e9da54c2f9
Too many changes to list.
184 lines
5.3 KiB
Lua
184 lines
5.3 KiB
Lua
-- Animations are heavily optimized.
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local TEAM_UNDEAD = TEAM_UNDEAD
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local ACT_MP_STAND_IDLE = ACT_MP_STAND_IDLE
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local ACT_MP_RUN = ACT_MP_RUN
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local ACT_MP_WALK = ACT_MP_WALK
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local ACT_MP_JUMP = ACT_MP_JUMP
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local ACT_MP_CROUCHWALK = ACT_MP_CROUCHWALK
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local ACT_MP_CROUCH_IDLE = ACT_MP_CROUCH_IDLE
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local GESTURE_SLOT_JUMP = GESTURE_SLOT_JUMP
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local ACT_LAND = ACT_LAND
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local MOVETYPE_NOCLIP = MOVETYPE_NOCLIP
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local math_min = math.min
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local math_max = math.max
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local CLIENT = CLIENT
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local PLAYERANIMEVENT_FLINCH_HEAD = PLAYERANIMEVENT_FLINCH_HEAD
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local CurTime = CurTime
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local IsValid = IsValid
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local M_Player = FindMetaTable("Player")
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local M_Entity = FindMetaTable("Entity")
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local P_Team = M_Player.Team
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local P_GetZombieClassTable = M_Player.GetZombieClassTable
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local P_AnimRestartGesture = M_Player.AnimRestartGesture
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local P_AnimRestartMainSequence = M_Player.AnimRestartMainSequence
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local P_Crouching = M_Player.Crouching
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local P_DoFlinchAnim = M_Player.DoFlinchAnim
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local P_IsCarrying = M_Player.IsCarrying
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local P_CallZombieFunction = M_Player.CallZombieFunction
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local P_Alive = M_Player.Alive
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local E_OnGround = M_Entity.OnGround
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local E_GetTable = M_Entity.GetTable
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local E_WaterLevel = M_Entity.WaterLevel
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local E_SetPlaybackRate = M_Entity.SetPlaybackRate
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-- These don't get destroyed by __index like player and entity but why not have them here.
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local M_Vector = FindMetaTable("Vector")
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local V_Length2D = M_Vector.Length2D
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local V_Length2DSqr = M_Vector.Length2DSqr
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local V_LengthSqr = M_Vector.LengthSqr
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local onground, tab, len2d, waterlevel, ideal, override, pt
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function GM:PlayerShouldTaunt(pl, actid)
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pt = E_GetTable(pl)
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return P_Alive(pl) and (P_Team(pl) == TEAM_HUMAN or P_Team(pl) == TEAM_UNDEAD and P_GetZombieClassTable(pl).CanTaunt) and not IsValid(pt.Revive) and not IsValid(pt.FeignDeath)
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end
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function GM:CalcMainActivity(pl, velocity)
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pt = E_GetTable(pl)
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if P_Team(pl) == TEAM_UNDEAD then
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tab = P_GetZombieClassTable(pl)
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if tab.CalcMainActivity then
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ideal, override = tab:CalcMainActivity(pl, velocity)
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if ideal then
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return ideal, override
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end
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end
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end
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-- Handle landing
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onground = E_OnGround(pl)
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if onground and not pt.m_bWasOnGround then
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P_AnimRestartGesture(pl, GESTURE_SLOT_JUMP, ACT_LAND, true)
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pt.m_bWasOnGround = true
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end
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--
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-- Handle jumping
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-- airwalk more like hl2mp, we airwalk until we have 0 velocity, then it's the jump animation
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-- underwater we're alright we airwalking
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waterlevel = E_WaterLevel(pl)
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if pt.m_bJumping then
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if pt.m_bFirstJumpFrame then
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pt.m_bFirstJumpFrame = false
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P_AnimRestartMainSequence(pl)
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end
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if waterlevel >= 2 or CurTime() - pt.m_flJumpStartTime > 0.2 and onground then
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pt.m_bJumping = false
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pt.m_fGroundTime = nil
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P_AnimRestartMainSequence(pl)
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else
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return ACT_MP_JUMP, -1
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end
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elseif not onground and waterlevel <= 0 then
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if not pt.m_fGroundTime then
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pt.m_fGroundTime = CurTime()
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elseif CurTime() > pt.m_fGroundTime and V_Length2D(velocity) < 0.5 then
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pt.m_bJumping = true
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pt.m_bFirstJumpFrame = false
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pt.m_flJumpStartTime = 0
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end
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end
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--
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-- Handle ducking
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if P_Crouching(pl) then
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if V_Length2DSqr(velocity) >= 1 then
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return ACT_MP_CROUCHWALK, -1
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end
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return ACT_MP_CROUCH_IDLE, -1
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end
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--
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-- Handle swimming
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if not onground and waterlevel >= 2 then
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return ACT_MP_SWIM, -1
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end
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--
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len2d = V_Length2DSqr(velocity)
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if len2d >= 22500 then -- 150^2
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return ACT_MP_RUN, -1
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end
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if len2d >= 1 then
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return ACT_MP_WALK, -1
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end
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return ACT_MP_STAND_IDLE, -1
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end
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--local wep
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local len
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local rate
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function GM:UpdateAnimation(pl, velocity, maxseqgroundspeed)
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if P_CallZombieFunction(pl, "UpdateAnimation", velocity, maxseqgroundspeed) then return end
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len = V_LengthSqr(velocity)
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if len > 1 then
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rate = math_min(len / maxseqgroundspeed ^ 2, 2)
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else
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rate = 1
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end
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-- if we're under water we want to constantly be swimming..
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if E_WaterLevel(pl) >= 2 then
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rate = math_max(rate, 0.5)
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end
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E_SetPlaybackRate(pl, rate)
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if CLIENT then
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GAMEMODE:GrabEarAnimation(pl)
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--GAMEMODE:MouthMoveAnimation(pl) -- Broken?
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end
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end
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local eact
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function GM:DoAnimationEvent(pl, event, data)
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eact = P_CallZombieFunction(pl, "DoAnimationEvent", event, data)
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if eact then return eact end
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if event == PLAYERANIMEVENT_FLINCH_HEAD then
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return P_DoFlinchAnim(pl, data)
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end
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return self.BaseClass:DoAnimationEvent(pl, event, data)
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end
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local CarryingActivityTranslate = {}
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CarryingActivityTranslate[ACT_MP_STAND_IDLE] = ACT_HL2MP_IDLE_SLAM
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CarryingActivityTranslate[ACT_MP_WALK] = ACT_HL2MP_IDLE_SLAM + 1
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CarryingActivityTranslate[ACT_MP_RUN] = ACT_HL2MP_IDLE_SLAM + 2
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CarryingActivityTranslate[ACT_MP_CROUCH_IDLE] = ACT_HL2MP_IDLE_SLAM + 3
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CarryingActivityTranslate[ACT_MP_CROUCHWALK] = ACT_HL2MP_IDLE_SLAM + 4
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CarryingActivityTranslate[ACT_MP_ATTACK_STAND_PRIMARYFIRE] = ACT_HL2MP_IDLE_SLAM + 5
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CarryingActivityTranslate[ACT_MP_ATTACK_CROUCH_PRIMARYFIRE] = ACT_HL2MP_IDLE_SLAM + 5
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CarryingActivityTranslate[ACT_MP_RELOAD_STAND] = ACT_HL2MP_IDLE_SLAM + 6
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CarryingActivityTranslate[ACT_MP_RELOAD_CROUCH] = ACT_HL2MP_IDLE_SLAM + 6
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CarryingActivityTranslate[ACT_MP_JUMP] = ACT_HL2MP_IDLE_SLAM + 7
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CarryingActivityTranslate[ACT_RANGE_ATTACK1] = ACT_HL2MP_IDLE_SLAM + 8
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function GM:TranslateActivity(pl, act)
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if P_IsCarrying(pl) then
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return CarryingActivityTranslate[act] or act
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end
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return self.BaseClass:TranslateActivity(pl, act)
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end
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