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), &currentFrame, &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