE_LEVEL_1 ||
3814 pm->ps->saberAnimLevel == SS_STAFF ||
3815 pm->gent->client->NPC_class == CLASS_TAVION ||
3816 pm->gent->client->NPC_class == CLASS_ALORA ||
3817 (pm->gent->client->NPC_class == CLASS_DESANN && !Q_irand(0,3))) &&
3818 enemyDistSq > 16384) ||
3819 pm->gent->enemy->health <= 0 )//128 squared
3820 {//my enemy is pretty far in front of me and I'm using fast attacks
3821 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) ||
3822 ( pm->gent && pm->gent->client && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, pm->gent->NPC->rank ) > RANK_ENSIGN ) )
3823 {//only fencers and higher can do this, higher rank does it more
3824 if ( PM_CheckEnemyInBack( 128 ) )
3825 {
3826 return PM_PickBackStab();
3827 }
3828 }
3829 }
3830 else if ( ((pm->ps->saberAnimLevel >= FORCE_LEVEL_2 || pm->gent->client->NPC_class == CLASS_DESANN) && enemyDistSq > 40000) || pm->gent->enemy->health <= 0 )//200 squared
3831 {//enemy is very faw away and I'm using medium/strong attacks
3832 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) ||
3833 ( pm->gent && pm->gent->client && pm->gent->NPC && pm->gent->NPC->rank >= RANK_LT_JG && Q_irand( 0, pm->gent->NPC->rank ) > RANK_ENSIGN ) )
3834 {//only fencers and higher can do this, higher rank does it more
3835 if ( PM_CheckEnemyInBack( 164 ) )
3836 {
3837 return PM_PickBackStab();
3838 }
3839 }
3840 }
3841 }
3842 }
3843 else
3844 {//no current enemy
3845 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->gent && pm->gent->client )
3846 {//only player
3847 if ( PM_CheckEnemyInBack( 128 ) )
3848 {
3849 return PM_PickBackStab();
3850 }
3851 }
3852 }
3853 }
3854 }
3855 }
3856
3857 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
3858 {//player
3859 if ( G_TryingSpecial( pm->gent, &pm->cmd ) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
3860 {//if no special worked, do nothing
3861 return LS_NONE;
3862 }
3863 }
3864
3865 //checked all special attacks, if we're in a parry, attack from that move
3866 saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
3867 if ( parryAttackMove != LS_NONE )
3868 {
3869 return parryAttackMove;
3870 }
3871 //check regular attacks
3872 //else just swing down
3873 return LS_A_T2B;
3874 }
3875 else
3876 {//not moving in any direction
3877 if ( PM_SaberInBounce( curmove ) )
3878 {//bounces should go to their default attack if you don't specify a direction but are attacking
3879 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
3880 {//player
3881 if ( G_TryingSpecial(pm->gent,&pm->cmd) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
3882 {//if no special worked, do nothing
3883 return LS_NONE;
3884 }
3885 }
3886 saberMoveName_t newmove;
3887 if ( pm->ps->clientNum && !PM_ControlledByPlayer() && Q_irand( 0, 3 ) )
3888 {//use NPC random
3889 newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
3890 }
3891 else
3892 {//player uses chain-attack
3893 newmove = saberMoveData[curmove].chain_attack;
3894 }
3895 if ( PM_SaberKataDone( curmove, newmove ) )
3896 {
3897 return saberMoveData[curmove].chain_idle;
3898 }
3899 else
3900 {
3901 return newmove;
3902 }
3903 }
3904 else if ( PM_SaberInKnockaway( curmove ) )
3905 {//bounces should go to their default attack if you don't specify a direction but are attacking
3906 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
3907 {//player
3908 if ( G_TryingSpecial( pm->gent, &pm->cmd ) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
3909 {//if no special worked, do nothing
3910 return LS_NONE;
3911 }
3912 }
3913 saberMoveName_t newmove;
3914 if ( pm->ps->clientNum && !PM_ControlledByPlayer() && Q_irand( 0, 3 ) )
3915 {//use NPC random
3916 newmove = PM_NPCSaberAttackFromQuad( saberMoveData[curmove].endQuad );
3917 }
3918 else
3919 {
3920 if ( pm->ps->saberAnimLevel == SS_FAST ||
3921 pm->ps->saberAnimLevel == SS_TAVION )
3922 {//player is in fast attacks, so come right back down from the same spot
3923 newmove = PM_AttackMoveForQuad( saberMoveData[curmove].endQuad );
3924 }
3925 else
3926 {//use a transition to wrap to another attack from a different dir
3927 newmove = saberMoveData[curmove].chain_attack;
3928 }
3929 }
3930 if ( PM_SaberKataDone( curmove, newmove ) )
3931 {
3932 return saberMoveData[curmove].chain_idle;
3933 }
3934 else
3935 {
3936 return newmove;
3937 }
3938 }
3939 else if ( curmove == LS_READY
3940 || curmove == LS_A_FLIP_STAB
3941 || curmove == LS_A_FLIP_SLASH
3942 || ( curmove >= LS_PARRY_UP
3943 && curmove <= LS_REFLECT_LL ) )
3944 {//Not moving at all, not too busy to attack
3945 //push + lookdown + attack + dual sabers = LS_DUAL_SPIN_PROTECT
3946 if ( g_saberNewControlScheme->integer )
3947 {
3948 if ( PM_CheckDualSpinProtect() )
3949 {
3950 return LS_DUAL_SPIN_PROTECT;
3951 }
3952 if ( PM_CheckStaffKata() )
3953 {
3954 return LS_STAFF_SOULCAL;
3955 }
3956 }
3957 if ( pm->ps->clientNum < MAX_CLIENTS || PM_ControlledByPlayer() ) //PLAYER ONLY
3958 {//player
3959 if ( G_TryingSpecial( pm->gent, &pm->cmd ) )//(pm->cmd.buttons&BUTTON_FORCE_FOCUS) )//Holding focus
3960 {//if no special worked, do nothing
3961 return LS_NONE;
3962 }
3963 }
3964 //checked all special attacks, if we're in a parry, attack from that move
3965 saberMoveName_t parryAttackMove = PM_CheckPlayerAttackFromParry( curmove );
3966 if ( parryAttackMove != LS_NONE )
3967 {
3968 return parryAttackMove;
3969 }
3970 //check regular attacks
3971 if ( pm->ps->clientNum || g_saberAutoAim->integer )
3972 {//auto-aim
3973 if ( pm->gent && pm->gent->enemy )
3974 {//based on enemy position, pick a proper attack
3975 saberMoveName_t autoMove = PM_AttackForEnemyPos( qtrue, (qboolean)(pm->ps->clientNum>=MAX_CLIENTS) );
3976 if ( autoMove != LS_INVALID )
3977 {
3978 return autoMove;
3979 }
3980 }
3981 else if ( fabs(pm->ps->viewangles[0]) > 30 )
3982 {//looking far up or far down uses the top to bottom attack, presuming you want a vertical attack
3983 return LS_A_T2B;
3984 }
3985 }
3986 else
3987 {//for now, just pick a random attack
3988 return ((saberMoveName_t)Q_irand( LS_A_TL2BR, LS_A_T2B ));
3989 }
3990 }
3991 }
3992 }
3993 //FIXME: pick a return?
3994 return LS_NONE;
3995 }
3996
PM_SaberAnimTransitionMove(saberMoveName_t curmove,saberMoveName_t newmove)3997 saberMoveName_t PM_SaberAnimTransitionMove( saberMoveName_t curmove, saberMoveName_t newmove )
3998 {
3999 //FIXME: take FP_SABER_OFFENSE into account here somehow?
4000 int retmove = newmove;
4001 if ( curmove == LS_READY )
4002 {//just standing there
4003 switch ( newmove )
4004 {
4005 case LS_A_TL2BR:
4006 case LS_A_L2R:
4007 case LS_A_BL2TR:
4008 case LS_A_BR2TL:
4009 case LS_A_R2L:
4010 case LS_A_TR2BL:
4011 case LS_A_T2B:
4012 //transition is the start
4013 retmove = LS_S_TL2BR + (newmove-LS_A_TL2BR);
4014 break;
4015 default:
4016 break;
4017 }
4018 }
4019 else
4020 {
4021 switch ( newmove )
4022 {
4023 //transitioning to ready pose
4024 case LS_READY:
4025 switch ( curmove )
4026 {
4027 //transitioning from an attack
4028 case LS_A_TL2BR:
4029 case LS_A_L2R:
4030 case LS_A_BL2TR:
4031 case LS_A_BR2TL:
4032 case LS_A_R2L:
4033 case LS_A_TR2BL:
4034 case LS_A_T2B:
4035 //transition is the return
4036 retmove = LS_R_TL2BR + (newmove-LS_A_TL2BR);
4037 break;
4038 default:
4039 break;
4040 }
4041 break;
4042 //transitioning to an attack
4043 case LS_A_TL2BR:
4044 case LS_A_L2R:
4045 case LS_A_BL2TR:
4046 case LS_A_BR2TL:
4047 case LS_A_R2L:
4048 case LS_A_TR2BL:
4049 case LS_A_T2B:
4050 if ( newmove == curmove )
4051 {//FIXME: need a spin or something or go to next level, but for now, just play the return
4052 //going into another attack...
4053 //allow endless chaining in level 1 attacks, several in level 2 and only one or a few in level 3
4054 //FIXME: don't let strong attacks chain to an attack in the opposite direction ( > 45 degrees?)
4055 if ( PM_SaberKataDone( curmove, newmove ) )
4056 {//done with this kata, must return to ready before attack again
4057 retmove = LS_R_TL2BR + (newmove-LS_A_TL2BR);
4058 }
4059 else
4060 {//okay to chain to another attack
4061 retmove = transitionMove[saberMoveData[curmove].endQuad][saberMoveData[newmove].startQuad];
4062 }
4063 }
4064 else if ( saberMoveData[curmove].endQuad == saberMoveData[newmove].startQuad )
4065 {//new move starts from same quadrant
4066 retmove = newmove;
4067 }
4068 else
4069 {
4070 switch ( curmove )
4071 {
4072 //transitioning from an attack
4073 case LS_A_TL2BR:
4074 case LS_A_L2R:
4075 case LS_A_BL2TR:
4076 case LS_A_BR2TL:
4077 case LS_A_R2L:
4078 case LS_A_TR2BL:
4079 case LS_A_T2B:
4080 case LS_D1_BR:
4081 case LS_D1__R:
4082 case LS_D1_TR:
4083 case LS_D1_T_:
4084 case LS_D1_TL:
4085 case LS_D1__L:
4086 case LS_D1_BL:
4087 case LS_D1_B_:
4088 retmove = transitionMove[saberMoveData[curmove].endQuad][saberMoveData[newmove].startQuad];
4089 break;
4090 //transitioning from a return
4091 case LS_R_TL2BR:
4092 case LS_R_L2R:
4093 case LS_R_BL2TR:
4094 case LS_R_BR2TL:
4095 case LS_R_R2L:
4096 case LS_R_TR2BL:
4097 case LS_R_T2B:
4098 //transitioning from a bounce
4099 /*
4100 case LS_BOUNCE_UL2LL:
4101 case LS_BOUNCE_LL2UL:
4102 case LS_BOUNCE_L2LL:
4103 case LS_BOUNCE_L2UL:
4104 case LS_BOUNCE_UR2LR:
4105 case LS_BOUNCE_LR2UR:
4106 case LS_BOUNCE_R2LR:
4107 case LS_BOUNCE_R2UR:
4108 case LS_BOUNCE_TOP:
4109 case LS_OVER_UR2UL:
4110 case LS_OVER_UL2UR:
4111 case LS_BOUNCE_UR:
4112 case LS_BOUNCE_UL:
4113 case LS_BOUNCE_LR:
4114 case LS_BOUNCE_LL:
4115 */
4116 //transitioning from a parry/reflection/knockaway/broken parry
4117 case LS_PARRY_UP:
4118 case LS_PARRY_UR:
4119 case LS_PARRY_UL:
4120 case LS_PARRY_LR:
4121 case LS_PARRY_LL:
4122 case LS_REFLECT_UP:
4123 case LS_REFLECT_UR:
4124 case LS_REFLECT_UL:
4125 case LS_REFLECT_LR:
4126 case LS_REFLECT_LL:
4127 case LS_K1_T_:
4128 case LS_K1_TR:
4129 case LS_K1_TL:
4130 case LS_K1_BR:
4131 case LS_K1_BL:
4132 case LS_V1_BR:
4133 case LS_V1__R:
4134 case LS_V1_TR:
4135 case LS_V1_T_:
4136 case LS_V1_TL:
4137 case LS_V1__L:
4138 case LS_V1_BL:
4139 case LS_V1_B_:
4140 case LS_H1_T_:
4141 case LS_H1_TR:
4142 case LS_H1_TL:
4143 case LS_H1_BR:
4144 case LS_H1_BL:
4145 retmove = transitionMove[saberMoveData[curmove].endQuad][saberMoveData[newmove].startQuad];
4146 break;
4147 //NB: transitioning from transitions is fine
4148 default:
4149 break;
4150 }
4151 }
4152 break;
4153 //transitioning to any other anim is not supported
4154 default:
4155 break;
4156 }
4157 }
4158
4159 if ( retmove == LS_NONE )
4160 {
4161 return newmove;
4162 }
4163
4164 return ((saberMoveName_t)retmove);
4165 }
4166
4167 /*
4168 -------------------------
4169 PM_LegsAnimForFrame
4170 Returns animNumber for current frame
4171 -------------------------
4172 */
PM_LegsAnimForFrame(gentity_t * ent,int legsFrame)4173 int PM_LegsAnimForFrame( gentity_t *ent, int legsFrame )
4174 {
4175 //Must be a valid client
4176 if ( ent->client == NULL )
4177 return -1;
4178
4179 //Must have a file index entry
4180 if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse )
4181 return -1;
4182
4183 animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations;
4184 int glaIndex = gi.G2API_GetAnimIndex(&(ent->ghoul2[0]));
4185
4186 for ( int animation = 0; animation < BOTH_CIN_1; animation++ ) //first anim after last legs
4187 {
4188 if ( animation >= TORSO_DROPWEAP1 && animation < LEGS_TURN1 ) //first legs only anim
4189 {//not a possible legs anim
4190 continue;
4191 }
4192
4193 if ( animations[animation].glaIndex != glaIndex )
4194 {
4195 continue;
4196 }
4197
4198 if ( animations[animation].firstFrame > legsFrame )
4199 {//This anim starts after this frame
4200 continue;
4201 }
4202
4203 if ( animations[animation].firstFrame + animations[animation].numFrames < legsFrame )
4204 {//This anim ends before this frame
4205 continue;
4206 }
4207 //else, must be in this anim!
4208 return animation;
4209 }
4210
4211 //Not in ANY torsoAnim? SHOULD NEVER HAPPEN
4212 // assert(0);
4213 return -1;
4214 }
4215
PM_ValidateAnimRange(const int startFrame,const int endFrame,const float animSpeed)4216 int PM_ValidateAnimRange( const int startFrame, const int endFrame, const float animSpeed )
4217 {//given a startframe and endframe, see if that lines up with any known animation
4218 animation_t *animations = level.knownAnimFileSets[0].animations;
4219
4220 for ( int anim = 0; anim < MAX_ANIMATIONS; anim++ )
4221 {
4222 if ( animSpeed < 0 )
4223 {//playing backwards
4224 if ( animations[anim].firstFrame == endFrame )
4225 {
4226 if ( animations[anim].numFrames + animations[anim].firstFrame == startFrame )
4227 {
4228 //Com_Printf( "valid reverse anim: %s\n", animTable[anim].name );
4229 return anim;
4230 }
4231 }
4232 }
4233 else
4234 {//playing forwards
4235 if ( animations[anim].firstFrame == startFrame )
4236 {//This anim starts on this frame
4237 if ( animations[anim].firstFrame + animations[anim].numFrames == endFrame )
4238 {//This anim ends on this frame
4239 //Com_Printf( "valid forward anim: %s\n", animTable[anim].name );
4240 return anim;
4241 }
4242 }
4243 }
4244 //else, must not be this anim!
4245 }
4246
4247 //Not in ANY anim? SHOULD NEVER HAPPEN
4248 Com_Printf( "invalid anim range %d to %d, speed %4.2f\n", startFrame, endFrame, animSpeed );
4249 return -1;
4250 }
4251 /*
4252 -------------------------
4253 PM_TorsoAnimForFrame
4254 Returns animNumber for current frame
4255 -------------------------
4256 */
PM_TorsoAnimForFrame(gentity_t * ent,int torsoFrame)4257 int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame )
4258 {
4259 //Must be a valid client
4260 if ( ent->client == NULL )
4261 return -1;
4262
4263 //Must have a file index entry
4264 if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse )
4265 return -1;
4266
4267 animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations;
4268 int glaIndex = gi.G2API_GetAnimIndex(&(ent->ghoul2[0]));
4269
4270 for ( int animation = 0; animation < LEGS_TURN1; animation++ ) //first legs only anim
4271 {
4272 if ( animations[animation].glaIndex != glaIndex )
4273 {
4274 continue;
4275 }
4276
4277 if ( animations[animation].firstFrame > torsoFrame )
4278 {//This anim starts after this frame
4279 continue;
4280 }
4281
4282 if ( animations[animation].firstFrame + animations[animation].numFrames < torsoFrame )
4283 {//This anim ends before this frame
4284 continue;
4285 }
4286 //else, must be in this anim!
4287 return animation;
4288 }
4289
4290 //Not in ANY torsoAnim? SHOULD NEVER HAPPEN
4291 // assert(0);
4292 return -1;
4293 }
4294
PM_FinishedCurrentLegsAnim(gentity_t * self)4295 qboolean PM_FinishedCurrentLegsAnim( gentity_t *self )
4296 {
4297 int junk, curFrame;
4298 float currentFrame, animSpeed;
4299
4300 if ( !self->client )
4301 {
4302 return qtrue;
4303 }
4304
4305 gi.G2API_GetBoneAnimIndex( &self->ghoul2[self->playerModel], self->rootBone, (cg.time?cg.time:level.time), ¤tFrame, &junk, &junk, &junk, &animSpeed, NULL );
4306 curFrame = floor( currentFrame );
4307
4308 int legsAnim = self->client->ps.legsAnim;
4309 animation_t *animations = level.knownAnimFileSets[self->client->clientInfo.animFileIndex].animations;
4310
4311 if ( curFrame >= animations[legsAnim].firstFrame + (animations[legsAnim].numFrames - 2) )
4312 {
4313 return qtrue;
4314 }
4315
4316 return qfalse;
4317 }
4318
4319 /*
4320 -------------------------
4321 PM_HasAnimation
4322 -------------------------
4323 */
4324
PM_HasAnimation(gentity_t * ent,int animation)4325 qboolean PM_HasAnimation( gentity_t *ent, int animation )
4326 {
4327 //Must be a valid client
4328 if ( !ent || ent->client == NULL )
4329 return qfalse;
4330
4331 //must be a valid anim number
4332 if ( animation < 0 || animation >= MAX_ANIMATIONS )
4333 {
4334 return qfalse;
4335 }
4336 //Must have a file index entry
4337 if( ValidAnimFileIndex( ent->client->clientInfo.animFileIndex ) == qfalse )
4338 return qfalse;
4339
4340 animation_t *animations = level.knownAnimFileSets[ent->client->clientInfo.animFileIndex].animations;
4341
4342 //No frames, no anim
4343 if ( animations[animation].numFrames == 0 )
4344 return qfalse;
4345
4346 //Has the sequence
4347 return qtrue;
4348 }
4349
PM_PickAnim(gentity_t * self,int minAnim,int maxAnim)4350 int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim )
4351 {
4352 int anim;
4353 int count = 0;
4354
4355 if ( !self )
4356 {
4357 return Q_irand(minAnim, maxAnim);
4358 }
4359
4360 do
4361 {
4362 anim = Q_irand(minAnim, maxAnim);
4363 count++;
4364 }
4365 while ( !PM_HasAnimation( self, anim ) && count < 1000 );
4366
4367 return anim;
4368 }
4369
4370 /*
4371 -------------------------
4372 PM_AnimLength
4373 -------------------------
4374 */
4375
PM_AnimLength(int index,animNumber_t anim)4376 int PM_AnimLength( int index, animNumber_t anim ) {
4377 if ( !ValidAnimFileIndex( index ) || (int)anim < 0 || anim >= MAX_ANIMATIONS ) {
4378 return 0;
4379 }
4380
4381 return level.knownAnimFileSets[index].animations[anim].numFrames * abs( level.knownAnimFileSets[index].animations[anim].frameLerp );
4382 }
4383
4384 /*
4385 -------------------------
4386 PM_SetLegsAnimTimer
4387 -------------------------
4388 */
4389
PM_SetLegsAnimTimer(gentity_t * ent,int * legsAnimTimer,int time)4390 void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time )
4391 {
4392 *legsAnimTimer = time;
4393
4394 if ( *legsAnimTimer < 0 && time != -1 )
4395 {//Cap timer to 0 if was counting down, but let it be -1 if that was intentional
4396 *legsAnimTimer = 0;
4397 }
4398
4399 if ( !*legsAnimTimer && ent && Q3_TaskIDPending( ent, TID_ANIM_LOWER ) )
4400 {//Waiting for legsAnimTimer to complete, and it just got set to zero
4401 if ( !Q3_TaskIDPending( ent, TID_ANIM_BOTH) )
4402 {//Not waiting for top
4403 Q3_TaskIDComplete( ent, TID_ANIM_LOWER );
4404 }
4405 else
4406 {//Waiting for both to finish before complete
4407 Q3_TaskIDClear( &ent->taskID[TID_ANIM_LOWER] );//Bottom is done, regardless
4408 if ( !Q3_TaskIDPending( ent, TID_ANIM_UPPER) )
4409 {//top is done and we're done
4410 Q3_TaskIDComplete( ent, TID_ANIM_BOTH );
4411 }
4412 }
4413 }
4414 }
4415
4416 /*
4417 -------------------------
4418 PM_SetTorsoAnimTimer
4419 -------------------------
4420 */
4421
PM_SetTorsoAnimTimer(gentity_t * ent,int * torsoAnimTimer,int time)4422 void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time )
4423 {
4424 *torsoAnimTimer = time;
4425
4426 if ( *torsoAnimTimer < 0 && time != -1 )
4427 {//Cap timer to 0 if was counting down, but let it be -1 if that was intentional
4428 *torsoAnimTimer = 0;
4429 }
4430
4431 if ( !*torsoAnimTimer && ent && Q3_TaskIDPending( ent, TID_ANIM_UPPER ) )
4432 {//Waiting for torsoAnimTimer to complete, and it just got set to zero
4433 if ( !Q3_TaskIDPending( ent, TID_ANIM_BOTH) )
4434 {//Not waiting for bottom
4435 Q3_TaskIDComplete( ent, TID_ANIM_UPPER );
4436 }
4437 else
4438 {//Waiting for both to finish before complete
4439 Q3_TaskIDClear( &ent->taskID[TID_ANIM_UPPER] );//Top is done, regardless
4440 if ( !Q3_TaskIDPending( ent, TID_ANIM_LOWER) )
4441 {//lower is done and we're done
4442 Q3_TaskIDComplete( ent, TID_ANIM_BOTH );
4443 }
4444 }
4445 }
4446 }
4447
4448 extern qboolean PM_SpinningSaberAnim( int anim );
4449 extern float saberAnimSpeedMod[NUM_FORCE_POWER_LEVELS];
PM_SaberStartTransAnim(int saberAnimLevel,int anim,float * animSpeed,gentity_t * gent)4450 void PM_SaberStartTransAnim( int saberAnimLevel, int anim, float *animSpeed, gentity_t *gent )
4451 {
4452 if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_ROLL_STAB )
4453 {
4454 if ( g_saberAnimSpeed->value != 1.0f )
4455 {
4456 *animSpeed *= g_saberAnimSpeed->value;
4457 }
4458 else if ( gent && gent->client && gent->client->ps.weapon == WP_SABER )
4459 {
4460 if ( gent->client->ps.saber[0].animSpeedScale != 1.0f )
4461 {
4462 *animSpeed *= gent->client->ps.saber[0].animSpeedScale;
4463 }
4464 if ( gent->client->ps.dualSabers
4465 && gent->client->ps.saber[1].animSpeedScale != 1.0f )
4466 {
4467 *animSpeed *= gent->client->ps.saber[1].animSpeedScale;
4468 }
4469 }
4470 }
4471 if ( gent
4472 && gent->client
4473 && gent->client->ps.stats[STAT_WEAPONS]&(1<<WP_SCEPTER)
4474 && gent->client->ps.dualSabers
4475 && saberAnimLevel == SS_DUAL
4476 && gent->weaponModel[1] )
4477 {//using a scepter and dual style, slow down anims
4478 if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_H7_S7_BR )
4479 {
4480 *animSpeed *= 0.75;
4481 }
4482 }
4483 if ( gent && gent->client && gent->client->ps.forceRageRecoveryTime > level.time )
4484 {//rage recovery
4485 if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_H1_S1_BR )
4486 {//animate slower
4487 *animSpeed *= 0.75;
4488 }
4489 }
4490 else if ( gent && gent->NPC && gent->NPC->rank == RANK_CIVILIAN )
4491 {//grunt reborn
4492 if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_R1_TR_S1 )
4493 {//his fast attacks are slower
4494 if ( !PM_SpinningSaberAnim( anim ) )
4495 {
4496 *animSpeed *= 0.75;
4497 }
4498 return;
4499 }
4500 }
4501 else if ( gent && gent->client )
4502 {
4503 if ( gent->client->ps.saber[0].type == SABER_LANCE || gent->client->ps.saber[0].type == SABER_TRIDENT )
4504 {//FIXME: hack for now - these use the fast anims, but slowed down. Should have own style
4505 if ( anim >= BOTH_A1_T__B_ && anim <= BOTH_R1_TR_S1 )
4506 {//his fast attacks are slower
4507 if ( !PM_SpinningSaberAnim( anim ) )
4508 {
4509 *animSpeed *= 0.75;
4510 }
4511 return;
4512 }
4513 }
4514 }
4515
4516 if ( ( anim >= BOTH_T1_BR__R &&
4517 anim <= BOTH_T1_BL_TL ) ||
4518 ( anim >= BOTH_T3_BR__R &&
4519 anim <= BOTH_T3_BL_TL ) ||
4520 ( anim >= BOTH_T5_BR__R &&
4521 anim <= BOTH_T5_BL_TL ) )
4522 {
4523 if ( saberAnimLevel == FORCE_LEVEL_1 || saberAnimLevel == FORCE_LEVEL_5 )
4524 {//FIXME: should not be necc for FORCE_LEVEL_1's
4525 *animSpeed *= 1.5;
4526 }
4527 else if ( saberAnimLevel == FORCE_LEVEL_3 )
4528 {
4529 *animSpeed *= 0.75;
4530 }
4531 }
4532 }
4533 /*
4534 void PM_SaberStartTransAnim( int anim, int entNum, int saberOffenseLevel, float *animSpeed )
4535 {
4536 //check starts
4537 if ( ( anim >= BOTH_S1_S1_T_ &&
4538 anim <= BOTH_S1_S1_TR ) ||
4539 ( anim >= BOTH_S1_S1_T_ &&
4540 anim <= BOTH_S1_S1_TR ) ||
4541 ( anim >= BOTH_S3_S1_T_ &&
4542 anim <= BOTH_S3_S1_TR ) )
4543 {
4544 if ( entNum == 0 )
4545 {
4546 *animSpeed *= saberAnimSpeedMod[FORCE_LEVEL_3];
4547 }
4548 else
4549 {
4550 *animSpeed *= saberAnimSpeedMod[saberOffenseLevel];
4551 }
4552 }
4553 //Check transitions
4554 else if ( PM_SpinningSaberAnim( anim ) )
4555 {//spins stay normal speed
4556 return;
4557 }
4558 else if ( ( anim >= BOTH_T1_BR__R &&
4559 anim <= BOTH_T1_BL_TL ) ||
4560 ( anim >= BOTH_T2_BR__R &&
4561 anim <= BOTH_T2_BL_TL ) ||
4562 ( anim >= BOTH_T3_BR__R &&
4563 anim <= BOTH_T3_BL_TL ) )
4564 {//slow down the transitions
4565 if ( entNum == 0 && saberOffenseLevel <= FORCE_LEVEL_2 )
4566 {
4567 *animSpeed *= saberAnimSpeedMod[saberOffenseLevel];
4568 }
4569 else
4570 {
4571 *animSpeed *= saberAnimSpeedMod[saberOffenseLevel]/2.0f;
4572 }
4573 }
4574
4575 return;
4576 }
4577 */
4578 extern qboolean player_locked;
4579 extern qboolean MatrixMode;
PM_GetTimeScaleMod(gentity_t * gent)4580 float PM_GetTimeScaleMod( gentity_t *gent )
4581 {
4582 if ( g_timescale->value )
4583 {
4584 if ( !MatrixMode
4585 && gent->client->ps.legsAnim != BOTH_FORCELONGLEAP_START
4586 && gent->client->ps.legsAnim != BOTH_FORCELONGLEAP_ATTACK
4587 && gent->client->ps.legsAnim != BOTH_FORCELONGLEAP_LAND )
4588 {
4589 if ( gent && gent->s.clientNum == 0 && !player_locked && gent->client->ps.forcePowersActive&(1<<FP_SPEED) )
4590 {
4591 return (1.0 / g_timescale->value);
4592 }
4593 else if ( gent && gent->client && gent->client->ps.forcePowersActive&(1<<FP_SPEED) )
4594 {
4595 return (1.0 / g_timescale->value);
4596 }
4597 }
4598 }
4599 return 1.0f;
4600 }
4601
PM_IsHumanoid(CGhoul2Info * ghlInfo)4602 static inline qboolean PM_IsHumanoid( CGhoul2Info *ghlInfo )
4603 {
4604 char *GLAName;
4605 GLAName = gi.G2API_GetGLAName( ghlInfo );
4606 assert(GLAName);
4607
4608 if ( !Q_stricmp( "models/players/_humanoid/_humanoid", GLAName ) )
4609 {
4610 return qtrue;
4611 }
4612
4613 return qfalse;
4614 }
4615
4616 /*
4617 -------------------------
4618 PM_SetAnimFinal
4619 -------------------------
4620 */
4621 #define G2_DEBUG_TIMING (0)
PM_SetAnimFinal(int * torsoAnim,int * legsAnim,int setAnimParts,int anim,int setAnimFlags,int * torsoAnimTimer,int * legsAnimTimer,gentity_t * gent,int blendTime)4622 void PM_SetAnimFinal(int *torsoAnim,int *legsAnim,
4623 int setAnimParts,int anim,int setAnimFlags,
4624 int *torsoAnimTimer,int *legsAnimTimer,
4625 gentity_t *gent,int blendTime) // default blendTime=350
4626 {
4627
4628 // BASIC SETUP AND SAFETY CHECKING
4629 //=================================
4630
4631 // If It Is A Busted Entity, Don't Do Anything Here.
4632 //---------------------------------------------------
4633 if (!gent || !gent->client)
4634 {
4635 return;
4636 }
4637
4638 // Make Sure This Character Has Such An Anim And A Model
4639 //-------------------------------------------------------
4640 if (anim<0 || anim>=MAX_ANIMATIONS || !ValidAnimFileIndex(gent->client->clientInfo.animFileIndex))
4641 {
4642 #ifndef FINAL_BUILD
4643 if (g_AnimWarning->integer)
4644 {
4645 if (anim<0 || anim>=MAX_ANIMATIONS)
4646 {
4647 gi.Printf(S_COLOR_RED"PM_SetAnimFinal: Invalid Anim Index (%d)!\n", anim);
4648 }
4649 else
4650 {
4651 gi.Printf(S_COLOR_RED"PM_SetAnimFinal: Invalid Anim File Index (%d)!\n", gent->client->clientInfo.animFileIndex);
4652 }
4653 }
4654 #endif
4655 return;
4656 }
4657
4658
4659 // Get Global Time Properties
4660 //----------------------------
4661 float timeScaleMod = PM_GetTimeScaleMod( gent );
4662 const int actualTime = (cg.time?cg.time:level.time);
4663 const animation_t* animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations;
4664 const animation_t& curAnim = animations[anim];
4665
4666 // Make Sure This Character Has Such An Anim And A Model
4667 //-------------------------------------------------------
4668 if (animations[anim].numFrames==0)
4669 {
4670 #ifndef FINAL_BUILD
4671 static int LastAnimWarningNum=0;
4672 if (LastAnimWarningNum!=anim)
4673 {
4674 if ((cg_debugAnim.integer==3) || // 3 = do everyone
4675 (cg_debugAnim.integer==1 && gent->s.number==0) || // 1 = only the player
4676 (cg_debugAnim.integer==2 && gent->s.number!=0) || // 2 = only everyone else
4677 (cg_debugAnim.integer==4 && gent->s.number!=cg_debugAnimTarget.integer) // 4 = specific entnum
4678 )
4679 {
4680 gi.Printf(S_COLOR_RED"PM_SetAnimFinal: Anim %s does not exist in this model (%s)!\n", animTable[anim].name, gent->NPC_type );
4681 }
4682 }
4683 LastAnimWarningNum = anim;
4684 #endif
4685 return;
4686 }
4687
4688 // If It's Not A Ghoul 2 Model, Just Remember The Anims And Stop, Because Everything Beyond This Is Ghoul2
4689 //---------------------------------------------------------------------------------------------------------
4690 if (!gi.G2API_HaveWeGhoul2Models(gent->ghoul2))
4691 {
4692 if (setAnimParts&SETANIM_TORSO)
4693 {
4694 (*torsoAnim) = anim;
4695 }
4696 if (setAnimParts&SETANIM_LEGS)
4697 {
4698 (*legsAnim) = anim;
4699 }
4700 return;
4701 }
4702
4703
4704 // Lower Offensive Skill Slows Down The Saber Start Attack Animations
4705 //--------------------------------------------------------------------
4706 PM_SaberStartTransAnim( gent->client->ps.saberAnimLevel, anim, &timeScaleMod, gent );
4707
4708
4709
4710 // SETUP VALUES FOR INCOMMING ANIMATION
4711 //======================================
4712 const bool animFootMove = (PM_WalkingAnim(anim) || PM_RunningAnim(anim) || anim==BOTH_CROUCH1WALK || anim==BOTH_CROUCH1WALKBACK);
4713 const bool animHoldless = (setAnimFlags&SETANIM_FLAG_HOLDLESS)!=0;
4714 const bool animHold = (setAnimFlags&SETANIM_FLAG_HOLD)!=0;
4715 const bool animRestart = (setAnimFlags&SETANIM_FLAG_RESTART)!=0;
4716 const bool animOverride = (setAnimFlags&SETANIM_FLAG_OVERRIDE)!=0;
4717 const bool animSync = (g_synchSplitAnims->integer!=0 && !animRestart);
4718 float animCurrent = (-1.0f);
4719 float animSpeed = (50.0f / curAnim.frameLerp * timeScaleMod); // animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
4720 const float animFPS = (::abs(curAnim.frameLerp));
4721 const int animDurMSec = (int)(((curAnim.numFrames - 1) * animFPS) / timeScaleMod);
4722 const int animHoldMSec = ((animHoldless && timeScaleMod==1.0f)?((animDurMSec>1)?(animDurMSec-1):(animFPS)):(animDurMSec));
4723 int animFlags = (curAnim.loopFrames!=-1)?(BONE_ANIM_OVERRIDE_LOOP):(BONE_ANIM_OVERRIDE_FREEZE);
4724 int animStart = (curAnim.firstFrame);
4725 int animEnd = (curAnim.firstFrame)+(animations[anim].numFrames);
4726
4727 // If We Have A Blend Timer, Add The Blend Flag
4728 //----------------------------------------------
4729 if (blendTime > 0)
4730 {
4731 animFlags |= BONE_ANIM_BLEND;
4732 }
4733
4734 // If Animation Is Going Backwards, Swap Last And First Frames
4735 //-------------------------------------------------------------
4736 if (animSpeed<0.0f)
4737 {
4738 // #ifndef FINAL_BUILD
4739 #if 0
4740 if (g_AnimWarning->integer==1)
4741 {
4742 if (animFlags&BONE_ANIM_OVERRIDE_LOOP)
4743 {
4744 gi.Printf(S_COLOR_YELLOW"PM_SetAnimFinal: WARNING: Anim (%s) looping backwards!\n", animTable[anim].name);
4745 }
4746 }
4747 #endif
4748
4749 int temp = animEnd;
4750 animEnd = animStart;
4751 animStart = temp;
4752 blendTime = 0;
4753 }
4754
4755 // If The Animation Is Walking Or Running, Attempt To Scale The Playback Speed To Match
4756 //--------------------------------------------------------------------------------------
4757 if (g_noFootSlide->integer
4758 && animFootMove
4759 && !(animSpeed<0.0f)
4760 //FIXME: either read speed from animation.cfg or only do this for NPCs
4761 // for whom we've specifically determined the proper numbers!
4762 && gent->client->NPC_class != CLASS_HOWLER
4763 && gent->client->NPC_class != CLASS_WAMPA
4764 && gent->client->NPC_class != CLASS_GONK
4765 && gent->client->NPC_class != CLASS_HOWLER
4766 && gent->client->NPC_class != CLASS_MOUSE
4767 && gent->client->NPC_class != CLASS_PROBE
4768 && gent->client->NPC_class != CLASS_PROTOCOL
4769 && gent->client->NPC_class != CLASS_R2D2
4770 && gent->client->NPC_class != CLASS_R5D2
4771 && gent->client->NPC_class != CLASS_SEEKER)
4772 {
4773 bool Walking = !!PM_WalkingAnim(anim);
4774 bool HasDual = (gent->client->ps.saberAnimLevel==SS_DUAL);
4775 bool HasStaff = (gent->client->ps.saberAnimLevel==SS_STAFF);
4776 float moveSpeedOfAnim = 150.0f;//g_noFootSlideRunScale->value;
4777
4778 if (anim==BOTH_CROUCH1WALK || anim==BOTH_CROUCH1WALKBACK)
4779 {
4780 moveSpeedOfAnim = 75.0f;
4781 }
4782 else
4783 {
4784 if (gent->client->NPC_class == CLASS_HAZARD_TROOPER)
4785 {
4786 moveSpeedOfAnim = 50.0f;
4787 }
4788 else if (gent->client->NPC_class == CLASS_RANCOR)
4789 {
4790 moveSpeedOfAnim = 173.0f;
4791 }
4792 else
4793 {
4794 if (Walking)
4795 {
4796 if (HasDual || HasStaff)
4797 {
4798 moveSpeedOfAnim = 100.0f;
4799 }
4800 else
4801 {
4802 moveSpeedOfAnim = 50.0f;// g_noFootSlideWalkScale->value;
4803 }
4804 }
4805 else
4806 {
4807 if (HasStaff)
4808 {
4809 moveSpeedOfAnim = 250.0f;
4810 }
4811 else
4812 {
4813 moveSpeedOfAnim = 150.0f;
4814 }
4815 }
4816 }
4817 }
4818
4819
4820
4821
4822
4823
4824 animSpeed *= (gent->resultspeed/moveSpeedOfAnim);
4825 if (animSpeed<0.01f)
4826 {
4827 animSpeed = 0.01f;
4828 }
4829
4830 // Make Sure Not To Play Too Fast An Anim
4831 //----------------------------------------
4832 float maxPlaybackSpeed = (1.5f * timeScaleMod);
4833 if (animSpeed>maxPlaybackSpeed)
4834 {
4835 animSpeed = maxPlaybackSpeed;
4836 }
4837 }
4838
4839
4840 // GET VALUES FOR EXISTING BODY ANIMATION
4841 //==========================================
4842 float bodySpeed = 0.0f;
4843 float bodyCurrent = 0.0f;
4844 int bodyStart = 0;
4845 int bodyEnd = 0;
4846 int bodyFlags = 0;
4847 int bodyAnim = (*legsAnim);
4848 int bodyBone = (gent->rootBone);
4849 bool bodyTimerOn = ((*legsAnimTimer>0) || (*legsAnimTimer)==-1);
4850 bool bodyPlay = ((setAnimParts&SETANIM_LEGS) && (bodyBone!=-1) && (animOverride || !bodyTimerOn));
4851 bool bodyAnimating = !!gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel], bodyBone, actualTime, &bodyCurrent, &bodyStart, &bodyEnd, &bodyFlags, &bodySpeed, NULL);
4852 bool bodyOnAnimNow = (bodyAnimating && bodyAnim==anim && bodyStart==animStart && bodyEnd==animEnd);
4853 bool bodyMatchTorsFrame = false;
4854
4855
4856 // GET VALUES FOR EXISTING TORSO ANIMATION
4857 //===========================================
4858 float torsSpeed = 0.0f;
4859 float torsCurrent = 0.0f;
4860 int torsStart = 0;
4861 int torsEnd = 0;
4862 int torsFlags = 0;
4863 int torsAnim = (*torsoAnim);
4864 int torsBone = (gent->lowerLumbarBone);
4865 bool torsTimerOn = ((*torsoAnimTimer)>0 || (*torsoAnimTimer)==-1);
4866 bool torsPlay = (gent->client->NPC_class!=CLASS_RANCOR && (setAnimParts&SETANIM_TORSO) && (torsBone!=-1) && (animOverride || !torsTimerOn));
4867 bool torsAnimating = !!gi.G2API_GetBoneAnimIndex(&gent->ghoul2[gent->playerModel], torsBone, actualTime, &torsCurrent, &torsStart, &torsEnd, &torsFlags, &torsSpeed, NULL);
4868 bool torsOnAnimNow = (torsAnimating && torsAnim==anim && torsStart==animStart && torsEnd==animEnd);
4869 bool torsMatchBodyFrame = false;
4870
4871
4872 // APPLY SYNC TO TORSO
4873 //=====================
4874 if (animSync && torsPlay && !bodyPlay && bodyOnAnimNow && (!torsOnAnimNow || torsCurrent!=bodyCurrent))
4875 {
4876 torsMatchBodyFrame = true;
4877 animCurrent = bodyCurrent;
4878 }
4879 if (animSync && bodyPlay && !torsPlay && torsOnAnimNow && (!bodyOnAnimNow || bodyCurrent!=torsCurrent))
4880 {
4881 bodyMatchTorsFrame = true;
4882 animCurrent = torsCurrent;
4883 }
4884
4885 // If Already Doing These Exact Parameters, Then Don't Play
4886 //----------------------------------------------------------
4887 if (!animRestart)
4888 {
4889 torsPlay &= !(torsOnAnimNow && torsSpeed==animSpeed && !torsMatchBodyFrame);
4890 bodyPlay &= !(bodyOnAnimNow && bodySpeed==animSpeed && !bodyMatchTorsFrame);
4891 }
4892
4893 #ifndef FINAL_BUILD
4894 if ((cg_debugAnim.integer==3) || // 3 = do everyone
4895 (cg_debugAnim.integer==1 && gent->s.number==0) || // 1 = only the player
4896 (cg_debugAnim.integer==2 && gent->s.number!=0) || // 2 = only everyone else
4897 (cg_debugAnim.integer==4 && gent->s.number!=cg_debugAnimTarget.integer) // 4 = specific entnum
4898 )
4899 {
4900 if (bodyPlay || torsPlay)
4901 {
4902 char* entName = gent->targetname;
4903 char* location;
4904
4905 // Select Entity Name
4906 //--------------------
4907 if (!entName || !entName[0])
4908 {
4909 entName = gent->NPC_targetname;
4910 }
4911 if (!entName || !entName[0])
4912 {
4913 entName = gent->NPC_type;
4914 }
4915 if (!entName || !entName[0])
4916 {
4917 entName = gent->classname;
4918 }
4919 if (!entName || !entName[0])
4920 {
4921 entName = "UNKNOWN";
4922 }
4923
4924 // Select Play Location
4925 //----------------------
4926 if (bodyPlay && torsPlay)
4927 {
4928 location = "BOTH ";
4929 }
4930 else if (bodyPlay)
4931 {
4932 location = "LEGS ";
4933 }
4934 else
4935 {
4936 location = "TORSO";
4937 }
4938
4939 // Print It!
4940 //-----------
4941 Com_Printf("[%10d] ent[%3d-%18s] %s anim[%3d] - %s\n",
4942 actualTime,
4943 gent->s.number,
4944 entName,
4945 location,
4946 anim,
4947 animTable[anim].name );
4948 }
4949 }
4950 #endif
4951
4952
4953 // PLAY ON THE TORSO
4954 //========================
4955 if (torsPlay)
4956 {
4957 *torsoAnim = anim;
4958 float oldAnimCurrent = animCurrent;
4959 if (animCurrent!=bodyCurrent && torsOnAnimNow && !animRestart && !torsMatchBodyFrame)
4960 {
4961 animCurrent = torsCurrent;
4962 }
4963
4964 gi.G2API_SetAnimIndex(&gent->ghoul2[gent->playerModel], curAnim.glaIndex);
4965 gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], torsBone,
4966 animStart,
4967 animEnd,
4968 (torsOnAnimNow && !animRestart)?(animFlags&~BONE_ANIM_BLEND):(animFlags),
4969 animSpeed,
4970 actualTime,
4971 animCurrent,
4972 blendTime);
4973
4974 if (gent->motionBone!=-1)
4975 {
4976 gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], gent->motionBone,
4977 animStart,
4978 animEnd,
4979 (torsOnAnimNow && !animRestart)?(animFlags&~BONE_ANIM_BLEND):(animFlags),
4980 animSpeed,
4981 actualTime,
4982 animCurrent,
4983 blendTime);
4984 }
4985
4986 animCurrent = oldAnimCurrent;
4987
4988 // If This Animation Is To Be Locked And Held, Calculate The Duration And Set The Timer
4989 //--------------------------------------------------------------------------------------
4990 if (animHold || animHoldless)
4991 {
4992 PM_SetTorsoAnimTimer(gent, torsoAnimTimer, animHoldMSec);
4993 }
4994 }
4995
4996 // PLAY ON THE WHOLE BODY
4997 //========================
4998 if (bodyPlay)
4999 {
5000 *legsAnim = anim;
5001
5002 if (bodyOnAnimNow && !animRestart && !bodyMatchTorsFrame)
5003 {
5004 animCurrent = bodyCurrent;
5005 }
5006
5007 gi.G2API_SetAnimIndex(&gent->ghoul2[gent->playerModel], curAnim.glaIndex);
5008 gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], bodyBone,
5009 animStart,
5010 animEnd,
5011 (bodyOnAnimNow && !animRestart)?(animFlags&~BONE_ANIM_BLEND):(animFlags),
5012 animSpeed,
5013 actualTime,
5014 animCurrent,
5015 blendTime);
5016
5017 // If This Animation Is To Be Locked And Held, Calculate The Duration And Set The Timer
5018 //--------------------------------------------------------------------------------------
5019 if (animHold || animHoldless)
5020 {
5021 PM_SetLegsAnimTimer(gent, legsAnimTimer, animHoldMSec);
5022 }
5023 }
5024
5025
5026
5027
5028
5029 // PRINT SOME DEBUG TEXT OF EXISTING VALUES
5030 //==========================================
5031 if (false)
5032 {
5033 gi.Printf("PLAYANIM: (%3d) Speed(%4.2f) ", anim, animSpeed);
5034 if (bodyAnimating)
5035 {
5036 gi.Printf("BODY: (%4.2f) (%4.2f) ", bodyCurrent, bodySpeed);
5037 }
5038 else
5039 {
5040 gi.Printf(" ");
5041 }
5042 if (torsAnimating)
5043 {
5044 gi.Printf("TORS: (%4.2f) (%4.2f)\n", torsCurrent, torsSpeed);
5045 }
5046 else
5047 {
5048 gi.Printf("\n");
5049 }
5050 }
5051 }
5052
5053
5054
PM_SetAnim(pmove_t * pm,int setAnimParts,int anim,int setAnimFlags,int blendTime)5055 void PM_SetAnim(pmove_t *pm,int setAnimParts,int anim,int setAnimFlags, int blendTime)
5056 { // FIXME : once torsoAnim and legsAnim are in the same structure for NPC and Players
5057 // rename PM_SetAnimFinal to PM_SetAnim and have both NPC and Players call PM_SetAnim
5058
5059 if ( pm->ps->pm_type >= PM_DEAD )
5060 {//FIXME: sometimes we'll want to set anims when your dead... twitches, impacts, etc.
5061 return;
5062 }
5063
5064 if ( pm->gent == NULL )
5065 {
5066 return;
5067 }
5068
5069 if ( !pm->gent || pm->gent->health > 0 )
5070 {//don't lock anims if the guy is dead
5071 if ( pm->ps->torsoAnimTimer
5072 && PM_LockedAnim( pm->ps->torsoAnim )
5073 && !PM_LockedAnim( anim ) )
5074 {//nothing can override these special anims
5075 setAnimParts &= ~SETANIM_TORSO;
5076 }
5077
5078 if ( pm->ps->legsAnimTimer
5079 && PM_LockedAnim( pm->ps->legsAnim )
5080 && !PM_LockedAnim( anim ) )
5081 {//nothing can override these special anims
5082 setAnimParts &= ~SETANIM_LEGS;
5083 }
5084 }
5085
5086 if ( !setAnimParts )
5087 {
5088 return;
5089 }
5090
5091 if (setAnimFlags&SETANIM_FLAG_OVERRIDE)
5092 {
5093 // pm->ps->animationTimer = 0;
5094
5095 if (setAnimParts & SETANIM_TORSO)
5096 {
5097 if( (setAnimFlags & SETANIM_FLAG_RESTART) || pm->ps->torsoAnim != anim )
5098 {
5099 PM_SetTorsoAnimTimer( pm->gent, &pm->ps->torsoAnimTimer, 0 );
5100 }
5101 }
5102 if (setAnimParts & SETANIM_LEGS)
5103 {
5104 if( (setAnimFlags & SETANIM_FLAG_RESTART) || pm->ps->legsAnim != anim )
5105 {
5106 PM_SetLegsAnimTimer( pm->gent, &pm->ps->legsAnimTimer, 0 );
5107 }
5108 }
5109 }
5110
5111 PM_SetAnimFinal(&pm->ps->torsoAnim,&pm->ps->legsAnim,setAnimParts,anim,setAnimFlags,&pm->ps->torsoAnimTimer,&pm->ps->legsAnimTimer,&g_entities[pm->ps->clientNum],blendTime);//was pm->gent
5112 }
5113
TorsoAgainstWindTest(gentity_t * ent)5114 bool TorsoAgainstWindTest( gentity_t* ent )
5115 {
5116 if (ent&&//valid ent
5117 ent->client&&//a client
5118 (ent->client->ps.weapon!=WP_SABER||ent->client->ps.saberMove==LS_READY)&&//either not holding a saber or the saber is in the ready pose
5119 (ent->s.number<MAX_CLIENTS||G_ControlledByPlayer(ent)) &&
5120 gi.WE_GetWindGusting(ent->currentOrigin) &&
5121 gi.WE_IsOutside(ent->currentOrigin) )
5122 {
5123 if (Q_stricmp(level.mapname, "t2_wedge")!=0)
5124 {
5125 vec3_t fwd;
5126 vec3_t windDir;
5127 if (gi.WE_GetWindVector(windDir, ent->currentOrigin))
5128 {
5129 VectorScale(windDir, -1.0f, windDir);
5130 AngleVectors(pm->gent->currentAngles, fwd, 0, 0);
5131 if (DotProduct(fwd, windDir)>0.65f)
5132 {
5133 if (ent->client && ent->client->ps.torsoAnim!=BOTH_WIND)
5134 {
5135 NPC_SetAnim(ent, SETANIM_TORSO, BOTH_WIND, SETANIM_FLAG_NORMAL, 400);
5136 }
5137 return true;
5138 }
5139 }
5140 }
5141 }
5142 return false;
5143 }
5144
5145 /*
5146 -------------------------
5147 PM_TorsoAnimLightsaber
5148 -------------------------
5149 */
5150
5151
5152 // Note that this function is intended to set the animation for the player, but
5153 // only does idle-ish anims. Anything that has a timer associated, such as attacks and blocks,
5154 // are set by PM_WeaponLightsaber()
5155
5156 extern Vehicle_t *G_IsRidingVehicle( gentity_t *pEnt );
5157 extern qboolean PM_LandingAnim( int anim );
5158 extern qboolean PM_JumpingAnim( int anim );
5159 qboolean PM_InCartwheel( int anim );
PM_TorsoAnimLightsaber()5160 void PM_TorsoAnimLightsaber()
5161 {
5162 // *********************************************************
5163 // WEAPON_READY
5164 // *********************************************************
5165 if ( pm->ps->forcePowersActive&(1<<FP_GRIP) && pm->ps->forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
5166 {//holding an enemy aloft with force-grip
5167 return;
5168 }
5169
5170 if ( pm->ps->forcePowersActive&(1<<FP_LIGHTNING) && pm->ps->forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
5171 {//lightning
5172 return;
5173 }
5174
5175 if ( pm->ps->forcePowersActive&(1<<FP_DRAIN) )
5176 {//drain
5177 return;
5178 }
5179
5180 if ( pm->ps->saber[0].blade[0].active
5181 && pm->ps->saber[0].blade[0].length < 3
5182 && !(pm->ps->saberEventFlags&SEF_HITWALL)
5183 && pm->ps->weaponstate == WEAPON_RAISING )
5184 {
5185 if (!G_IsRidingVehicle(pm->gent))
5186 {
5187 PM_SetSaberMove(LS_DRAW);
5188 }
5189 return;
5190 }
5191 else if ( !pm->ps->SaberActive() && pm->ps->SaberLength() )
5192 {
5193 if (!G_IsRidingVehicle(pm->gent))
5194 {
5195 PM_SetSaberMove(LS_PUTAWAY);
5196 }
5197 return;
5198 }
5199
5200 if (pm->ps->weaponTime > 0)
5201 { // weapon is already busy.
5202 if ( pm->ps->torsoAnim == BOTH_TOSS1
5203 || pm->ps->torsoAnim == BOTH_TOSS2 )
5204 {//in toss
5205 if ( !pm->ps->torsoAnimTimer )
5206 {//weird, get out of it, I guess
5207 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5208 }
5209 }
5210 return;
5211 }
5212
5213 if ( pm->ps->weaponstate == WEAPON_READY ||
5214 pm->ps->weaponstate == WEAPON_CHARGING ||
5215 pm->ps->weaponstate == WEAPON_CHARGING_ALT )
5216 {//ready
5217 if ( pm->ps->weapon == WP_SABER && (pm->ps->SaberLength()) )
5218 {//saber is on
5219 // Select the proper idle Lightsaber attack move from the chart.
5220 if (pm->ps->saberMove > LS_READY && pm->ps->saberMove < LS_MOVE_MAX)
5221 {
5222 PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle);
5223 }
5224 else
5225 {
5226 if ( PM_JumpingAnim( pm->ps->legsAnim )
5227 || PM_LandingAnim( pm->ps->legsAnim )
5228 || PM_InCartwheel( pm->ps->legsAnim )
5229 || PM_FlippingAnim( pm->ps->legsAnim ))
5230 {
5231 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5232 }
5233 else
5234 {
5235 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
5236 {//using something
5237 if ( !pm->ps->useTime )
5238 {//stopped holding it, release
5239 PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
5240 }//else still holding, leave it as it is
5241 }
5242 else
5243 {
5244 if ( (PM_RunningAnim( pm->ps->legsAnim )
5245 || pm->ps->legsAnim == BOTH_WALK_STAFF
5246 || pm->ps->legsAnim == BOTH_WALK_DUAL
5247 || pm->ps->legsAnim == BOTH_WALKBACK_STAFF
5248 || pm->ps->legsAnim == BOTH_WALKBACK_DUAL )
5249 && pm->ps->saberBlockingTime < cg.time )
5250 {//running w/1-handed weapon uses full-body anim
5251 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5252 }
5253 else
5254 {
5255 PM_SetSaberMove(LS_READY);
5256 }
5257 }
5258 }
5259 }
5260 /*
5261 if ( PM_JumpingAnim( pm->ps->legsAnim )
5262 || PM_LandingAnim( pm->ps->legsAnim )
5263 || PM_InCartwheel( pm->ps->legsAnim )
5264 || PM_FlippingAnim( pm->ps->legsAnim ))
5265 {//jumping, landing cartwheel, flipping
5266 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5267 }
5268 else
5269 {
5270 PM_SetSaberMove( LS_READY );
5271 }
5272 */
5273 }
5274 else if (TorsoAgainstWindTest(pm->gent))
5275 {
5276 }
5277 else if( pm->ps->legsAnim == BOTH_RUN1 )
5278 {
5279 PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN1,SETANIM_FLAG_NORMAL);
5280 pm->ps->saberMove = LS_READY;
5281 }
5282 else if( pm->ps->legsAnim == BOTH_RUN2 )//&& pm->ps->saberAnimLevel != SS_STAFF )
5283 {
5284 PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,SETANIM_FLAG_NORMAL);
5285 pm->ps->saberMove = LS_READY;
5286 }
5287 else if( pm->ps->legsAnim == BOTH_RUN_STAFF )
5288 {
5289 PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN_STAFF,SETANIM_FLAG_NORMAL);
5290 pm->ps->saberMove = LS_READY;
5291 }
5292 else if( pm->ps->legsAnim == BOTH_RUN_DUAL )
5293 {
5294 PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN_DUAL,SETANIM_FLAG_NORMAL);
5295 pm->ps->saberMove = LS_READY;
5296 }
5297 else if( pm->ps->legsAnim == BOTH_WALK1 )
5298 {
5299 PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK1,SETANIM_FLAG_NORMAL);
5300 pm->ps->saberMove = LS_READY;
5301 }
5302 else if( pm->ps->legsAnim == BOTH_WALK2 )
5303 {
5304 PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK2,SETANIM_FLAG_NORMAL);
5305 pm->ps->saberMove = LS_READY;
5306 }
5307 else if( pm->ps->legsAnim == BOTH_WALK_STAFF )
5308 {
5309 PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK_STAFF,SETANIM_FLAG_NORMAL);
5310 pm->ps->saberMove = LS_READY;
5311 }
5312 else if( pm->ps->legsAnim == BOTH_WALK_DUAL )
5313 {
5314 PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK_DUAL,SETANIM_FLAG_NORMAL);
5315 pm->ps->saberMove = LS_READY;
5316 }
5317 else if( pm->ps->legsAnim == BOTH_CROUCH1IDLE && pm->ps->clientNum != 0 )//player falls through
5318 {
5319 //??? Why nothing? What if you were running???
5320 //PM_SetAnim(pm,SETANIM_TORSO,BOTH_CROUCH1IDLE,SETANIM_FLAG_NORMAL);
5321 pm->ps->saberMove = LS_READY;
5322 }
5323 else if( pm->ps->legsAnim == BOTH_JUMP1 )
5324 {
5325 PM_SetAnim(pm,SETANIM_TORSO,BOTH_JUMP1,SETANIM_FLAG_NORMAL);
5326 pm->ps->saberMove = LS_READY;
5327 }
5328 else
5329 {//Used to default to both_stand1 which is an arms-down anim
5330 // PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONREADY1
5331 // Select the next proper pose for the lightsaber assuming that there are no attacks.
5332 if (pm->ps->saberMove > LS_READY && pm->ps->saberMove < LS_MOVE_MAX)
5333 {
5334 PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle);
5335 }
5336 else
5337 {
5338 if ( PM_JumpingAnim( pm->ps->legsAnim )
5339 || PM_LandingAnim( pm->ps->legsAnim )
5340 || PM_InCartwheel( pm->ps->legsAnim )
5341 || PM_FlippingAnim( pm->ps->legsAnim ))
5342 {
5343 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5344 }
5345 else
5346 {
5347 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
5348 {//using something
5349 if ( !pm->ps->useTime )
5350 {//stopped holding it, release
5351 PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
5352 }//else still holding, leave it as it is
5353 }
5354 else
5355 {
5356 PM_SetSaberMove(LS_READY);
5357 }
5358 }
5359 }
5360 }
5361 }
5362
5363 // *********************************************************
5364 // WEAPON_IDLE
5365 // *********************************************************
5366
5367 else if ( pm->ps->weaponstate == WEAPON_IDLE )
5368 {
5369 if (TorsoAgainstWindTest(pm->gent))
5370 {
5371 }
5372 else if( pm->ps->legsAnim == BOTH_GUARD_LOOKAROUND1 )
5373 {
5374 PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_LOOKAROUND1,SETANIM_FLAG_NORMAL);
5375 pm->ps->saberMove = LS_READY;
5376 }
5377 else if( pm->ps->legsAnim == BOTH_GUARD_IDLE1 )
5378 {
5379 PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_IDLE1,SETANIM_FLAG_NORMAL);
5380 pm->ps->saberMove = LS_READY;
5381 }
5382 else if( pm->ps->legsAnim == BOTH_STAND1IDLE1
5383 || pm->ps->legsAnim == BOTH_STAND2IDLE1
5384 || pm->ps->legsAnim == BOTH_STAND2IDLE2
5385 || pm->ps->legsAnim == BOTH_STAND3IDLE1
5386 || pm->ps->legsAnim == BOTH_STAND5IDLE1 )
5387 {
5388 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5389 pm->ps->saberMove = LS_READY;
5390 }
5391 else if( pm->ps->legsAnim == BOTH_STAND2TO4 )
5392 {
5393 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2TO4,SETANIM_FLAG_NORMAL);
5394 pm->ps->saberMove = LS_READY;
5395 }
5396 else if( pm->ps->legsAnim == BOTH_STAND4TO2 )
5397 {
5398 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4TO2,SETANIM_FLAG_NORMAL);
5399 pm->ps->saberMove = LS_READY;
5400 }
5401 else if( pm->ps->legsAnim == BOTH_STAND4 )
5402 {
5403 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4,SETANIM_FLAG_NORMAL);
5404 pm->ps->saberMove = LS_READY;
5405 }
5406 else
5407 {
5408 // This is now set in SetSaberMove.
5409 // Idle for Lightsaber
5410 if ( pm->gent && pm->gent->client )
5411 {
5412 // pm->gent->client->saberTrail.inAction = qfalse;
5413 }
5414
5415 qboolean saberInAir = qtrue;
5416 if ( pm->ps->saberInFlight )
5417 {//guiding saber
5418 if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
5419 {//we're stuck in a broken parry
5420 saberInAir = qfalse;
5421 }
5422 if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
5423 {//
5424 if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
5425 {//fell to the ground and we're not trying to pull it back
5426 saberInAir = qfalse;
5427 }
5428 }
5429 }
5430 if ( pm->ps->saberInFlight
5431 && saberInAir
5432 && (!pm->ps->dualSabers || !pm->ps->saber[1].Active()))
5433 {
5434 if ( !PM_ForceAnim( pm->ps->torsoAnim )
5435 || pm->ps->torsoAnimTimer < 300 )
5436 {//don't interrupt a force power anim
5437 if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
5438 || !pm->ps->torsoAnimTimer )
5439 {
5440 PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
5441 }
5442 }
5443 }
5444 else
5445 {//saber is on
5446 // Idle for Lightsaber
5447 if ( pm->gent && pm->gent->client )
5448 {
5449 if ( !G_InCinematicSaberAnim( pm->gent ) )
5450 {
5451 pm->gent->client->ps.SaberDeactivateTrail( 0 );
5452 }
5453 }
5454 // Idle for idle/ready Lightsaber
5455 // PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONIDLE1
5456 // Select the proper idle Lightsaber attack move from the chart.
5457 if (pm->ps->saberMove > LS_READY && pm->ps->saberMove < LS_MOVE_MAX)
5458 {
5459 PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle);
5460 }
5461 else
5462 {
5463 if ( PM_JumpingAnim( pm->ps->legsAnim )
5464 || PM_LandingAnim( pm->ps->legsAnim )
5465 || PM_InCartwheel( pm->ps->legsAnim )
5466 || PM_FlippingAnim( pm->ps->legsAnim ))
5467 {
5468 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5469 }
5470 else
5471 {
5472 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
5473 {//using something
5474 if ( !pm->ps->useTime )
5475 {//stopped holding it, release
5476 PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
5477 }//else still holding, leave it as it is
5478 }
5479 else
5480 {
5481 if ( (PM_RunningAnim( pm->ps->legsAnim )
5482 || pm->ps->legsAnim == BOTH_WALK_STAFF
5483 || pm->ps->legsAnim == BOTH_WALK_DUAL
5484 || pm->ps->legsAnim == BOTH_WALKBACK_STAFF
5485 || pm->ps->legsAnim == BOTH_WALKBACK_DUAL )
5486 && pm->ps->saberBlockingTime < cg.time )
5487 {//running w/1-handed weapon uses full-body anim
5488 int setFlags = SETANIM_FLAG_NORMAL;
5489 if ( PM_LandingAnim( pm->ps->torsoAnim ) )
5490 {
5491 setFlags = SETANIM_FLAG_OVERRIDE;
5492 }
5493 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,setFlags);
5494 }
5495 else
5496 {
5497 PM_SetSaberMove(LS_READY);
5498 }
5499 }
5500 }
5501 }
5502 }
5503 }
5504 }
5505 }
5506
5507
5508
5509
5510 /*
5511 -------------------------
5512 PM_TorsoAnimation
5513 -------------------------
5514 */
5515
PM_TorsoAnimation(void)5516 void PM_TorsoAnimation( void )
5517 {//FIXME: Write a much smarter and more appropriate anim picking routine logic...
5518 // int oldAnim;
5519 if ( PM_InKnockDown( pm->ps ) || PM_InRoll( pm->ps ))
5520 {//in knockdown
5521 return;
5522 }
5523
5524 if ( (pm->ps->eFlags&EF_HELD_BY_WAMPA) )
5525 {
5526 return;
5527 }
5528
5529 if ( (pm->ps->eFlags&EF_FORCE_DRAINED) )
5530 {//being drained
5531 //PM_SetAnim( pm, SETANIM_TORSO, BOTH_HUGGEE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
5532 return;
5533 }
5534 if ( (pm->ps->forcePowersActive&(1<<FP_DRAIN))
5535 && pm->ps->forceDrainEntityNum < ENTITYNUM_WORLD )
5536 {//draining
5537 //PM_SetAnim( pm, SETANIM_TORSO, BOTH_HUGGER1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
5538 return;
5539 }
5540
5541 if( pm->gent && pm->gent->NPC && (pm->gent->NPC->scriptFlags & SCF_FORCED_MARCH) )
5542 {
5543 return;
5544 }
5545
5546 if(pm->gent != NULL && pm->gent->client)
5547 {
5548 pm->gent->client->renderInfo.torsoFpsMod = 1.0f;
5549 }
5550
5551 if ( pm->gent && pm->ps && pm->ps->eFlags & EF_LOCKED_TO_WEAPON )
5552 {
5553 if ( pm->gent->owner && pm->gent->owner->e_UseFunc == useF_emplaced_gun_use )//ugly way to tell, but...
5554 {//full body
5555 PM_SetAnim(pm,SETANIM_BOTH,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
5556 }
5557 else
5558 {//torso
5559 PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUNSIT1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
5560 }
5561 return;
5562 }
5563 /* else if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_VEHICLE && pm->ps->clientNum < MAX_CLIENTS && (m_pVehicleInfo[((CVehicleNPC *)pm->gent->NPC)->m_iVehicleTypeID].numHands == 2 || g_speederControlScheme->value == 2) )
5564 {//can't look around
5565 PM_SetAnim(pm,SETANIM_TORSO,m_pVehicleInfo[((CVehicleNPC *)pm->gent->NPC)->m_iVehicleTypeID].riderAnim,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
5566 return;
5567 }*/
5568
5569 if ( pm->ps->taunting > level.time )
5570 {
5571 if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_ALORA )
5572 {
5573 PM_SetAnim(pm,SETANIM_BOTH,BOTH_ALORA_TAUNT,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
5574 }
5575 else if ( pm->ps->weapon == WP_SABER && pm->ps->saberAnimLevel == SS_DUAL && PM_HasAnimation( pm->gent, BOTH_DUAL_TAUNT ) )
5576 {
5577 PM_SetAnim(pm,SETANIM_BOTH,BOTH_DUAL_TAUNT,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
5578 }
5579 else if ( pm->ps->weapon == WP_SABER
5580 && pm->ps->saberAnimLevel == SS_STAFF )//pm->ps->saber[0].type == SABER_STAFF )
5581 {//turn on the blades
5582 if ( PM_HasAnimation( pm->gent, BOTH_STAFF_TAUNT ) )
5583 {
5584 PM_SetAnim(pm,SETANIM_BOTH,BOTH_STAFF_TAUNT,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
5585 }
5586 /*
5587 else
5588 {
5589 if ( !pm->ps->saber[0].blade[0].active )
5590 {//first blade is off
5591 //turn it on
5592 pm->ps->SaberBladeActivate( 0, 0, qtrue );
5593 if ( !pm->ps->saber[0].blade[1].active )
5594 {//second blade is also off, extend time of this taunt so we have enough time to turn them both on
5595 pm->ps->taunting = level.time + 3000;
5596 }
5597 }
5598 else if ( (pm->ps->taunting - level.time) < 1500 )
5599 {//only 1500ms left in taunt
5600 if ( !pm->ps->saber[0].blade[1].active )
5601 {//second blade is off
5602 //turn it on
5603 pm->ps->SaberBladeActivate( 0, 1, qtrue );
5604 }
5605 }
5606 //pose
5607 PM_SetAnim(pm,SETANIM_BOTH,BOTH_SABERSTAFF_STANCE,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
5608 pm->ps->torsoAnimTimer = pm->ps->legsAnimTimer = (pm->ps->taunting - level.time);
5609 }
5610 */
5611 }
5612 else if ( PM_HasAnimation( pm->gent, BOTH_GESTURE1 ) )
5613 {
5614 PM_SetAnim(pm,SETANIM_BOTH,BOTH_GESTURE1,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);//SETANIM_FLAG_NORMAL
5615 pm->gent->client->ps.SaberActivateTrail( 100 );
5616 //FIXME: will this reset?
5617 //FIXME: force-control (yellow glow) effect on hand and saber?
5618 }
5619 else
5620 {
5621 //PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE1,SETANIM_FLAG_NORMAL);
5622 }
5623 return;
5624 }
5625
5626 if (pm->ps->weapon == WP_SABER ) // WP_LIGHTSABER
5627 {
5628 qboolean saberInAir = qfalse;
5629 if ( pm->ps->SaberLength() && !pm->ps->saberInFlight )
5630 {
5631 PM_TorsoAnimLightsaber();
5632 }
5633 else
5634 {
5635 if ( pm->ps->forcePowersActive&(1<<FP_GRIP) && pm->ps->forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
5636 {//holding an enemy aloft with force-grip
5637 return;
5638 }
5639 if ( pm->ps->forcePowersActive&(1<<FP_LIGHTNING) && pm->ps->forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
5640 {//lightning
5641 return;
5642 }
5643 if ( pm->ps->forcePowersActive&(1<<FP_DRAIN) )
5644 {//drain
5645 return;
5646 }
5647
5648 saberInAir = qtrue;
5649
5650 if ( PM_SaberInBrokenParry( pm->ps->saberMove ) || pm->ps->saberBlocked == BLOCKED_PARRY_BROKEN || PM_DodgeAnim( pm->ps->torsoAnim ) )
5651 {//we're stuck in a broken parry
5652 PM_TorsoAnimLightsaber();
5653 }
5654 else
5655 {
5656 if ( pm->ps->saberEntityNum < ENTITYNUM_NONE && pm->ps->saberEntityNum > 0 )//player is 0
5657 {//
5658 if ( &g_entities[pm->ps->saberEntityNum] != NULL && g_entities[pm->ps->saberEntityNum].s.pos.trType == TR_STATIONARY )
5659 {//fell to the ground and we're not trying to pull it back
5660 saberInAir = qfalse;
5661 }
5662 }
5663
5664 if ( pm->ps->saberInFlight
5665 && saberInAir
5666 && (!pm->ps->dualSabers //not using 2 sabers
5667 || !pm->ps->saber[1].Active() //left one off
5668 || pm->ps->torsoAnim == BOTH_SABERDUAL_STANCE//not attacking
5669 || pm->ps->torsoAnim == BOTH_SABERPULL//not attacking
5670 || pm->ps->torsoAnim == BOTH_STAND1//not attacking
5671 || PM_RunningAnim( pm->ps->torsoAnim ) //not attacking
5672 || PM_WalkingAnim( pm->ps->torsoAnim ) //not attacking
5673 || PM_JumpingAnim( pm->ps->torsoAnim )//not attacking
5674 || PM_SwimmingAnim( pm->ps->torsoAnim ) )//not attacking
5675 )
5676 {
5677 if ( !PM_ForceAnim( pm->ps->torsoAnim ) || pm->ps->torsoAnimTimer < 300 )
5678 {//don't interrupt a force power anim
5679 if ( pm->ps->torsoAnim != BOTH_LOSE_SABER
5680 || !pm->ps->torsoAnimTimer )
5681 {
5682 PM_SetAnim( pm, SETANIM_TORSO,BOTH_SABERPULL,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
5683 }
5684 }
5685 }
5686 else
5687 {
5688 if ( PM_InSlopeAnim( pm->ps->legsAnim ) )
5689 {//HMM... this probably breaks the saber putaway and select anims
5690 if ( pm->ps->SaberLength() > 0 )
5691 {
5692 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2,SETANIM_FLAG_NORMAL);
5693 }
5694 else
5695 {
5696 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
5697 }
5698 }
5699 else
5700 {
5701 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
5702 {//using something
5703 if ( !pm->ps->useTime )
5704 {//stopped holding it, release
5705 PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
5706 }//else still holding, leave it as it is
5707 }
5708 else
5709 {
5710 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5711 }
5712 }
5713 }
5714 }
5715 }
5716
5717 if (pm->ps->weaponTime<= 0 && (pm->ps->saberMove==LS_READY || pm->ps->SaberLength()==0) && !saberInAir)
5718 {
5719 TorsoAgainstWindTest(pm->gent);
5720 }
5721 return;
5722 }
5723
5724 if ( PM_ForceAnim( pm->ps->torsoAnim )
5725 && pm->ps->torsoAnimTimer > 0 )
5726 {//in a force anim, don't do a stand anim
5727 return;
5728 }
5729
5730
5731 qboolean weaponBusy = qfalse;
5732
5733 if ( pm->ps->weapon == WP_NONE )
5734 {
5735 weaponBusy = qfalse;
5736 }
5737 else if ( pm->ps->weaponstate == WEAPON_FIRING || pm->ps->weaponstate == WEAPON_CHARGING || pm->ps->weaponstate == WEAPON_CHARGING_ALT )
5738 {
5739 weaponBusy = qtrue;
5740 }
5741 else if ( pm->ps->lastShotTime > level.time - 3000 )
5742 {
5743 weaponBusy = qtrue;
5744 }
5745 else if ( pm->ps->weaponTime > 0 )
5746 {
5747 weaponBusy = qtrue;
5748 }
5749 else if ( pm->gent && pm->gent->client->fireDelay > 0 )
5750 {
5751 weaponBusy = qtrue;
5752 }
5753 else if ( TorsoAgainstWindTest(pm->gent) )
5754 {
5755 return;
5756 }
5757 else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && cg.zoomTime > cg.time - 5000 )
5758 {//if we used binoculars recently, aim weapon
5759 weaponBusy = qtrue;
5760 pm->ps->weaponstate = WEAPON_IDLE;
5761 }
5762 else if ( pm->ps->pm_flags & PMF_DUCKED )
5763 {//ducking is considered on alert... plus looks stupid to have arms hanging down when crouched
5764 weaponBusy = qtrue;
5765 }
5766
5767 if ( pm->ps->weapon == WP_NONE ||
5768 pm->ps->weaponstate == WEAPON_READY ||
5769 pm->ps->weaponstate == WEAPON_CHARGING ||
5770 pm->ps->weaponstate == WEAPON_CHARGING_ALT )
5771 {
5772 if ( pm->ps->weapon == WP_SABER && pm->ps->SaberLength() )
5773 {
5774 PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONREADY1
5775 }
5776 else if( pm->ps->legsAnim == BOTH_RUN1 && !weaponBusy )
5777 {
5778 PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN1,SETANIM_FLAG_NORMAL);
5779 }
5780 else if( pm->ps->legsAnim == BOTH_RUN2 && !weaponBusy )//&& pm->ps->saberAnimLevel != SS_STAFF )
5781 {
5782 PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN2,SETANIM_FLAG_NORMAL);
5783 }
5784 else if( pm->ps->legsAnim == BOTH_RUN4 && !weaponBusy )//&& pm->ps->saberAnimLevel != SS_STAFF )
5785 {
5786 PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN4,SETANIM_FLAG_NORMAL);
5787 }
5788 else if( pm->ps->legsAnim == BOTH_RUN_STAFF && !weaponBusy )
5789 {
5790 PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN_STAFF,SETANIM_FLAG_NORMAL);
5791 }
5792 else if( pm->ps->legsAnim == BOTH_RUN_DUAL && !weaponBusy )
5793 {
5794 PM_SetAnim(pm,SETANIM_TORSO,BOTH_RUN_DUAL,SETANIM_FLAG_NORMAL);
5795 }
5796 else if( pm->ps->legsAnim == BOTH_WALK1 && !weaponBusy )
5797 {
5798 PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK1,SETANIM_FLAG_NORMAL);
5799 }
5800 else if( pm->ps->legsAnim == BOTH_WALK2 && !weaponBusy )
5801 {
5802 PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK2,SETANIM_FLAG_NORMAL);
5803 }
5804 else if( pm->ps->legsAnim == BOTH_WALK_STAFF && !weaponBusy )
5805 {
5806 PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK_STAFF,SETANIM_FLAG_NORMAL);
5807 }
5808 else if( pm->ps->legsAnim == BOTH_WALK_DUAL&& !weaponBusy )
5809 {
5810 PM_SetAnim(pm,SETANIM_TORSO,BOTH_WALK_DUAL,SETANIM_FLAG_NORMAL);
5811 }
5812 else if( pm->ps->legsAnim == BOTH_CROUCH1IDLE && pm->ps->clientNum != 0 )//player falls through
5813 {
5814 //??? Why nothing? What if you were running???
5815 //PM_SetAnim(pm,SETANIM_TORSO,BOTH_CROUCH1IDLE,SETANIM_FLAG_NORMAL);
5816 }
5817 else if( pm->ps->legsAnim == BOTH_JUMP1 && !weaponBusy )
5818 {
5819 PM_SetAnim(pm,SETANIM_TORSO,BOTH_JUMP1,SETANIM_FLAG_NORMAL, 100); // Only blend over 100ms
5820 }
5821 else if( pm->ps->legsAnim == BOTH_SWIM_IDLE1 && !weaponBusy )
5822 {
5823 PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
5824 }
5825 else if( pm->ps->legsAnim == BOTH_SWIMFORWARD && !weaponBusy )
5826 {
5827 PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL);
5828 }
5829 else if ( pm->ps->weapon == WP_NONE )
5830 {
5831 int legsAnim = pm->ps->legsAnim;
5832 /*
5833 if ( PM_RollingAnim( legsAnim ) ||
5834 PM_FlippingAnim( legsAnim ) ||
5835 PM_JumpingAnim( legsAnim ) ||
5836 PM_PainAnim( legsAnim ) ||
5837 PM_SwimmingAnim( legsAnim ) )
5838 */
5839 {
5840 PM_SetAnim(pm, SETANIM_TORSO, legsAnim, SETANIM_FLAG_NORMAL );
5841 }
5842 }
5843 else
5844 {//Used to default to both_stand1 which is an arms-down anim
5845 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
5846 {//using something
5847 if ( !pm->ps->useTime )
5848 {//stopped holding it, release
5849 PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
5850 }//else still holding, leave it as it is
5851 }
5852 else if ( pm->gent != NULL
5853 && (pm->gent->s.number<MAX_CLIENTS||G_ControlledByPlayer(pm->gent))
5854 && pm->ps->weaponstate != WEAPON_CHARGING
5855 && pm->ps->weaponstate != WEAPON_CHARGING_ALT )
5856 {//PLayer- temp hack for weapon frame
5857 if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
5858 {//ignore
5859 }
5860 else if ( pm->ps->weapon == WP_MELEE )
5861 {//hehe
5862 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL);
5863 }
5864 else
5865 {
5866 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
5867 }
5868 }
5869 else if ( PM_InSpecialJump( pm->ps->legsAnim ) )
5870 {//use legs anim
5871 //FIXME: or just use whatever's currently playing?
5872 //PM_SetAnim( pm, SETANIM_TORSO, pm->ps->legsAnim, SETANIM_FLAG_NORMAL );
5873 }
5874 else
5875 {
5876 switch(pm->ps->weapon)
5877 {
5878 // ********************************************************
5879 case WP_SABER: // WP_LIGHTSABER
5880 // Ready pose for Lightsaber
5881 // PM_SetAnim(pm,SETANIM_TORSO,BOTH_ATTACK1,SETANIM_FLAG_NORMAL);//TORSO_WEAPONREADY1
5882 // Select the next proper pose for the lightsaber assuming that there are no attacks.
5883 if (pm->ps->saberMove > LS_NONE && pm->ps->saberMove < LS_MOVE_MAX)
5884 {
5885 PM_SetSaberMove(saberMoveData[pm->ps->saberMove].chain_idle);
5886 }
5887 break;
5888 // ********************************************************
5889
5890 case WP_BRYAR_PISTOL:
5891 //FIXME: if recently fired, hold the ready!
5892 if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy )
5893 {
5894 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
5895 }
5896 else if ( PM_RunningAnim( pm->ps->legsAnim )
5897 || PM_WalkingAnim( pm->ps->legsAnim )
5898 || PM_JumpingAnim( pm->ps->legsAnim )
5899 || PM_SwimmingAnim( pm->ps->legsAnim ) )
5900 {//running w/1-handed weapon uses full-body anim
5901 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5902 }
5903 else
5904 {
5905 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
5906 }
5907 break;
5908 case WP_BLASTER_PISTOL:
5909 if ( pm->gent
5910 && pm->gent->weaponModel[1] > 0 )
5911 {//dual pistols
5912 if ( weaponBusy )
5913 {
5914 PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUNSIT1,SETANIM_FLAG_NORMAL);
5915 }
5916 else if ( PM_RunningAnim( pm->ps->legsAnim )
5917 || PM_WalkingAnim( pm->ps->legsAnim )
5918 || PM_JumpingAnim( pm->ps->legsAnim )
5919 || PM_SwimmingAnim( pm->ps->legsAnim ) )
5920 {//running w/1-handed weapon uses full-body anim
5921 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5922 }
5923 else
5924 {
5925 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL);
5926 }
5927 }
5928 else
5929 {//single pistols
5930 if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy )
5931 {
5932 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
5933 }
5934 else if ( PM_RunningAnim( pm->ps->legsAnim )
5935 || PM_WalkingAnim( pm->ps->legsAnim )
5936 || PM_JumpingAnim( pm->ps->legsAnim )
5937 || PM_SwimmingAnim( pm->ps->legsAnim ) )
5938 {//running w/1-handed weapon uses full-body anim
5939 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5940 }
5941 else
5942 {
5943 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
5944 }
5945 }
5946 break;
5947 case WP_NONE:
5948 //NOTE: should never get here
5949 break;
5950 case WP_MELEE:
5951 if ( PM_RunningAnim( pm->ps->legsAnim )
5952 || PM_WalkingAnim( pm->ps->legsAnim )
5953 || PM_JumpingAnim( pm->ps->legsAnim )
5954 || PM_SwimmingAnim( pm->ps->legsAnim ) )
5955 {//running w/1-handed weapon uses full-body anim
5956 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5957 }
5958 else
5959 {
5960 if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
5961 {//ignore
5962 }
5963 else if ( pm->gent && pm->gent->client && !PM_DroidMelee( pm->gent->client->NPC_class ) )
5964 {
5965 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL);
5966 }
5967 else
5968 {
5969 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
5970 }
5971 }
5972 break;
5973 case WP_TUSKEN_STAFF:
5974 if ( PM_RunningAnim( pm->ps->legsAnim )
5975 || PM_WalkingAnim( pm->ps->legsAnim )
5976 || PM_JumpingAnim( pm->ps->legsAnim )
5977 || PM_SwimmingAnim( pm->ps->legsAnim ) )
5978 {//running w/1-handed weapon uses full-body anim
5979 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
5980 }
5981 else
5982 {
5983 PM_SetAnim(pm, SETANIM_TORSO, BOTH_STAND3, SETANIM_FLAG_NORMAL);
5984 }
5985 break;
5986
5987 case WP_NOGHRI_STICK:
5988 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
5989 //PM_SetAnim(pm,SETANIM_LEGS,BOTH_ATTACK2,SETANIM_FLAG_NORMAL);
5990 break;
5991
5992 case WP_BLASTER:
5993 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
5994 //PM_SetAnim(pm,SETANIM_LEGS,BOTH_ATTACK2,SETANIM_FLAG_NORMAL);
5995 break;
5996 case WP_DISRUPTOR:
5997 case WP_TUSKEN_RIFLE:
5998 if ( (pm->ps->weaponstate != WEAPON_FIRING
5999 && pm->ps->weaponstate != WEAPON_CHARGING
6000 && pm->ps->weaponstate != WEAPON_CHARGING_ALT)
6001 || PM_RunningAnim( pm->ps->legsAnim )
6002 || PM_WalkingAnim( pm->ps->legsAnim )
6003 || PM_JumpingAnim( pm->ps->legsAnim )
6004 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6005 {//running sniper weapon uses normal ready
6006 if ( pm->ps->clientNum )
6007 {
6008 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
6009 }
6010 else
6011 {
6012 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
6013 }
6014 }
6015 else
6016 {
6017 if ( pm->ps->clientNum )
6018 {
6019 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//TORSO_WEAPONREADY4//SETANIM_FLAG_RESTART|
6020 }
6021 else
6022 {
6023 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_NORMAL );
6024 }
6025 }
6026 break;
6027 case WP_BOT_LASER:
6028 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
6029 break;
6030 case WP_THERMAL:
6031 if ( pm->ps->weaponstate != WEAPON_FIRING
6032 && pm->ps->weaponstate != WEAPON_CHARGING
6033 && pm->ps->weaponstate != WEAPON_CHARGING_ALT
6034 && (PM_RunningAnim( pm->ps->legsAnim )
6035 || PM_WalkingAnim( pm->ps->legsAnim )
6036 || PM_JumpingAnim( pm->ps->legsAnim )
6037 || PM_SwimmingAnim( pm->ps->legsAnim )) )
6038 {//running w/1-handed weapon uses full-body anim
6039 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6040 }
6041 else
6042 {
6043 if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && (pm->ps->weaponstate == WEAPON_CHARGING || pm->ps->weaponstate == WEAPON_CHARGING_ALT) )
6044 {//player pulling back to throw
6045 if ( PM_StandingAnim( pm->ps->legsAnim ) )
6046 {
6047 PM_SetAnim( pm, SETANIM_LEGS, BOTH_THERMAL_READY, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
6048 }
6049 else if ( pm->ps->legsAnim == BOTH_THERMAL_READY )
6050 {//sigh... hold it so pm_footsteps doesn't override
6051 if ( pm->ps->legsAnimTimer < 100 )
6052 {
6053 pm->ps->legsAnimTimer = 100;
6054 }
6055 }
6056 PM_SetAnim( pm, SETANIM_TORSO, BOTH_THERMAL_READY, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
6057 }
6058 else
6059 {
6060 if ( weaponBusy )
6061 {
6062 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY10, SETANIM_FLAG_NORMAL );
6063 }
6064 else
6065 {
6066 PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL );
6067 }
6068 }
6069 }
6070 break;
6071 case WP_REPEATER:
6072 if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_GALAKMECH )
6073 {//
6074 if ( pm->gent->alt_fire )
6075 {
6076 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
6077 }
6078 else
6079 {
6080 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL);
6081 }
6082 }
6083 else
6084 {
6085 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
6086 }
6087 break;
6088 case WP_TRIP_MINE:
6089 case WP_DET_PACK:
6090 if ( PM_RunningAnim( pm->ps->legsAnim )
6091 || PM_WalkingAnim( pm->ps->legsAnim )
6092 || PM_JumpingAnim( pm->ps->legsAnim )
6093 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6094 {//running w/1-handed weapon uses full-body anim
6095 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6096 }
6097 else
6098 {
6099 if ( weaponBusy )
6100 {
6101 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
6102 }
6103 else
6104 {
6105 PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL );
6106 }
6107 }
6108 break;
6109 default:
6110 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
6111 break;
6112 }
6113 }
6114 }
6115 }
6116 else if ( pm->ps->weaponstate == WEAPON_IDLE )
6117 {
6118 if( pm->ps->legsAnim == BOTH_GUARD_LOOKAROUND1 )
6119 {
6120 PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_LOOKAROUND1,SETANIM_FLAG_NORMAL);
6121 }
6122 else if( pm->ps->legsAnim == BOTH_GUARD_IDLE1 )
6123 {
6124 PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUARD_IDLE1,SETANIM_FLAG_NORMAL);
6125 }
6126 else if( pm->ps->legsAnim == BOTH_STAND1IDLE1
6127 || pm->ps->legsAnim == BOTH_STAND2IDLE1
6128 || pm->ps->legsAnim == BOTH_STAND2IDLE2
6129 || pm->ps->legsAnim == BOTH_STAND3IDLE1
6130 || pm->ps->legsAnim == BOTH_STAND5IDLE1 )
6131 {
6132 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6133 pm->ps->saberMove = LS_READY;
6134 }
6135 else if( pm->ps->legsAnim == BOTH_STAND2TO4 )
6136 {
6137 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND2TO4,SETANIM_FLAG_NORMAL);
6138 }
6139 else if( pm->ps->legsAnim == BOTH_STAND4TO2 )
6140 {
6141 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4TO2,SETANIM_FLAG_NORMAL);
6142 }
6143 else if( pm->ps->legsAnim == BOTH_STAND4 )
6144 {
6145 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND4,SETANIM_FLAG_NORMAL);
6146 }
6147 else if( pm->ps->legsAnim == BOTH_SWIM_IDLE1 )
6148 {
6149 PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIM_IDLE1,SETANIM_FLAG_NORMAL);
6150 }
6151 else if( pm->ps->legsAnim == BOTH_SWIMFORWARD )
6152 {
6153 PM_SetAnim(pm,SETANIM_TORSO,BOTH_SWIMFORWARD,SETANIM_FLAG_NORMAL);
6154 }
6155 else if ( PM_InSpecialJump( pm->ps->legsAnim ) )
6156 {//use legs anim
6157 //FIXME: or just use whatever's currently playing?
6158 //PM_SetAnim( pm, SETANIM_TORSO, pm->ps->legsAnim, SETANIM_FLAG_NORMAL );
6159 }
6160 else if ( (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()) && pm->ps->torsoAnim == BOTH_BUTTON_HOLD )
6161 {//using something
6162 if ( !pm->ps->useTime )
6163 {//stopped holding it, release
6164 PM_SetAnim( pm, SETANIM_TORSO, BOTH_BUTTON_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
6165 }//else still holding, leave it as it is
6166 }
6167 else
6168 {
6169 if ( !weaponBusy
6170 && pm->ps->weapon != WP_BOWCASTER
6171 && pm->ps->weapon != WP_REPEATER
6172 && pm->ps->weapon != WP_FLECHETTE
6173 && pm->ps->weapon != WP_ROCKET_LAUNCHER
6174 && pm->ps->weapon != WP_CONCUSSION
6175 && ( PM_RunningAnim( pm->ps->legsAnim )
6176 || (PM_WalkingAnim( pm->ps->legsAnim ) && (pm->ps->clientNum < MAX_CLIENTS||PM_ControlledByPlayer()))
6177 || PM_JumpingAnim( pm->ps->legsAnim )
6178 || PM_SwimmingAnim( pm->ps->legsAnim ) ) )
6179 {//running w/1-handed or light 2-handed weapon uses full-body anim if you're not using the weapon right now
6180 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6181 }
6182 else
6183 {
6184 switch ( pm->ps->weapon )
6185 {
6186 // ********************************************************
6187 case WP_SABER: // WP_LIGHTSABER
6188 // Shouldn't get here, should go to TorsoAnimLightsaber
6189 break;
6190 // ********************************************************
6191
6192 case WP_BRYAR_PISTOL:
6193 if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy )
6194 {
6195 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
6196 }
6197 else if ( PM_RunningAnim( pm->ps->legsAnim )
6198 || PM_WalkingAnim( pm->ps->legsAnim )
6199 || PM_JumpingAnim( pm->ps->legsAnim )
6200 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6201 {//running w/1-handed weapon uses full-body anim
6202 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6203 }
6204 else
6205 {
6206 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL);
6207 }
6208 break;
6209 case WP_BLASTER_PISTOL:
6210 if ( pm->gent
6211 && pm->gent->weaponModel[1] > 0 )
6212 {//dual pistols
6213 if ( weaponBusy )
6214 {
6215 PM_SetAnim(pm,SETANIM_TORSO,BOTH_GUNSIT1,SETANIM_FLAG_NORMAL);
6216 }
6217 else if ( PM_RunningAnim( pm->ps->legsAnim )
6218 || PM_WalkingAnim( pm->ps->legsAnim )
6219 || PM_JumpingAnim( pm->ps->legsAnim )
6220 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6221 {//running w/1-handed weapon uses full-body anim
6222 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6223 }
6224 else
6225 {
6226 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
6227 }
6228 }
6229 else
6230 {//single pistols
6231 if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT || weaponBusy )
6232 {
6233 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
6234 }
6235 else if ( PM_RunningAnim( pm->ps->legsAnim )
6236 || PM_WalkingAnim( pm->ps->legsAnim )
6237 || PM_JumpingAnim( pm->ps->legsAnim )
6238 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6239 {//running w/1-handed weapon uses full-body anim
6240 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6241 }
6242 else
6243 {
6244 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_NORMAL);
6245 }
6246 }
6247 break;
6248
6249 case WP_NONE:
6250 //NOTE: should never get here
6251 break;
6252
6253 case WP_MELEE:
6254 if ( PM_RunningAnim( pm->ps->legsAnim )
6255 || PM_WalkingAnim( pm->ps->legsAnim )
6256 || PM_JumpingAnim( pm->ps->legsAnim )
6257 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6258 {//running w/1-handed weapon uses full-body anim
6259 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6260 }
6261 else
6262 {
6263 if ( pm->gent && pm->gent->client && pm->gent->client->NPC_class == CLASS_RANCOR )
6264 {//ignore
6265 }
6266 else if ( pm->gent && pm->gent->client && !PM_DroidMelee( pm->gent->client->NPC_class ) )
6267 {
6268 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND6,SETANIM_FLAG_NORMAL);
6269 }
6270 else
6271 {
6272 PM_SetAnim(pm,SETANIM_TORSO,BOTH_STAND1,SETANIM_FLAG_NORMAL);
6273 }
6274 }
6275 break;
6276
6277 case WP_TUSKEN_STAFF:
6278 if ( PM_RunningAnim( pm->ps->legsAnim )
6279 || PM_WalkingAnim( pm->ps->legsAnim )
6280 || PM_JumpingAnim( pm->ps->legsAnim )
6281 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6282 {//running w/1-handed weapon uses full-body anim
6283 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6284 }
6285 else
6286 {
6287 PM_SetAnim(pm, SETANIM_TORSO, BOTH_STAND3, SETANIM_FLAG_NORMAL);
6288 }
6289 break;
6290
6291 case WP_NOGHRI_STICK:
6292 if ( weaponBusy )
6293 {
6294 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
6295 }
6296 else
6297 {
6298 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
6299 }
6300 break;
6301
6302 case WP_BLASTER:
6303 if ( weaponBusy )
6304 {
6305 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
6306 }
6307 else
6308 {
6309 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
6310 }
6311 break;
6312
6313 case WP_DISRUPTOR:
6314 case WP_TUSKEN_RIFLE:
6315 if ( (pm->ps->weaponstate != WEAPON_FIRING
6316 && pm->ps->weaponstate != WEAPON_CHARGING
6317 && pm->ps->weaponstate != WEAPON_CHARGING_ALT)
6318 || PM_RunningAnim( pm->ps->legsAnim )
6319 || PM_WalkingAnim( pm->ps->legsAnim )
6320 || PM_JumpingAnim( pm->ps->legsAnim )
6321 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6322 {//running sniper weapon uses normal ready
6323 if ( pm->ps->clientNum )
6324 {
6325 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
6326 }
6327 else
6328 {
6329 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
6330 }
6331 }
6332 else
6333 {
6334 if ( pm->ps->clientNum )
6335 {
6336 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_NORMAL );
6337 }
6338 else
6339 {
6340 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONREADY4, SETANIM_FLAG_NORMAL );
6341 }
6342 }
6343 break;
6344
6345 case WP_BOT_LASER:
6346 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE2,SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD);
6347 break;
6348
6349 case WP_THERMAL:
6350 if ( PM_RunningAnim( pm->ps->legsAnim )
6351 || PM_WalkingAnim( pm->ps->legsAnim )
6352 || PM_JumpingAnim( pm->ps->legsAnim )
6353 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6354 {//running w/1-handed weapon uses full-body anim
6355 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6356 }
6357 else
6358 {
6359 if ( weaponBusy )
6360 {
6361 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONIDLE10, SETANIM_FLAG_NORMAL );
6362 }
6363 else
6364 {
6365 PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL );
6366 }
6367 }
6368 break;
6369
6370 case WP_REPEATER:
6371 if ( weaponBusy )
6372 {
6373 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
6374 }
6375 else
6376 {
6377 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
6378 }
6379 break;
6380 case WP_TRIP_MINE:
6381 case WP_DET_PACK:
6382 if ( PM_RunningAnim( pm->ps->legsAnim )
6383 || PM_WalkingAnim( pm->ps->legsAnim )
6384 || PM_JumpingAnim( pm->ps->legsAnim )
6385 || PM_SwimmingAnim( pm->ps->legsAnim ) )
6386 {//running w/1-handed weapon uses full-body anim
6387 PM_SetAnim(pm,SETANIM_TORSO,pm->ps->legsAnim,SETANIM_FLAG_NORMAL);
6388 }
6389 else
6390 {
6391 if ( weaponBusy )
6392 {
6393 PM_SetAnim( pm, SETANIM_TORSO, TORSO_WEAPONIDLE3, SETANIM_FLAG_NORMAL );
6394 }
6395 else
6396 {
6397 PM_SetAnim( pm, SETANIM_TORSO, BOTH_STAND1, SETANIM_FLAG_NORMAL );
6398 }
6399 }
6400 break;
6401
6402 default:
6403 if ( weaponBusy )
6404 {
6405 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
6406 }
6407 else
6408 {
6409 PM_SetAnim(pm,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
6410 }
6411 break;
6412 }
6413 }
6414 }
6415 }
6416 }
6417
6418 //=========================================================================
6419 // Anim checking utils
6420 //=========================================================================
6421
PM_GetTurnAnim(gentity_t * gent,int anim)6422 int PM_GetTurnAnim( gentity_t *gent, int anim )
6423 {
6424 if ( !gent )
6425 {
6426 return -1;
6427 }
6428
6429 switch( anim )
6430 {
6431 case BOTH_STAND1: //# Standing idle: no weapon: hands down
6432 case BOTH_STAND1IDLE1: //# Random standing idle
6433 case BOTH_STAND2: //# Standing idle with a weapon
6434 case BOTH_SABERFAST_STANCE:
6435 case BOTH_SABERSLOW_STANCE:
6436 case BOTH_STAND2IDLE1: //# Random standing idle
6437 case BOTH_STAND2IDLE2: //# Random standing idle
6438 case BOTH_STAND3: //# Standing hands behind back: at ease: etc.
6439 case BOTH_STAND3IDLE1: //# Random standing idle
6440 case BOTH_STAND4: //# two handed: gun down: relaxed stand
6441 case BOTH_STAND5: //# standing idle, no weapon, hand down, back straight
6442 case BOTH_STAND5IDLE1: //# Random standing idle
6443 case BOTH_STAND6: //# one handed: gun at side: relaxed stand
6444 case BOTH_STAND2TO4: //# Transition from stand2 to stand4
6445 case BOTH_STAND4TO2: //# Transition from stand4 to stand2
6446 case BOTH_GESTURE1: //# Generic gesture: non-specific
6447 case BOTH_GESTURE2: //# Generic gesture: non-specific
6448 case BOTH_TALK1: //# Generic talk anim
6449 case BOTH_TALK2: //# Generic talk anim
6450 if ( PM_HasAnimation( gent, LEGS_TURN1 ) )
6451 {
6452 return LEGS_TURN1;
6453 }
6454 else
6455 {
6456 return -1;
6457 }
6458 break;
6459 case BOTH_ATTACK1: //# Attack with generic 1-handed weapon
6460 case BOTH_ATTACK2: //# Attack with generic 2-handed weapon
6461 case BOTH_ATTACK3: //# Attack with heavy 2-handed weapon
6462 case BOTH_ATTACK4: //# Attack with ???
6463 case BOTH_MELEE1: //# First melee attack
6464 case BOTH_MELEE2: //# Second melee attack
6465 case BOTH_GUARD_LOOKAROUND1: //# Cradling weapon and looking around
6466 case BOTH_GUARD_IDLE1: //# Cradling weapon and standing
6467 if ( PM_HasAnimation( gent, LEGS_TURN2 ) )
6468 {
6469 return LEGS_TURN2;
6470 }
6471 else
6472 {
6473 return -1;
6474 }
6475 break;
6476 default:
6477 return -1;
6478 break;
6479 }
6480 }
6481
PM_TurnAnimForLegsAnim(gentity_t * gent,int anim)6482 int PM_TurnAnimForLegsAnim( gentity_t *gent, int anim )
6483 {
6484 if ( !gent )
6485 {
6486 return -1;
6487 }
6488
6489 switch( anim )
6490 {
6491 case BOTH_STAND1: //# Standing idle: no weapon: hands down
6492 case BOTH_STAND1IDLE1: //# Random standing idle
6493 if ( PM_HasAnimation( gent, BOTH_TURNSTAND1 ) )
6494 {
6495 return BOTH_TURNSTAND1;
6496 }
6497 else
6498 {
6499 return -1;
6500 }
6501 break;
6502 case BOTH_STAND2: //# Standing idle with a weapon
6503 case BOTH_SABERFAST_STANCE:
6504 case BOTH_SABERSLOW_STANCE:
6505 case BOTH_STAND2IDLE1: //# Random standing idle
6506 case BOTH_STAND2IDLE2: //# Random standing idle
6507 if ( PM_HasAnimation( gent, BOTH_TURNSTAND2 ) )
6508 {
6509 return BOTH_TURNSTAND2;
6510 }
6511 else
6512 {
6513 return -1;
6514 }
6515 break;
6516 case BOTH_STAND3: //# Standing hands behind back: at ease: etc.
6517 case BOTH_STAND3IDLE1: //# Random standing idle
6518 if ( PM_HasAnimation( gent, BOTH_TURNSTAND3 ) )
6519 {
6520 return BOTH_TURNSTAND3;
6521 }
6522 else
6523 {
6524 return -1;
6525 }
6526 break;
6527 case BOTH_STAND4: //# two handed: gun down: relaxed stand
6528 if ( PM_HasAnimation( gent, BOTH_TURNSTAND4 ) )
6529 {
6530 return BOTH_TURNSTAND4;
6531 }
6532 else
6533 {
6534 return -1;
6535 }
6536 break;
6537 case BOTH_STAND5: //# standing idle, no weapon, hand down, back straight
6538 case BOTH_STAND5IDLE1: //# Random standing idle
6539 if ( PM_HasAnimation( gent, BOTH_TURNSTAND5 ) )
6540 {
6541 return BOTH_TURNSTAND5;
6542 }
6543 else
6544 {
6545 return -1;
6546 }
6547 break;
6548 case BOTH_CROUCH1: //# Transition from standing to crouch
6549 case BOTH_CROUCH1IDLE: //# Crouching idle
6550 /*
6551 case BOTH_UNCROUCH1: //# Transition from crouch to standing
6552 case BOTH_CROUCH2TOSTAND1: //# going from crouch2 to stand1
6553 case BOTH_CROUCH3: //# Desann crouching down to Kyle (cin 9)
6554 case BOTH_UNCROUCH3: //# Desann uncrouching down to Kyle (cin 9)
6555 case BOTH_CROUCH4: //# Slower version of crouch1 for cinematics
6556 case BOTH_UNCROUCH4: //# Slower version of uncrouch1 for cinematics
6557 */
6558 if ( PM_HasAnimation( gent, BOTH_TURNCROUCH1 ) )
6559 {
6560 return BOTH_TURNCROUCH1;
6561 }
6562 else
6563 {
6564 return -1;
6565 }
6566 break;
6567 default:
6568 return -1;
6569 break;
6570 }
6571 }
6572
PM_InOnGroundAnim(playerState_t * ps)6573 qboolean PM_InOnGroundAnim ( playerState_t *ps )
6574 {
6575 switch( ps->legsAnim )
6576 {
6577 case BOTH_DEAD1:
6578 case BOTH_DEAD2:
6579 case BOTH_DEAD3:
6580 case BOTH_DEAD4:
6581 case BOTH_DEAD5:
6582 case BOTH_DEADFORWARD1:
6583 case BOTH_DEADBACKWARD1:
6584 case BOTH_DEADFORWARD2:
6585 case BOTH_DEADBACKWARD2:
6586 case BOTH_LYINGDEATH1:
6587 case BOTH_LYINGDEAD1:
6588 case BOTH_SLEEP1: //# laying on back-rknee up-rhand on torso
6589 return qtrue;
6590 break;
6591 case BOTH_KNOCKDOWN1: //#
6592 case BOTH_KNOCKDOWN2: //#
6593 case BOTH_KNOCKDOWN3: //#
6594 case BOTH_KNOCKDOWN4: //#
6595 case BOTH_KNOCKDOWN5: //#
6596 case BOTH_LK_DL_ST_T_SB_1_L:
6597 case BOTH_RELEASED:
6598 if ( ps->legsAnimTimer < 500 )
6599 {//pretty much horizontal by this point
6600 return qtrue;
6601 }
6602 break;
6603 case BOTH_PLAYER_PA_3_FLY:
6604 if ( ps->legsAnimTimer < 300 )
6605 {//pretty much horizontal by this point
6606 return qtrue;
6607 }
6608 /*
6609 else if ( ps->clientNum < MAX_CLIENTS
6610 && ps->legsAnimTimer < 300 + PLAYER_KNOCKDOWN_HOLD_EXTRA_TIME )
6611 {
6612 return qtrue;
6613 }
6614 */
6615 break;
6616 case BOTH_GETUP1:
6617 case BOTH_GETUP2:
6618 case BOTH_GETUP3:
6619 case BOTH_GETUP4:
6620 case BOTH_GETUP5:
6621 case BOTH_GETUP_CROUCH_F1:
6622 case BOTH_GETUP_CROUCH_B1:
6623 case BOTH_FORCE_GETUP_F1:
6624 case BOTH_FORCE_GETUP_F2:
6625 case BOTH_FORCE_GETUP_B1:
6626 case BOTH_FORCE_GETUP_B2:
6627 case BOTH_FORCE_GETUP_B3:
6628 case BOTH_FORCE_GETUP_B4:
6629 case BOTH_FORCE_GETUP_B5:
6630 case BOTH_FORCE_GETUP_B6:
6631 if ( ps->legsAnimTimer > PM_AnimLength( g_entities[ps->clientNum].client->clientInfo.animFileIndex, (animNumber_t)ps->legsAnim )-400 )
6632 {//still pretty much horizontal at this point
6633 return qtrue;
6634 }
6635 break;
6636 }
6637
6638 return qfalse;
6639 }
6640
PM_InSpecialDeathAnim(int anim)6641 qboolean PM_InSpecialDeathAnim( int anim )
6642 {
6643 switch( pm->ps->legsAnim )
6644 {
6645 case BOTH_DEATH_ROLL: //# Death anim from a roll
6646 case BOTH_DEATH_FLIP: //# Death anim from a flip
6647 case BOTH_DEATH_SPIN_90_R: //# Death anim when facing 90 degrees right
6648 case BOTH_DEATH_SPIN_90_L: //# Death anim when facing 90 degrees left
6649 case BOTH_DEATH_SPIN_180: //# Death anim when facing backwards
6650 case BOTH_DEATH_LYING_UP: //# Death anim when lying on back
6651 case BOTH_DEATH_LYING_DN: //# Death anim when lying on front
6652 case BOTH_DEATH_FALLING_DN: //# Death anim when falling on face
6653 case BOTH_DEATH_FALLING_UP: //# Death anim when falling on back
6654 case BOTH_DEATH_CROUCHED: //# Death anim when crouched
6655 return qtrue;
6656 break;
6657 default:
6658 return qfalse;
6659 break;
6660 }
6661 }
6662
PM_InDeathAnim(void)6663 qboolean PM_InDeathAnim ( void )
6664 {//Purposely does not cover stumbledeath and falldeath...
6665 switch( pm->ps->legsAnim )
6666 {
6667 case BOTH_DEATH1: //# First Death anim
6668 case BOTH_DEATH2: //# Second Death anim
6669 case BOTH_DEATH3: //# Third Death anim
6670 case BOTH_DEATH4: //# Fourth Death anim
6671 case BOTH_DEATH5: //# Fifth Death anim
6672 case BOTH_DEATH6: //# Sixth Death anim
6673 case BOTH_DEATH7: //# Seventh Death anim
6674 case BOTH_DEATH8: //#
6675 case BOTH_DEATH9: //#
6676 case BOTH_DEATH10: //#
6677 case BOTH_DEATH11: //#
6678 case BOTH_DEATH12: //#
6679 case BOTH_DEATH13: //#
6680 case BOTH_DEATH14: //#
6681 case BOTH_DEATH14_UNGRIP: //# Desann's end death (cin #35)
6682 case BOTH_DEATH14_SITUP: //# Tavion sitting up after having been thrown (cin #23)
6683 case BOTH_DEATH15: //#
6684 case BOTH_DEATH16: //#
6685 case BOTH_DEATH17: //#
6686 case BOTH_DEATH18: //#
6687 case BOTH_DEATH19: //#
6688 case BOTH_DEATH20: //#
6689 case BOTH_DEATH21: //#
6690 case BOTH_DEATH22: //#
6691 case BOTH_DEATH23: //#
6692 case BOTH_DEATH24: //#
6693 case BOTH_DEATH25: //#
6694
6695 case BOTH_DEATHFORWARD1: //# First Death in which they get thrown forward
6696 case BOTH_DEATHFORWARD2: //# Second Death in which they get thrown forward
6697 case BOTH_DEATHFORWARD3: //# Tavion's falling in cin# 23
6698 case BOTH_DEATHBACKWARD1: //# First Death in which they get thrown backward
6699 case BOTH_DEATHBACKWARD2: //# Second Death in which they get thrown backward
6700
6701 case BOTH_DEATH1IDLE: //# Idle while close to death
6702 case BOTH_LYINGDEATH1: //# Death to play when killed lying down
6703 case BOTH_STUMBLEDEATH1: //# Stumble forward and fall face first death
6704 case BOTH_FALLDEATH1: //# Fall forward off a high cliff and splat death - start
6705 case BOTH_FALLDEATH1INAIR: //# Fall forward off a high cliff and splat death - loop
6706 case BOTH_FALLDEATH1LAND: //# Fall forward off a high cliff and splat death - hit bottom
6707 //# #sep case BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
6708 case BOTH_DEAD1: //# First Death finished pose
6709 case BOTH_DEAD2: //# Second Death finished pose
6710 case BOTH_DEAD3: //# Third Death finished pose
6711 case BOTH_DEAD4: //# Fourth Death finished pose
6712 case BOTH_DEAD5: //# Fifth Death finished pose
6713 case BOTH_DEAD6: //# Sixth Death finished pose
6714 case BOTH_DEAD7: //# Seventh Death finished pose
6715 case BOTH_DEAD8: //#
6716 case BOTH_DEAD9: //#
6717 case BOTH_DEAD10: //#
6718 case BOTH_DEAD11: //#
6719 case BOTH_DEAD12: //#
6720 case BOTH_DEAD13: //#
6721 case BOTH_DEAD14: //#
6722 case BOTH_DEAD15: //#
6723 case BOTH_DEAD16: //#
6724 case BOTH_DEAD17: //#
6725 case BOTH_DEAD18: //#
6726 case BOTH_DEAD19: //#
6727 case BOTH_DEAD20: //#
6728 case BOTH_DEAD21: //#
6729 case BOTH_DEAD22: //#
6730 case BOTH_DEAD23: //#
6731 case BOTH_DEAD24: //#
6732 case BOTH_DEAD25: //#
6733 case BOTH_DEADFORWARD1: //# First thrown forward death finished pose
6734 case BOTH_DEADFORWARD2: //# Second thrown forward death finished pose
6735 case BOTH_DEADBACKWARD1: //# First thrown backward death finished pose
6736 case BOTH_DEADBACKWARD2: //# Second thrown backward death finished pose
6737 case BOTH_LYINGDEAD1: //# Killed lying down death finished pose
6738 case BOTH_STUMBLEDEAD1: //# Stumble forward death finished pose
6739 case BOTH_FALLDEAD1LAND: //# Fall forward and splat death finished pose
6740 //# #sep case BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
6741 case BOTH_DEADFLOP1: //# React to being shot from First Death finished pose
6742 case BOTH_DEADFLOP2: //# React to being shot from Second Death finished pose
6743 case BOTH_DISMEMBER_HEAD1: //#
6744 case BOTH_DISMEMBER_TORSO1: //#
6745 case BOTH_DISMEMBER_LLEG: //#
6746 case BOTH_DISMEMBER_RLEG: //#
6747 case BOTH_DISMEMBER_RARM: //#
6748 case BOTH_DISMEMBER_LARM: //#
6749 return qtrue;
6750 break;
6751 default:
6752 return PM_InSpecialDeathAnim( pm->ps->legsAnim );
6753 break;
6754 }
6755 }
6756
PM_InCartwheel(int anim)6757 qboolean PM_InCartwheel( int anim )
6758 {
6759 switch ( anim )
6760 {
6761 case BOTH_ARIAL_LEFT:
6762 case BOTH_ARIAL_RIGHT:
6763 case BOTH_ARIAL_F1:
6764 case BOTH_CARTWHEEL_LEFT:
6765 case BOTH_CARTWHEEL_RIGHT:
6766 return qtrue;
6767 break;
6768 }
6769 return qfalse;
6770 }
6771
PM_InButterfly(int anim)6772 qboolean PM_InButterfly( int anim )
6773 {
6774 switch ( anim )
6775 {
6776 case BOTH_BUTTERFLY_LEFT:
6777 case BOTH_BUTTERFLY_RIGHT:
6778 case BOTH_BUTTERFLY_FL1:
6779 case BOTH_BUTTERFLY_FR1:
6780 return qtrue;
6781 break;
6782 }
6783 return qfalse;
6784 }
6785
PM_StandingAnim(int anim)6786 qboolean PM_StandingAnim( int anim )
6787 {//NOTE: does not check idles or special (cinematic) stands
6788 switch ( anim )
6789 {
6790 case BOTH_STAND1:
6791 case BOTH_STAND2:
6792 case BOTH_STAND3:
6793 case BOTH_STAND4:
6794 case BOTH_ATTACK3:
6795 return qtrue;
6796 break;
6797 }
6798 return qfalse;
6799 }
6800
PM_InAirKickingAnim(int anim)6801 qboolean PM_InAirKickingAnim( int anim )
6802 {
6803 switch ( anim )
6804 {
6805 case BOTH_A7_KICK_F_AIR:
6806 case BOTH_A7_KICK_B_AIR:
6807 case BOTH_A7_KICK_R_AIR:
6808 case BOTH_A7_KICK_L_AIR:
6809 return qtrue;
6810 }
6811 return qfalse;
6812 }
6813
PM_KickingAnim(int anim)6814 qboolean PM_KickingAnim( int anim )
6815 {
6816 switch ( anim )
6817 {
6818 case BOTH_A7_KICK_F:
6819 case BOTH_A7_KICK_B:
6820 case BOTH_A7_KICK_R:
6821 case BOTH_A7_KICK_L:
6822 case BOTH_A7_KICK_S:
6823 case BOTH_A7_KICK_BF:
6824 case BOTH_A7_KICK_RL:
6825 //NOT a kick, but acts like one:
6826 case BOTH_A7_HILT:
6827 //NOT kicks, but do kick traces anyway
6828 case BOTH_GETUP_BROLL_B:
6829 case BOTH_GETUP_BROLL_F:
6830 case BOTH_GETUP_FROLL_B:
6831 case BOTH_GETUP_FROLL_F:
6832 return qtrue;
6833 break;
6834 default:
6835 return PM_InAirKickingAnim( anim );
6836 break;
6837 }
6838 //return qfalse;
6839 }
6840
PM_StabDownAnim(int anim)6841 qboolean PM_StabDownAnim( int anim )
6842 {
6843 switch ( anim )
6844 {
6845 case BOTH_STABDOWN:
6846 case BOTH_STABDOWN_STAFF:
6847 case BOTH_STABDOWN_DUAL:
6848 return qtrue;
6849 }
6850 return qfalse;
6851 }
6852
PM_GoingToAttackDown(playerState_t * ps)6853 qboolean PM_GoingToAttackDown( playerState_t *ps )
6854 {
6855 if ( PM_StabDownAnim( ps->torsoAnim )//stabbing downward
6856 || ps->saberMove == LS_A_LUNGE//lunge
6857 || ps->saberMove == LS_A_JUMP_T__B_//death from above
6858 || ps->saberMove == LS_A_T2B//attacking top to bottom
6859 || ps->saberMove == LS_S_T2B//starting at attack downward
6860 || (PM_SaberInTransition( ps->saberMove ) && saberMoveData[ps->saberMove].endQuad == Q_T) )//transitioning to a top to bottom attack
6861 {
6862 return qtrue;
6863 }
6864 return qfalse;
6865 }
6866
PM_ForceUsingSaberAnim(int anim)6867 qboolean PM_ForceUsingSaberAnim( int anim )
6868 {//saber/acrobatic anims that should prevent you from recharging force power while you're in them...
6869 switch ( anim )
6870 {
6871 case BOTH_JUMPFLIPSLASHDOWN1:
6872 case BOTH_JUMPFLIPSTABDOWN:
6873 case BOTH_FORCELEAP2_T__B_:
6874 case BOTH_JUMPATTACK6:
6875 case BOTH_JUMPATTACK7:
6876 case BOTH_FORCELONGLEAP_START:
6877 case BOTH_FORCELONGLEAP_ATTACK:
6878 case BOTH_FORCEWALLRUNFLIP_START:
6879 case BOTH_FORCEWALLRUNFLIP_END:
6880 case BOTH_FORCEWALLRUNFLIP_ALT:
6881 case BOTH_FORCEWALLREBOUND_FORWARD:
6882 case BOTH_FORCEWALLREBOUND_LEFT:
6883 case BOTH_FORCEWALLREBOUND_BACK:
6884 case BOTH_FORCEWALLREBOUND_RIGHT:
6885 case BOTH_FLIP_ATTACK7:
6886 case BOTH_FLIP_HOLD7:
6887 case BOTH_FLIP_LAND:
6888 case BOTH_PULL_IMPALE_STAB:
6889 case BOTH_PULL_IMPALE_SWING:
6890 case BOTH_A6_SABERPROTECT:
6891 case BOTH_A7_SOULCAL:
6892 case BOTH_A1_SPECIAL:
6893 case BOTH_A2_SPECIAL:
6894 case BOTH_A3_SPECIAL:
6895 case BOTH_ARIAL_LEFT:
6896 case BOTH_ARIAL_RIGHT:
6897 case BOTH_CARTWHEEL_LEFT:
6898 case BOTH_CARTWHEEL_RIGHT:
6899 case BOTH_FLIP_LEFT:
6900 case BOTH_FLIP_BACK1:
6901 case BOTH_FLIP_BACK2:
6902 case BOTH_FLIP_BACK3:
6903 case BOTH_ALORA_FLIP_B:
6904 case BOTH_BUTTERFLY_LEFT:
6905 case BOTH_BUTTERFLY_RIGHT:
6906 case BOTH_BUTTERFLY_FL1:
6907 case BOTH_BUTTERFLY_FR1:
6908 case BOTH_WALL_RUN_RIGHT:
6909 case BOTH_WALL_RUN_RIGHT_FLIP:
6910 case BOTH_WALL_RUN_RIGHT_STOP:
6911 case BOTH_WALL_RUN_LEFT:
6912 case BOTH_WALL_RUN_LEFT_FLIP:
6913 case BOTH_WALL_RUN_LEFT_STOP:
6914 case BOTH_WALL_FLIP_RIGHT:
6915 case BOTH_WALL_FLIP_LEFT:
6916 case BOTH_FORCEJUMP1:
6917 case BOTH_FORCEINAIR1:
6918 case BOTH_FORCELAND1:
6919 case BOTH_FORCEJUMPBACK1:
6920 case BOTH_FORCEINAIRBACK1:
6921 case BOTH_FORCELANDBACK1:
6922 case BOTH_FORCEJUMPLEFT1:
6923 case BOTH_FORCEINAIRLEFT1:
6924 case BOTH_FORCELANDLEFT1:
6925 case BOTH_FORCEJUMPRIGHT1:
6926 case BOTH_FORCEINAIRRIGHT1:
6927 case BOTH_FORCELANDRIGHT1:
6928 case BOTH_FLIP_F:
6929 case BOTH_FLIP_B:
6930 case BOTH_FLIP_L:
6931 case BOTH_FLIP_R:
6932 case BOTH_ALORA_FLIP_1:
6933 case BOTH_ALORA_FLIP_2:
6934 case BOTH_ALORA_FLIP_3:
6935 case BOTH_DODGE_FL:
6936 case BOTH_DODGE_FR:
6937 case BOTH_DODGE_BL:
6938 case BOTH_DODGE_BR:
6939 case BOTH_DODGE_L:
6940 case BOTH_DODGE_R:
6941 case BOTH_DODGE_HOLD_FL:
6942 case BOTH_DODGE_HOLD_FR:
6943 case BOTH_DODGE_HOLD_BL:
6944 case BOTH_DODGE_HOLD_BR:
6945 case BOTH_DODGE_HOLD_L:
6946 case BOTH_DODGE_HOLD_R:
6947 case BOTH_FORCE_GETUP_F1:
6948 case BOTH_FORCE_GETUP_F2:
6949 case BOTH_FORCE_GETUP_B1:
6950 case BOTH_FORCE_GETUP_B2:
6951 case BOTH_FORCE_GETUP_B3:
6952 case BOTH_FORCE_GETUP_B4:
6953 case BOTH_FORCE_GETUP_B5:
6954 case BOTH_FORCE_GETUP_B6:
6955 case BOTH_GETUP_BROLL_B:
6956 case BOTH_GETUP_BROLL_F:
6957 case BOTH_GETUP_BROLL_L:
6958 case BOTH_GETUP_BROLL_R:
6959 case BOTH_GETUP_FROLL_B:
6960 case BOTH_GETUP_FROLL_F:
6961 case BOTH_GETUP_FROLL_L:
6962 case BOTH_GETUP_FROLL_R:
6963 case BOTH_WALL_FLIP_BACK1:
6964 case BOTH_WALL_FLIP_BACK2:
6965 case BOTH_SPIN1:
6966 case BOTH_FJSS_TR_BL:
6967 case BOTH_FJSS_TL_BR:
6968 case BOTH_DEFLECTSLASH__R__L_FIN:
6969 case BOTH_ARIAL_F1:
6970 return qtrue;
6971 }
6972 return qfalse;
6973 }
6974
G_HasKnockdownAnims(gentity_t * ent)6975 qboolean G_HasKnockdownAnims( gentity_t *ent )
6976 {
6977 if ( PM_HasAnimation( ent, BOTH_KNOCKDOWN1 )
6978 && PM_HasAnimation( ent, BOTH_KNOCKDOWN2 )
6979 && PM_HasAnimation( ent, BOTH_KNOCKDOWN3 )
6980 && PM_HasAnimation( ent, BOTH_KNOCKDOWN4 )
6981 && PM_HasAnimation( ent, BOTH_KNOCKDOWN5 ) )
6982 {
6983 return qtrue;
6984 }
6985 return qfalse;
6986 }
6987
PM_InAttackRoll(int anim)6988 qboolean PM_InAttackRoll( int anim )
6989 {
6990 switch ( anim )
6991 {
6992 case BOTH_GETUP_BROLL_B:
6993 case BOTH_GETUP_BROLL_F:
6994 case BOTH_GETUP_FROLL_B:
6995 case BOTH_GETUP_FROLL_F:
6996 return qtrue;
6997 }
6998 return qfalse;
6999 }
7000
PM_LockedAnim(int anim)7001 qboolean PM_LockedAnim( int anim )
7002 {//anims that can *NEVER* be overridden, regardless
7003 switch ( anim )
7004 {
7005 case BOTH_KYLE_PA_1:
7006 case BOTH_KYLE_PA_2:
7007 case BOTH_KYLE_PA_3:
7008 case BOTH_PLAYER_PA_1:
7009 case BOTH_PLAYER_PA_2:
7010 case BOTH_PLAYER_PA_3:
7011 case BOTH_PLAYER_PA_3_FLY:
7012 case BOTH_TAVION_SCEPTERGROUND:
7013 case BOTH_TAVION_SWORDPOWER:
7014 case BOTH_SCEPTER_START:
7015 case BOTH_SCEPTER_HOLD:
7016 case BOTH_SCEPTER_STOP:
7017 //grabbed by wampa
7018 case BOTH_GRABBED: //#
7019 case BOTH_RELEASED: //# when Wampa drops player, transitions into fall on back
7020 case BOTH_HANG_IDLE: //#
7021 case BOTH_HANG_ATTACK: //#
7022 case BOTH_HANG_PAIN: //#
7023 return qtrue;
7024 }
7025 return qfalse;
7026 }
7027
PM_SuperBreakLoseAnim(int anim)7028 qboolean PM_SuperBreakLoseAnim( int anim )
7029 {
7030 switch ( anim )
7031 {
7032 case BOTH_LK_S_DL_S_SB_1_L: //super break I lost
7033 case BOTH_LK_S_DL_T_SB_1_L: //super break I lost
7034 case BOTH_LK_S_ST_S_SB_1_L: //super break I lost
7035 case BOTH_LK_S_ST_T_SB_1_L: //super break I lost
7036 case BOTH_LK_S_S_S_SB_1_L: //super break I lost
7037 case BOTH_LK_S_S_T_SB_1_L: //super break I lost
7038 case BOTH_LK_DL_DL_S_SB_1_L: //super break I lost
7039 case BOTH_LK_DL_DL_T_SB_1_L: //super break I lost
7040 case BOTH_LK_DL_ST_S_SB_1_L: //super break I lost
7041 case BOTH_LK_DL_ST_T_SB_1_L: //super break I lost
7042 case BOTH_LK_DL_S_S_SB_1_L: //super break I lost
7043 case BOTH_LK_DL_S_T_SB_1_L: //super break I lost
7044 case BOTH_LK_ST_DL_S_SB_1_L: //super break I lost
7045 case BOTH_LK_ST_DL_T_SB_1_L: //super break I lost
7046 case BOTH_LK_ST_ST_S_SB_1_L: //super break I lost
7047 case BOTH_LK_ST_ST_T_SB_1_L: //super break I lost
7048 case BOTH_LK_ST_S_S_SB_1_L: //super break I lost
7049 case BOTH_LK_ST_S_T_SB_1_L: //super break I lost
7050 return qtrue;
7051 break;
7052 }
7053 return qfalse;
7054 }
7055
PM_SuperBreakWinAnim(int anim)7056 qboolean PM_SuperBreakWinAnim( int anim )
7057 {
7058 switch ( anim )
7059 {
7060 case BOTH_LK_S_DL_S_SB_1_W: //super break I won
7061 case BOTH_LK_S_DL_T_SB_1_W: //super break I won
7062 case BOTH_LK_S_ST_S_SB_1_W: //super break I won
7063 case BOTH_LK_S_ST_T_SB_1_W: //super break I won
7064 case BOTH_LK_S_S_S_SB_1_W: //super break I won
7065 case BOTH_LK_S_S_T_SB_1_W: //super break I won
7066 case BOTH_LK_DL_DL_S_SB_1_W: //super break I won
7067 case BOTH_LK_DL_DL_T_SB_1_W: //super break I won
7068 case BOTH_LK_DL_ST_S_SB_1_W: //super break I won
7069 case BOTH_LK_DL_ST_T_SB_1_W: //super break I won
7070 case BOTH_LK_DL_S_S_SB_1_W: //super break I won
7071 case BOTH_LK_DL_S_T_SB_1_W: //super break I won
7072 case BOTH_LK_ST_DL_S_SB_1_W: //super break I won
7073 case BOTH_LK_ST_DL_T_SB_1_W: //super break I won
7074 case BOTH_LK_ST_ST_S_SB_1_W: //super break I won
7075 case BOTH_LK_ST_ST_T_SB_1_W: //super break I won
7076 case BOTH_LK_ST_S_S_SB_1_W: //super break I won
7077 case BOTH_LK_ST_S_T_SB_1_W: //super break I won
7078 return qtrue;
7079 break;
7080 }
7081 return qfalse;
7082 }
7083
PM_SaberLockBreakAnim(int anim)7084 qboolean PM_SaberLockBreakAnim( int anim )
7085 {
7086 switch ( anim )
7087 {
7088 case BOTH_BF1BREAK:
7089 case BOTH_BF2BREAK:
7090 case BOTH_CWCIRCLEBREAK:
7091 case BOTH_CCWCIRCLEBREAK:
7092 case BOTH_LK_S_DL_S_B_1_L: //normal break I lost
7093 case BOTH_LK_S_DL_S_B_1_W: //normal break I won
7094 case BOTH_LK_S_DL_T_B_1_L: //normal break I lost
7095 case BOTH_LK_S_DL_T_B_1_W: //normal break I won
7096 case BOTH_LK_S_ST_S_B_1_L: //normal break I lost
7097 case BOTH_LK_S_ST_S_B_1_W: //normal break I won
7098 case BOTH_LK_S_ST_T_B_1_L: //normal break I lost
7099 case BOTH_LK_S_ST_T_B_1_W: //normal break I won
7100 case BOTH_LK_S_S_S_B_1_L: //normal break I lost
7101 case BOTH_LK_S_S_S_B_1_W: //normal break I won
7102 case BOTH_LK_S_S_T_B_1_L: //normal break I lost
7103 case BOTH_LK_S_S_T_B_1_W: //normal break I won
7104 case BOTH_LK_DL_DL_S_B_1_L: //normal break I lost
7105 case BOTH_LK_DL_DL_S_B_1_W: //normal break I won
7106 case BOTH_LK_DL_DL_T_B_1_L: //normal break I lost
7107 case BOTH_LK_DL_DL_T_B_1_W: //normal break I won
7108 case BOTH_LK_DL_ST_S_B_1_L: //normal break I lost
7109 case BOTH_LK_DL_ST_S_B_1_W: //normal break I won
7110 case BOTH_LK_DL_ST_T_B_1_L: //normal break I lost
7111 case BOTH_LK_DL_ST_T_B_1_W: //normal break I won
7112 case BOTH_LK_DL_S_S_B_1_L: //normal break I lost
7113 case BOTH_LK_DL_S_S_B_1_W: //normal break I won
7114 case BOTH_LK_DL_S_T_B_1_L: //normal break I lost
7115 case BOTH_LK_DL_S_T_B_1_W: //normal break I won
7116 case BOTH_LK_ST_DL_S_B_1_L: //normal break I lost
7117 case BOTH_LK_ST_DL_S_B_1_W: //normal break I won
7118 case BOTH_LK_ST_DL_T_B_1_L: //normal break I lost
7119 case BOTH_LK_ST_DL_T_B_1_W: //normal break I won
7120 case BOTH_LK_ST_ST_S_B_1_L: //normal break I lost
7121 case BOTH_LK_ST_ST_S_B_1_W: //normal break I won
7122 case BOTH_LK_ST_ST_T_B_1_L: //normal break I lost
7123 case BOTH_LK_ST_ST_T_B_1_W: //normal break I won
7124 case BOTH_LK_ST_S_S_B_1_L: //normal break I lost
7125 case BOTH_LK_ST_S_S_B_1_W: //normal break I won
7126 case BOTH_LK_ST_S_T_B_1_L: //normal break I lost
7127 case BOTH_LK_ST_S_T_B_1_W: //normal break I won
7128 return (qboolean)(PM_SuperBreakLoseAnim(anim)||PM_SuperBreakWinAnim(anim));
7129 break;
7130 }
7131 return qfalse;
7132 }
7133
PM_GetupAnimNoMove(int legsAnim)7134 qboolean PM_GetupAnimNoMove( int legsAnim )
7135 {
7136 switch( legsAnim )
7137 {
7138 case BOTH_GETUP1:
7139 case BOTH_GETUP2:
7140 case BOTH_GETUP3:
7141 case BOTH_GETUP4:
7142 case BOTH_GETUP5:
7143 case BOTH_GETUP_CROUCH_F1:
7144 case BOTH_GETUP_CROUCH_B1:
7145 case BOTH_FORCE_GETUP_F1:
7146 case BOTH_FORCE_GETUP_F2:
7147 case BOTH_FORCE_GETUP_B1:
7148 case BOTH_FORCE_GETUP_B2:
7149 case BOTH_FORCE_GETUP_B3:
7150 case BOTH_FORCE_GETUP_B4:
7151 case BOTH_FORCE_GETUP_B5:
7152 case BOTH_FORCE_GETUP_B6:
7153 return qtrue;
7154 }
7155 return qfalse;
7156 }
7157
PM_KnockDownAnim(int anim)7158 qboolean PM_KnockDownAnim( int anim )
7159 {
7160 switch ( anim )
7161 {
7162 case BOTH_KNOCKDOWN1:
7163 case BOTH_KNOCKDOWN2:
7164 case BOTH_KNOCKDOWN3:
7165 case BOTH_KNOCKDOWN4:
7166 case BOTH_KNOCKDOWN5:
7167 /*
7168 //special anims:
7169 case BOTH_RELEASED:
7170 case BOTH_LK_DL_ST_T_SB_1_L:
7171 case BOTH_PLAYER_PA_3_FLY:
7172 */
7173 return qtrue;
7174 break;
7175 /*
7176 default:
7177 return PM_InGetUp( ps );
7178 break;
7179 */
7180 }
7181 return qfalse;
7182 }
7183
PM_KnockDownAnimExtended(int anim)7184 qboolean PM_KnockDownAnimExtended( int anim )
7185 {
7186 switch ( anim )
7187 {
7188 case BOTH_KNOCKDOWN1:
7189 case BOTH_KNOCKDOWN2:
7190 case BOTH_KNOCKDOWN3:
7191 case BOTH_KNOCKDOWN4:
7192 case BOTH_KNOCKDOWN5:
7193 //special anims:
7194 case BOTH_RELEASED:
7195 case BOTH_LK_DL_ST_T_SB_1_L:
7196 case BOTH_PLAYER_PA_3_FLY:
7197 return qtrue;
7198 break;
7199 /*
7200 default:
7201 return PM_InGetUp( ps );
7202 break;
7203 */
7204 }
7205 return qfalse;
7206 }
7207
PM_SaberInKata(saberMoveName_t saberMove)7208 qboolean PM_SaberInKata( saberMoveName_t saberMove )
7209 {
7210 switch ( saberMove )
7211 {
7212 case LS_A1_SPECIAL:
7213 case LS_A2_SPECIAL:
7214 case LS_A3_SPECIAL:
7215 case LS_DUAL_SPIN_PROTECT:
7216 case LS_STAFF_SOULCAL:
7217 return qtrue;
7218 default:
7219 break;
7220 }
7221 return qfalse;
7222 }
7223
PM_CanRollFromSoulCal(playerState_t * ps)7224 qboolean PM_CanRollFromSoulCal( playerState_t *ps )
7225 {
7226 if ( ps->legsAnim == BOTH_A7_SOULCAL
7227 && ps->legsAnimTimer < 700
7228 && ps->legsAnimTimer > 250 )
7229 {
7230 return qtrue;
7231 }
7232 return qfalse;
7233 }
7234
BG_FullBodyTauntAnim(int anim)7235 qboolean BG_FullBodyTauntAnim( int anim )
7236 {
7237 switch ( anim )
7238 {
7239 case BOTH_GESTURE1:
7240 case BOTH_DUAL_TAUNT:
7241 case BOTH_STAFF_TAUNT:
7242 case BOTH_BOW:
7243 case BOTH_MEDITATE:
7244 case BOTH_SHOWOFF_FAST:
7245 case BOTH_SHOWOFF_MEDIUM:
7246 case BOTH_SHOWOFF_STRONG:
7247 case BOTH_SHOWOFF_DUAL:
7248 case BOTH_SHOWOFF_STAFF:
7249 case BOTH_VICTORY_FAST:
7250 case BOTH_VICTORY_MEDIUM:
7251 case BOTH_VICTORY_STRONG:
7252 case BOTH_VICTORY_DUAL:
7253 case BOTH_VICTORY_STAFF:
7254 return qtrue;
7255 break;
7256 }
7257 return qfalse;
7258 }
7259