mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-06-30 09:14:28 +00:00
Update player.cpp
This commit is contained in:
parent
e9a517a9f3
commit
019d0b951b
1 changed files with 350 additions and 106 deletions
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@ -149,11 +149,13 @@ PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAni
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// Root is the default animation
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{ "root" }, // RootAnim,
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// These are selected in the move state based on velocity
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// These are selected in the move state based on velocity.
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{ "run", { 0.0f, 1.0f, 0.0f } }, // RunForwardAnim,
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{ "back", { 0.0f,-1.0f, 0.0f } }, // BackBackwardAnim
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{ "side", {-1.0f, 0.0f, 0.0f } }, // SideLeftAnim,
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{ "side_right", { 1.0f, 0.0f, 0.0f } }, // SideRightAnim,
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{ "turn_left", { 0.0f, 0.0f, 0.0f } }, //Skurps
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{ "turn_right", { 0.0f, 0.0f, 0.0f } }, //Skurps
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{ "sprint_root" },
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{ "sprint_forward", { 0.0f, 1.0f, 0.0f } },
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@ -166,12 +168,16 @@ PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAni
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{ "crouch_backward", { 0.0f,-1.0f, 0.0f } },
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{ "crouch_side", {-1.0f, 0.0f, 0.0f } },
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{ "crouch_right", { 1.0f, 0.0f, 0.0f } },
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{ "crouch_turn_left", { 0.0f, 0.0f, 0.0f } }, //Skurps
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{ "crouch_turn_right", { 0.0f, 0.0f, 0.0f } }, //Skurps
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{ "prone_root" },
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{ "prone_forward", { 0.0f, 1.0f, 0.0f } },
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{ "prone_backward", { 0.0f,-1.0f, 0.0f } },
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{ "prone_side", {-1.0f, 0.0f, 0.0f } }, //Skurps
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{ "prone_right", { 1.0f, 0.0f, 0.0f } }, //Skurps
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{ "prone_turn_left", { 0.0f, 0.0f, 0.0f } }, //Skurps
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{ "prone_turn_right", { 0.0f, 0.0f, 0.0f } }, //Skurps
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{ "swim_root" },
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{ "swim_forward", { 0.0f, 1.0f, 0.0f } },
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@ -185,6 +191,9 @@ PlayerData::ActionAnimationDef PlayerData::ActionAnimationList[NumTableActionAni
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{ "standjump" }, // StandJumpAnim
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{ "land" }, // LandAnim
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{ "jet" }, // JetAnim
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{ "proneIn"}, // ProneInAnim -Skurps
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{ "proneOut"}, // ProneOutAnim -Skurps
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{ "dive"}, //DiveAnim - Skurps
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};
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//----------------------------------------------------------------------------
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@ -310,6 +319,7 @@ PlayerData::PlayerData()
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minProneLookAngle = -.3491f; // Skurps
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maxProneLookAngle = .3491f; // Skurps
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maxFreelookAngle = 3.0f;
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maxTimeScale = 1.5f;
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mass = 9.0f; // from ShapeBase
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@ -367,18 +377,27 @@ PlayerData::PlayerData()
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maxUnderwaterForwardSpeed = 6.0f;
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maxUnderwaterBackwardSpeed = 6.0f;
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maxUnderwaterSideSpeed = 6.0f;
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swimYawScale = 1.0f; //Skurps
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swimPitchScale = 1.0f; //Skurps
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// Crouching
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crouchForce = 45.0f * 9.0f;
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maxCrouchForwardSpeed = 4.0f;
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maxCrouchBackwardSpeed = 4.0f;
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maxCrouchSideSpeed = 4.0f;
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maxCrouchSideSpeed = 4.0f;
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crouchYawScale = 1.0f; //Skurps
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crouchPitchScale = 1.0f; //Skurps
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// Prone
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proneForce = 45.0f * 9.0f;
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maxProneForwardSpeed = 2.0f;
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maxProneBackwardSpeed = 2.0f;
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maxProneSideSpeed = 0.0f;
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maxProneSideSpeed = 0.0f;
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proneYawScale = 1.0f; //Skurps
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pronePitchScale = 1.0f; //Skurps
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proneOutSequenceTime = 0.0f; //Skurps
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proneInSequenceTime = 0.0f; //Skurps
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proneDiveSequenceTime = 0.0f; //Skurps
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// Jetting
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jetJumpForce = 0;
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@ -420,10 +439,10 @@ PlayerData::PlayerData()
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boxTorsoPercentage = 0.55f;
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// damage locations
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boxTorsoLeftPercentage = 0; //Skurps replaced left/right/front/back head percentages
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boxTorsoRightPercentage = 1; //Skurps
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boxTorsoBackPercentage = 0; //Skurps
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boxTorsoFrontPercentage = 1; //Skurps
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boxTorsoLeftPercentage = 0.15; //Skurps replaced left/right/front/back head percentages
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boxTorsoRightPercentage = 0.15; //Skurps
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boxTorsoBackPercentage = 0.15; //Skurps
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boxTorsoFrontPercentage = 0.15; //Skurps
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for (S32 i = 0; i < MaxSounds; i++)
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INIT_SOUNDASSET_ARRAY(PlayerSound, i);
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@ -493,7 +512,7 @@ bool PlayerData::preload(bool server, String &errorStr)
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if (jetMinJumpEnergy < jetJumpEnergyDrain)
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jetMinJumpEnergy = jetJumpEnergyDrain;
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// Validate some of the data
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// Validate some of the data -Obsolete??? -Skurps
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if (fallingSpeedThreshold > 0.0f)
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Con::printf("PlayerData:: Falling speed threshold should be downwards (negative)");
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@ -539,8 +558,9 @@ bool PlayerData::preload(bool server, String &errorStr)
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dp->velocityScale = true;
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dp->death = false;
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if (dp->sequence != -1)
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if (dp->sequence != -1){
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getGroundInfo(si,thread,dp);
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}
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}
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for (S32 b = 0; b < shape->sequences.size(); b++)
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{
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@ -550,6 +570,7 @@ bool PlayerData::preload(bool server, String &errorStr)
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dp->name = shape->getName(shape->sequences[b].nameIndex);
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dp->velocityScale = false;
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getGroundInfo(si,thread,dp++);
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}
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}
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actionCount = dp - actionList;
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@ -676,10 +697,14 @@ void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnima
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else
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{
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VectorF save = dp->dir;
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si->setSequence(thread,dp->sequence,0);
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F32 duration = thread->getSequence()->duration;
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si->animate();
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si->advanceTime(1);
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si->animateGround();
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// Linear ground translation
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si->getGroundTransform().getColumn(3,&dp->dir);
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if ((dp->speed = dp->dir.len()) < 0.01f)
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{
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@ -696,9 +721,32 @@ void PlayerData::getGroundInfo(TSShapeInstance* si, TSThread* thread,ActionAnima
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}
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else
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dp->dir *= 1.0f / dp->speed;
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// Yaw ground rotation -Skurps
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VectorF fwd;
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si->getGroundTransform().getColumn(1,&fwd);
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fwd.z = 0.0f;
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if (fwd.len() > 0.0001f)
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{
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fwd.normalize();
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F32 yaw = mAtan2(fwd.x, fwd.y);
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// Wrap yaw into [-pi, pi]
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if (yaw > M_PI)
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yaw -= M_2PI;
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else if (yaw < -M_PI)
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yaw += M_2PI;
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dp->angularSpeed = yaw; // radians per frame
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}
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else
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{
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dp->angularSpeed = 0.0f;
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}
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}
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}
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bool PlayerData::isTableSequence(S32 seq)
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{
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// The sequences from the table must already have
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@ -709,6 +757,12 @@ bool PlayerData::isTableSequence(S32 seq)
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return false;
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}
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bool PlayerData::isTurnAction(U32 action) //Skurps
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{
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return (action == TurnLeftAnim || action == TurnRightAnim || action == CrouchTurnLeftAnim || action == CrouchTurnRightAnim || action == ProneTurnLeftAnim
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|| action == ProneTurnRightAnim);
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}
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bool PlayerData::isJumpAction(U32 action)
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{
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return (action == JumpAnim || action == StandJumpAnim);
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@ -750,14 +804,12 @@ void PlayerData::initPersistFields()
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"@brief Defines the maximum left and right angles (in radians) the player can "
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"look in freelook mode.\n\n" );
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addFieldV( "minProneLookAngle", TypeF32, Offset(minProneLookAngle, PlayerData), &CommonValidators::DirFloatPi,
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"@brief Lowest angle (in radians) the player can look when Prone.\n\n"
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"@brief Lowest angle (in radians) the player can look when Prone Should be >= minLookAngle for correct animation position.\n\n"
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"@note An angle of zero is straight ahead, with positive up and negative down." ); //Skurps
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addFieldV( "maxProneLookAngle", TypeF32, Offset(maxProneLookAngle, PlayerData), &CommonValidators::DirFloatPi,
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"@brief Highest angle (in radians) the player can look when Prone.\n\n"
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"@brief Highest angle (in radians) the player can look when Prone. Should be <= maxLookAngle for correct animation position.\n\n"
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"@note An angle of zero is straight ahead, with positive up and negative down." ); //Skurps
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endGroup( "Camera" );
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addGroup( "Movement" );
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@ -916,6 +968,10 @@ void PlayerData::initPersistFields()
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"@brief Maximum backward speed when underwater.\n\n" );
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addFieldV( "maxUnderwaterSideSpeed", TypeRangedF32, Offset(maxUnderwaterSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
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"@brief Maximum sideways speed when underwater.\n\n" );
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addFieldV( "swimYawScale", TypeRangedF32, Offset(swimYawScale, PlayerData), &CommonValidators::PositiveFloat, //Skurps
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"@brief Amount to scale yaw motion while swimming." );
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addFieldV( "swimPitchScale", TypeRangedF32, Offset(swimPitchScale, PlayerData), &CommonValidators::PositiveFloat, //Skurps
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"@brief Amount to scale pitch motion while swimming." );
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endGroup( "Movement: Swimming" );
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@ -929,6 +985,10 @@ void PlayerData::initPersistFields()
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"@brief Maximum backward speed when crouching.\n\n" );
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addFieldV( "maxCrouchSideSpeed", TypeRangedF32, Offset(maxCrouchSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
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"@brief Maximum sideways speed when crouching.\n\n" );
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addFieldV( "crouchYawScale", TypeRangedF32, Offset(crouchYawScale, PlayerData), &CommonValidators::PositiveFloat, //Skurps
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"@brief Amount to scale yaw motion while crouching." );
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addFieldV( "crouchPitchScale", TypeRangedF32, Offset(crouchPitchScale, PlayerData), &CommonValidators::PositiveFloat, //Skurps
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"@brief Amount to scale pitch motion while crouching." );
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endGroup( "Movement: Crouching" );
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@ -942,6 +1002,19 @@ void PlayerData::initPersistFields()
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"@brief Maximum backward speed when prone (laying down).\n\n" );
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addFieldV( "maxProneSideSpeed", TypeRangedF32, Offset(maxProneSideSpeed, PlayerData), &CommonValidators::PositiveFloat,
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"@brief Maximum sideways speed when prone (laying down).\n\n" );
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addFieldV( "proneDiveSequenceTime", TypeRangedF32, Offset(proneDiveSequenceTime, PlayerData), &CommonValidators::PositiveFloat, //Skurps
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"@brief Length of the proneRecoverState when diving into prone.\n\n"
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"The dive sequence will be scaled to match this.\n");
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addFieldV( "proneInSequenceTime", TypeRangedF32, Offset(proneInSequenceTime, PlayerData), &CommonValidators::PositiveFloat, //Skurps
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"@brief Length of the proneRecoverState when getting into prone.\n\n"
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"The proneIn sequence will be scaled to match this.\n");
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addFieldV( "proneOutSequenceTime", TypeRangedF32, Offset(proneOutSequenceTime, PlayerData), &CommonValidators::PositiveFloat, //Skurps
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"@brief Length of the proneRecoverState when getting out of prone.\n\n"
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"The proneOut sequence will be scaled to match this.\n");
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addFieldV( "proneYawScale", TypeRangedF32, Offset(proneYawScale, PlayerData), &CommonValidators::PositiveFloat, //Skurps
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"@brief Amount to scale yaw motion while prone." );
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addFieldV( "pronePitchScale", TypeRangedF32, Offset(pronePitchScale, PlayerData), &CommonValidators::PositiveFloat, //Skurps
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"@brief Amount to scale pitch motion while prone." );
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endGroup( "Movement: Prone" );
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@ -1200,6 +1273,7 @@ void PlayerData::packData(BitStream* stream)
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stream->write(maxFreelookAngle);
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stream->write(minProneLookAngle);//Skurps
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stream->write(maxProneLookAngle);//Skurps
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stream->write(maxTimeScale);
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stream->write(mass);
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@ -1250,18 +1324,28 @@ void PlayerData::packData(BitStream* stream)
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stream->write(maxUnderwaterForwardSpeed);
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stream->write(maxUnderwaterBackwardSpeed);
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stream->write(maxUnderwaterSideSpeed);
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stream->write(swimYawScale); //Skurps
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stream->write(swimPitchScale); //Skurps
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// Crouching
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stream->write(crouchForce);
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stream->write(maxCrouchForwardSpeed);
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stream->write(maxCrouchBackwardSpeed);
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stream->write(maxCrouchSideSpeed);
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stream->write(crouchYawScale); //Skurps
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stream->write(crouchPitchScale); //Skurps
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// Prone
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stream->write(proneForce);
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stream->write(maxProneForwardSpeed);
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stream->write(maxProneBackwardSpeed);
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stream->write(maxProneSideSpeed);
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stream->write(proneInSequenceTime); //Skurps
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stream->write(proneDiveSequenceTime); //Skurps
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stream->write(proneOutSequenceTime); //Skurps
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stream->write(proneYawScale); //Skurps
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stream->write(pronePitchScale); //Skurps
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// Jetting
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stream->write(jetJumpForce);
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@ -1384,6 +1468,7 @@ void PlayerData::unpackData(BitStream* stream)
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stream->read(&maxFreelookAngle);
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stream->read(&minProneLookAngle); // Skurps
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stream->read(&maxProneLookAngle); // Skurps
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stream->read(&maxTimeScale);
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stream->read(&mass);
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@ -1432,19 +1517,28 @@ void PlayerData::unpackData(BitStream* stream)
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stream->read(&swimForce);
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stream->read(&maxUnderwaterForwardSpeed);
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stream->read(&maxUnderwaterBackwardSpeed);
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stream->read(&maxUnderwaterSideSpeed);
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stream->read(&maxUnderwaterSideSpeed);
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stream->read(&swimYawScale); //Skurps
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stream->read(&swimPitchScale); //Skurps
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// Crouching
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stream->read(&crouchForce);
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stream->read(&maxCrouchForwardSpeed);
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stream->read(&maxCrouchBackwardSpeed);
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stream->read(&maxCrouchSideSpeed);
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stream->read(&crouchYawScale); //Skurps
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stream->read(&crouchPitchScale); //Skurps
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// Prone
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stream->read(&proneForce);
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stream->read(&maxProneForwardSpeed);
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stream->read(&maxProneBackwardSpeed);
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stream->read(&maxProneSideSpeed);
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stream->read(&proneInSequenceTime); //Skurps
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stream->read(&proneDiveSequenceTime); //Skurps
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stream->read(&proneOutSequenceTime); //Skurps
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stream->read(&proneYawScale); //Skurps
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stream->read(&pronePitchScale); //Skurps
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// Jetting
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stream->read(&jetJumpForce);
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@ -1598,10 +1692,13 @@ Player::Player()
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mRot = mDelta.rot;
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mHead = mDelta.head;
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mVelocity.set(0.0f, 0.0f, 0.0f);
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mAngularVelocity.set(0.0f,0.0f,0.0f); //Skurps
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mAnimVelocity.set(0.0f,0.0f,0.0f); //Skurps
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mDataBlock = 0;
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mHeadHThread = mHeadVThread = mRecoilThread = mImageStateThread = 0;
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mArmAnimation.action = PlayerData::NullAnimation;
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mArmAnimation.thread = 0;
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mActionAnimation.action = PlayerData::NullAnimation;
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mActionAnimation.thread = 0;
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mActionAnimation.delayTicks = 0;
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@ -1877,7 +1974,7 @@ bool Player::onNewDataBlock( GameBaseData *dptr, bool reload )
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// Reset the image state driven animation thread. This will be properly built
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// in onImageStateAnimation() when needed.
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mImageStateThread = 0;
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// Initialize the primary thread, the actual sequence is
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// set later depending on player actions.
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mActionAnimation.action = PlayerData::NullAnimation;
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@ -2090,6 +2187,7 @@ void Player::processTick(const Move* move)
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else if (mDelta.rot.z > M_PI_F)
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mDelta.rot.z -= M_2PI_F;
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if (!ignore_updates)
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{
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setPosition(mDelta.pos, mDelta.rot);
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@ -2140,6 +2238,7 @@ void Player::processTick(const Move* move)
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updateState();
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updateMove(move);
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updateLookAnimation();
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updateDeathOffsets();
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updatePos();
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}
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@ -2255,8 +2354,7 @@ void Player::setState(ActionState state, U32 recoverTicks)
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if (isProperlyAdded()) {
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switch (state) {
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case RecoverState: {
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if (mDataBlock->landSequenceTime > 0.0f)
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{
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if (mDataBlock->landSequenceTime > 0.0f){
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PlayerData::ActionAnimation& anim = mDataBlock->actionList[PlayerData::LandAnim];
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if (anim.sequence != -1)
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{
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@ -2276,12 +2374,72 @@ void Player::setState(ActionState state, U32 recoverTicks)
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}
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break;
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}
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case ProneRecoverState: { // Skurps
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F32 seqTime = 0.0f;
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S32 action = -1;
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bool ProneIn = mPose == PronePose ? true : false;
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VectorF vel;
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mWorldToObj.mulV(mVelocity, &vel);
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// Prone In
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if (vel.lenSquared() > 0.01f && ProneIn) {
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PlayerData::ActionAnimation& anim = mDataBlock->actionList[PlayerData::DiveAnim];
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if (anim.sequence != -1) {
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action = PlayerData::DiveAnim;
|
||||
seqTime = mDataBlock->proneDiveSequenceTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Default to ProneIn if Dive failed
|
||||
if (action == -1 && ProneIn) {
|
||||
PlayerData::ActionAnimation& anim = mDataBlock->actionList[PlayerData::ProneInAnim];
|
||||
if (anim.sequence != -1) {
|
||||
action = PlayerData::ProneInAnim;
|
||||
seqTime = mDataBlock->proneInSequenceTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Prone Out
|
||||
if(!ProneIn){
|
||||
PlayerData::ActionAnimation& anim = mDataBlock->actionList[PlayerData::ProneOutAnim];
|
||||
if (anim.sequence != -1) {
|
||||
action = PlayerData::ProneOutAnim;
|
||||
seqTime = mDataBlock->proneOutSequenceTime;
|
||||
}
|
||||
}
|
||||
|
||||
if (action != -1 && seqTime > 0.0f) {
|
||||
setActionThread(action, true, false, true, true);
|
||||
if (mActionAnimation.thread && mActionAnimation.thread->getSequence()) {
|
||||
F32 seqLength = mActionAnimation.thread->getSequence()->duration;
|
||||
F32 timeScale = seqLength / seqTime;
|
||||
mShapeInstance->setTimeScale(mActionAnimation.thread, timeScale);
|
||||
|
||||
// No move input is allowed during proneRecoverState but we might want some animation driven velocity...
|
||||
mAnimVelocity.zero();
|
||||
if (mShapeInstance && mActionAnimation.thread){
|
||||
PlayerData::ActionAnimation &anim = mDataBlock->actionList[mActionAnimation.action];
|
||||
if (anim.sequence != -1){
|
||||
Point3F groundVel = ((anim.speed * mShapeInstance->getTimeScale(mActionAnimation.thread)) * anim.dir);
|
||||
|
||||
// Convert from object-space to world-space.
|
||||
MatrixF rot(EulerF(0, 0, mRot.z));
|
||||
rot.mulV(groundVel);
|
||||
|
||||
// Move the player with this velocity during the proneRecoverState
|
||||
mAnimVelocity = groundVel;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Set delay; if nothing valid, mProneRecoverDelay = 0 (instant pass)
|
||||
mProneRecoverDelay = seqTime;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
mState = state;
|
||||
}
|
||||
}
|
||||
|
|
@ -2335,7 +2493,10 @@ void Player::updateState()
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case ProneRecoverState: //Skurps
|
||||
mProneRecoverDelay -= TickSec;
|
||||
if(mProneRecoverDelay <= 0.0f)
|
||||
setState(MoveState);
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
@ -2349,6 +2510,9 @@ const char* Player::getStateName()
|
|||
return "Mounted";
|
||||
if (mState == RecoverState)
|
||||
return "Recover";
|
||||
if (mState == ProneRecoverState)
|
||||
return "ProneRecover";
|
||||
|
||||
return "Move";
|
||||
}
|
||||
|
||||
|
|
@ -2502,11 +2666,17 @@ void Player::setPose( Pose pose )
|
|||
|
||||
// Initialize our scaled attributes as well...
|
||||
onScaleChanged();
|
||||
|
||||
|
||||
// Resize the PhysicsPlayer rep. should we have one
|
||||
if ( mPhysicsRep )
|
||||
mPhysicsRep->setSpacials( getPosition(), boxSize );
|
||||
|
||||
|
||||
// Trigger Prone Recover State -Skurps
|
||||
if(mPose == PronePose || oldPose == PronePose){
|
||||
setState(ProneRecoverState);
|
||||
}
|
||||
|
||||
if ( isServerObject() )
|
||||
mDataBlock->onPoseChange_callback( this, EngineMarshallData< PlayerPose >(oldPose), EngineMarshallData< PlayerPose >(mPose));
|
||||
}
|
||||
|
|
@ -2566,7 +2736,7 @@ void Player::updateMove(const Move* move)
|
|||
|
||||
// Is waterCoverage high enough to be 'swimming'?
|
||||
{
|
||||
bool swimming = mWaterCoverage > 0.65f && canSwim();
|
||||
bool swimming = canSwim(); //Skurps
|
||||
|
||||
if ( swimming != mSwimming )
|
||||
{
|
||||
|
|
@ -2727,7 +2897,28 @@ void Player::updateMove(const Move* move)
|
|||
|
||||
if(doStandardMove)
|
||||
{
|
||||
F32 p = move->pitch * (mPose == SprintPose ? mDataBlock->sprintPitchScale : 1.0f);
|
||||
F32 yawScale = 1.0f; //Skurps
|
||||
F32 pitchScale = 1.0f; //Skurps
|
||||
switch (mPose){
|
||||
case SprintPose:{
|
||||
yawScale = mDataBlock->sprintYawScale;
|
||||
pitchScale = mDataBlock->sprintPitchScale;
|
||||
}
|
||||
case CrouchPose:{
|
||||
yawScale = mDataBlock->crouchYawScale;
|
||||
pitchScale = mDataBlock->crouchPitchScale;
|
||||
}
|
||||
case PronePose: {
|
||||
yawScale = mDataBlock->proneYawScale;
|
||||
pitchScale = mDataBlock->pronePitchScale;
|
||||
}
|
||||
case SwimPose: {
|
||||
yawScale = mDataBlock->swimYawScale;
|
||||
pitchScale = mDataBlock->swimPitchScale;
|
||||
}
|
||||
}
|
||||
|
||||
F32 p = move->pitch * pitchScale; //Skurps
|
||||
if (p > M_PI_F)
|
||||
p -= M_2PI_F;
|
||||
|
||||
|
|
@ -2735,27 +2926,39 @@ void Player::updateMove(const Move* move)
|
|||
F32 curMinLookAngle = mPose == PronePose ? mDataBlock->minProneLookAngle : mDataBlock->minLookAngle;
|
||||
F32 curMaxLookAngle = mPose == PronePose ? mDataBlock->maxProneLookAngle : mDataBlock->maxLookAngle;
|
||||
|
||||
mHead.x = mClampF(mHead.x + p,curMinLookAngle,
|
||||
curMaxLookAngle); // Skurps
|
||||
mHead.x = mClampF(mHead.x + p,curMinLookAngle, curMaxLookAngle); // Skurps
|
||||
|
||||
F32 y = move->yaw * (mPose == SprintPose ? mDataBlock->sprintYawScale : 1.0f);
|
||||
F32 y = move->yaw * yawScale; //Skurps
|
||||
if (y > M_PI_F)
|
||||
y -= M_2PI_F;
|
||||
|
||||
if (move->freeLook && ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson())))
|
||||
{
|
||||
mHead.z = mClampF(mHead.z + y,
|
||||
-mDataBlock->maxFreelookAngle,
|
||||
mDataBlock->maxFreelookAngle);
|
||||
mHead.z = mClampF(mHead.z + y, -mDataBlock->maxFreelookAngle, mDataBlock->maxFreelookAngle);
|
||||
mAngularVelocity.z = 0.0f; //Skurps
|
||||
}
|
||||
else
|
||||
{
|
||||
mRot.z += y;
|
||||
// Rotate the head back to the front, center horizontal
|
||||
// as well if we're controlling another object.
|
||||
mHead.z *= 0.5f;
|
||||
if (mControlObject)
|
||||
mHead.x *= 0.5f;
|
||||
mRot.z += y;
|
||||
// --- Begin angular velocity calculation --- Skurps
|
||||
F32 prevYaw = mRot.z - y; // store the previous yaw
|
||||
F32 deltaYaw = mRot.z - prevYaw;
|
||||
|
||||
// unwrap to avoid jumps over 180°
|
||||
if (deltaYaw > M_PI_F)
|
||||
deltaYaw -= M_2PI_F;
|
||||
else if (deltaYaw < -M_PI_F)
|
||||
deltaYaw += M_2PI_F;
|
||||
|
||||
// store angular velocity in radians/sec
|
||||
mAngularVelocity.z = deltaYaw / TickSec;
|
||||
// --- End angular velocity calculation ---
|
||||
|
||||
// Rotate the head back to the front, center horizontal
|
||||
// as well if we're controlling another object.
|
||||
mHead.z *= 0.5f;
|
||||
if (mControlObject)
|
||||
mHead.x *= 0.5f;
|
||||
}
|
||||
|
||||
// constrain the range of mRot.z
|
||||
|
|
@ -2854,6 +3057,11 @@ void Player::updateMove(const Move* move)
|
|||
|| mActionAnimation.action == PlayerData::LandAnim))
|
||||
mActionAnimation.action = PlayerData::NullAnimation;
|
||||
}
|
||||
else if (mState == ProneRecoverState){ // Use the speedfrom the animation during ProneRecoverState -Skurps
|
||||
moveSpeed = mAnimVelocity.len();
|
||||
moveVec = mAnimVelocity;
|
||||
moveVec.normalize();
|
||||
}
|
||||
else
|
||||
{
|
||||
moveVec.set(0.0f, 0.0f, 0.0f);
|
||||
|
|
@ -3026,19 +3234,23 @@ void Player::updateMove(const Move* move)
|
|||
|
||||
// get the head pitch and add it to the moveVec
|
||||
// This more accurate swim vector calc comes from Matt Fairfax
|
||||
MatrixF xRot;
|
||||
xRot.set(EulerF(mHead.x, 0, 0));
|
||||
zRot.set(EulerF(0, 0, mRot.z));
|
||||
MatrixF rot;
|
||||
rot.mul(zRot, xRot);
|
||||
rot.getColumn(0,&moveVec);
|
||||
// Added a check to keep the player from pose-jittering at the surface -Skurps
|
||||
F32 offset = getPosition().z + (0.66f * mDataBlock->swimBoxSize.z);
|
||||
if(offset < mLiquidHeight || mHead.x > 0.0f){ //Skurps
|
||||
MatrixF xRot;
|
||||
xRot.set(EulerF(mHead.x, 0, 0));
|
||||
zRot.set(EulerF(0, 0, mRot.z));
|
||||
MatrixF rot;
|
||||
rot.mul(zRot, xRot);
|
||||
rot.getColumn(0,&moveVec);
|
||||
|
||||
moveVec *= move->x;
|
||||
VectorF tv;
|
||||
rot.getColumn(1,&tv);
|
||||
moveVec += tv * move->y;
|
||||
rot.getColumn(2,&tv);
|
||||
moveVec += tv * move->z;
|
||||
moveVec *= move->x;
|
||||
VectorF tv;
|
||||
rot.getColumn(1,&tv);
|
||||
moveVec += tv * move->y;
|
||||
rot.getColumn(2,&tv);
|
||||
moveVec += tv * move->z;
|
||||
}
|
||||
|
||||
// Force a 0 move if there is no energy, and only drain
|
||||
// move energy if we're moving.
|
||||
|
|
@ -3211,7 +3423,7 @@ void Player::updateMove(const Move* move)
|
|||
// Adjust velocity with all the move & gravity acceleration
|
||||
// TG: I forgot why doesn't the TickSec multiply happen here...
|
||||
mVelocity += acc;
|
||||
|
||||
|
||||
// apply horizontal air resistance
|
||||
|
||||
F32 hvel = mSqrt(mVelocity.x * mVelocity.x + mVelocity.y * mVelocity.y);
|
||||
|
|
@ -3287,7 +3499,7 @@ void Player::updateMove(const Move* move)
|
|||
{
|
||||
if ( mSwimming )
|
||||
desiredPose = SwimPose;
|
||||
else if ( runSurface && move->trigger[sProneTrigger] && canProne() ) //Skurps swapped with crouch so crouch does not need to be released in order to go prone
|
||||
else if ( move->trigger[sProneTrigger] && canProne() ) //Skurps swapped with crouch so crouch does not need to be released in order to go prone
|
||||
desiredPose = PronePose;
|
||||
else if ( runSurface && move->trigger[sCrouchTrigger] && canCrouch() )
|
||||
desiredPose = CrouchPose;
|
||||
|
|
@ -3364,8 +3576,8 @@ bool Player::canJetJump()
|
|||
|
||||
bool Player::canSwim()
|
||||
{
|
||||
// Make sure swim bounding box would be submerged enough go to swim pose, necessary when crouched or prone in shallow water - Skurps
|
||||
return mAllowSwimming && ((getPosition().z + mDataBlock->swimBoxSize.z) < mLiquidHeight);
|
||||
// Make sure swim bounding box is/would be submerged enough for swim pose- Skurps
|
||||
return mAllowSwimming && ((getPosition().z + (0.65f * mDataBlock->swimBoxSize.z)) < mLiquidHeight);
|
||||
}
|
||||
|
||||
//Fixed to work with small boxsize.z values - Skurps
|
||||
|
|
@ -3460,28 +3672,23 @@ bool Player::canStand() //Fixed to work with small boxsize.z values - Skurps
|
|||
return mPhysicsRep->testSpacials( getPosition(), mDataBlock->boxSize );
|
||||
}
|
||||
|
||||
bool Player::canProne()
|
||||
{
|
||||
if (!mAllowProne)
|
||||
bool Player::canProne(){
|
||||
if (!mAllowProne || mDamageState != Enabled || isMounted() || mSwimming || mFalling)
|
||||
return false;
|
||||
|
||||
if ( mState != MoveState ||
|
||||
mDamageState != Enabled ||
|
||||
isMounted() ||
|
||||
mSwimming ||
|
||||
mFalling )
|
||||
if (mState != MoveState && mState != ProneRecoverState) //Skurps
|
||||
return false;
|
||||
|
||||
// Can't go prone if no prone animation!
|
||||
if ( mDataBlock->actionList[PlayerData::ProneRootAnim].sequence == -1 )
|
||||
return false;
|
||||
|
||||
// Do standard Torque physics test here!
|
||||
if ( !mPhysicsRep )
|
||||
// We are already in this pose, so don't test it again...
|
||||
if ( mPose == PronePose)
|
||||
return true;
|
||||
|
||||
// We are already in this pose, so don't test it again...
|
||||
if ( mPose == PronePose )
|
||||
// Do standard Torque physics test here!
|
||||
if ( !mPhysicsRep )
|
||||
return true;
|
||||
|
||||
return mPhysicsRep->testSpacials( getPosition(), mDataBlock->proneBoxSize );
|
||||
|
|
@ -3542,19 +3749,16 @@ void Player::updateLookAnimation(F32 dt)
|
|||
// Adjust look pos. This assumes that the animations match
|
||||
// the min and max look angles provided in the datablock.
|
||||
if (mArmAnimation.thread)
|
||||
{
|
||||
// Skurps
|
||||
F32 curMinLookAngle = mPose == PronePose ? mDataBlock->minProneLookAngle : mDataBlock->minLookAngle;
|
||||
F32 curMaxLookAngle = mPose == PronePose ? mDataBlock->maxProneLookAngle : mDataBlock->maxLookAngle;
|
||||
|
||||
{
|
||||
if(mControlObject)
|
||||
{
|
||||
mShapeInstance->setPos(mArmAnimation.thread,0.5f);
|
||||
}
|
||||
// Calculations assume maxLookAngle and minLookAngle range is >= than maxProneLookAngle and minProneLookAngle range
|
||||
else
|
||||
{
|
||||
F32 d = curMaxLookAngle - curMinLookAngle; //Skurps
|
||||
F32 tp = (renderHead.x - curMinLookAngle) / d; //Skurps
|
||||
F32 d = mDataBlock->maxLookAngle - mDataBlock->minLookAngle;
|
||||
F32 tp = (renderHead.x - mDataBlock->minLookAngle) / d;
|
||||
|
||||
mShapeInstance->setPos(mArmAnimation.thread,mClampF(tp,0,1));
|
||||
}
|
||||
|
|
@ -3575,10 +3779,8 @@ void Player::updateLookAnimation(F32 dt)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Methods to get delta (as amount to affect velocity by)
|
||||
|
||||
bool Player::inDeathAnim()
|
||||
{
|
||||
if ((anim_clip_flags & ANIM_OVERRIDDEN) != 0 && (anim_clip_flags & IS_DEATH_ANIM) == 0)
|
||||
|
|
@ -3841,14 +4043,16 @@ void Player::setActionThread(U32 action,bool forward,bool hold,bool wait,bool fs
|
|||
mActionAnimation.delayTicks = (S32)sNewAnimationTickTime;
|
||||
mActionAnimation.atEnd = false;
|
||||
mActionAnimation.callbackTripped = false;
|
||||
if (sUseAnimationTransitions && (action != PlayerData::LandAnim || !(mDataBlock->landSequenceTime > 0.0f && !mDataBlock->transitionToLand)) && (isGhost()/* || mActionAnimation.animateOnServer*/))
|
||||
if (sUseAnimationTransitions && (action != PlayerData::LandAnim || !(mDataBlock->landSequenceTime > 0.0f && !mDataBlock->transitionToLand)) && (isGhost() || mActionAnimation.animateOnServer))
|
||||
{
|
||||
// The transition code needs the timeScale to be set in the
|
||||
// right direction to know which way to go.
|
||||
F32 transTime = sAnimationTransitionTime;
|
||||
F32 transTime = sAnimationTransitionTime;
|
||||
if (mDataBlock && mDataBlock->isJumpAction(action))
|
||||
transTime = 0.15f;
|
||||
|
||||
else if (mDataBlock && (mDataBlock->isTurnAction(action) || mDataBlock->isTurnAction(lastAction))) //Skurps
|
||||
transTime = 0.35f;
|
||||
|
||||
F32 timeScale = mActionAnimation.forward ? 1.0f : -1.0f;
|
||||
if (mDataBlock && mDataBlock->isJumpAction(action))
|
||||
timeScale *= 1.5f;
|
||||
|
|
@ -4020,23 +4224,30 @@ void Player::updateActionThread()
|
|||
// prevent scaling of AFX picked actions
|
||||
if ( (mActionAnimation.action != PlayerData::LandAnim) &&
|
||||
(mActionAnimation.action != PlayerData::NullAnimation) &&
|
||||
!(anim_clip_flags & ANIM_OVERRIDDEN))
|
||||
!(anim_clip_flags & ANIM_OVERRIDDEN) && (mActionAnimation.action != PlayerData::ProneOutAnim) && (mActionAnimation.action != PlayerData::ProneInAnim)
|
||||
&& (mActionAnimation.action != PlayerData::DiveAnim)) // ProneIn/ProneOut/Dive excempt because their duration / scale is determined by datablock values -Skurps
|
||||
{
|
||||
// Update action animation time scale to match ground velocity
|
||||
PlayerData::ActionAnimation &anim =
|
||||
mDataBlock->actionList[mActionAnimation.action];
|
||||
F32 scale = 1;
|
||||
if (anim.velocityScale && anim.speed) {
|
||||
VectorF vel;
|
||||
mWorldToObj.mulV(mVelocity,&vel);
|
||||
scale = mFabs(mDot(vel, anim.dir) / anim.speed);
|
||||
// Update action animation time scale to match ground velocity
|
||||
PlayerData::ActionAnimation &anim = mDataBlock->actionList[mActionAnimation.action];
|
||||
F32 scale = 1.0f;
|
||||
F32 rotScale = 1.0f; //Skurps
|
||||
|
||||
if (scale > mDataBlock->maxTimeScale)
|
||||
scale = mDataBlock->maxTimeScale;
|
||||
}
|
||||
// Linear animation scaling
|
||||
if (anim.velocityScale && anim.speed) {
|
||||
VectorF vel;
|
||||
mWorldToObj.mulV(mVelocity,&vel);
|
||||
scale = mFabs(mDot(vel, anim.dir) / anim.speed);
|
||||
}
|
||||
|
||||
mShapeInstance->setTimeScale(mActionAnimation.thread,
|
||||
mActionAnimation.forward? scale: -scale);
|
||||
// Angular animation scaling -Skurps
|
||||
if (mFabs(mAngularVelocity.z) && anim.angularSpeed != 0.0f){
|
||||
F32 yawPerFrame = mAngularVelocity.z * TickSec;
|
||||
rotScale = mFabs(yawPerFrame / anim.angularSpeed);
|
||||
}
|
||||
|
||||
F32 finalScale = mMax(scale,rotScale); // Use the greater scale -Skurps
|
||||
finalScale = mClampF(finalScale,0.0f,mDataBlock->maxTimeScale);
|
||||
mShapeInstance->setTimeScale(mActionAnimation.thread, mActionAnimation.forward? finalScale: -finalScale);
|
||||
}
|
||||
PROFILE_END();
|
||||
}
|
||||
|
|
@ -4049,16 +4260,17 @@ void Player::pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool *
|
|||
VectorF vel;
|
||||
mWorldToObj.mulV(mVelocity,&vel);
|
||||
|
||||
if (vel.lenSquared() > 0.01f)
|
||||
{
|
||||
// Bias the velocity towards picking the forward/backward anims over
|
||||
// the sideways ones to prevent oscillation between anims.
|
||||
vel *= VectorF(0.5f, 1.0f, 0.5f);
|
||||
bool isMoving = vel.lenSquared() > 0.01f; //Skurps
|
||||
bool isTurning = mFabs(mAngularVelocity.z) > 0.35f; //Skurps
|
||||
|
||||
// Pick animation that is the best fit for our current (local) velocity.
|
||||
// Assumes that the root (stationary) animation is at startAnim.
|
||||
// Pick animation that is the best fit for our current (local) velocity
|
||||
// Assumes that the root (stationary) animation is at startAnim.
|
||||
if(isMoving){
|
||||
// Bias the velocity towards picking the forward/backward anims over
|
||||
// the sideways ones to prevent oscillation between anims.
|
||||
vel *= VectorF(0.5f, 1.0f, 0.5f);
|
||||
F32 curMax = -0.1f;
|
||||
for (U32 i = startAnim+1; i <= endAnim; i++)
|
||||
for (U32 i = startAnim +1; i <= endAnim; i++)
|
||||
{
|
||||
const PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
|
||||
if (anim.sequence != -1 && anim.speed)
|
||||
|
|
@ -4086,6 +4298,35 @@ void Player::pickBestMoveAction(U32 startAnim, U32 endAnim, U32 * action, bool *
|
|||
}
|
||||
}
|
||||
}
|
||||
// Pick animation that is the best fit for current angularVelocity. Checks only side anims and turn-in-place anims, defaults to root if no match. -Skurps
|
||||
else if (isTurning){
|
||||
F32 curMax = 0.0f;
|
||||
for (U32 i = startAnim +3; i <= endAnim; i++)
|
||||
{
|
||||
const PlayerData::ActionAnimation &anim = mDataBlock->actionList[i];
|
||||
if (anim.sequence != -1 && anim.angularSpeed)
|
||||
{
|
||||
F32 d = mAngularVelocity.z * anim.angularSpeed;
|
||||
if (d > curMax)
|
||||
{
|
||||
curMax = d;
|
||||
*action = i;
|
||||
*forward = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Check if reversing this animation would fit (as above)
|
||||
d *= -0.75f;
|
||||
if (d > curMax)
|
||||
{
|
||||
curMax = d;
|
||||
*action = i;
|
||||
*forward = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Player::pickActionAnimation()
|
||||
|
|
@ -4106,7 +4347,6 @@ void Player::pickActionAnimation()
|
|||
|
||||
bool forward = true;
|
||||
U32 action = PlayerData::RootAnim;
|
||||
bool fsp = false;
|
||||
|
||||
// Jetting overrides the fall animation condition
|
||||
if (mJetting)
|
||||
|
|
@ -4133,22 +4373,22 @@ void Player::pickActionAnimation()
|
|||
else
|
||||
{
|
||||
// Our feet are on something
|
||||
pickBestMoveAction(PlayerData::RootAnim, PlayerData::SideRightAnim, &action, &forward);
|
||||
pickBestMoveAction(PlayerData::RootAnim, PlayerData::TurnRightAnim, &action, &forward);
|
||||
}
|
||||
}
|
||||
else if ( mPose == CrouchPose )
|
||||
{
|
||||
pickBestMoveAction(PlayerData::CrouchRootAnim, PlayerData::CrouchRightAnim, &action, &forward);
|
||||
pickBestMoveAction(PlayerData::CrouchRootAnim, PlayerData::CrouchTurnRightAnim, &action, &forward);
|
||||
}
|
||||
else if ( mPose == PronePose )
|
||||
{
|
||||
pickBestMoveAction(PlayerData::ProneRootAnim, PlayerData::ProneRightAnim, &action, &forward); //Skurps
|
||||
pickBestMoveAction(PlayerData::ProneRootAnim, PlayerData::ProneTurnRightAnim, &action, &forward); //Skurps
|
||||
}
|
||||
else if ( mPose == SprintPose )
|
||||
{
|
||||
pickBestMoveAction(PlayerData::SprintRootAnim, PlayerData::SprintRightAnim, &action, &forward);
|
||||
}
|
||||
setActionThread(action,forward,false,false,fsp);
|
||||
setActionThread(action,forward,false,false,false);
|
||||
}
|
||||
|
||||
void Player::onImage(U32 imageSlot, bool unmount)
|
||||
|
|
@ -5565,7 +5805,6 @@ bool Player::displaceObject(const Point3F& displacement)
|
|||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void Player::setPosition(const Point3F& pos,const Point3F& rot)
|
||||
{
|
||||
MatrixF mat;
|
||||
|
|
@ -6753,8 +6992,9 @@ DefineEngineMethod( Player, getState, const char*, (),,
|
|||
"<li>Mounted - The Player is mounted to an object such as a vehicle.</li>"
|
||||
"<li>Move - The Player is free to move. The usual state.</li>"
|
||||
"<li>Recover - The Player is recovering from a fall. See PlayerData::recoverDelay.</li></ul>\n"
|
||||
"<li>ProneRecover - The Player is getting in / out of prone. See PlayerData::proneRecoverDelay.</li></ul>\n" //Skurps
|
||||
|
||||
"@return The current state; one of: \"Dead\", \"Mounted\", \"Move\", \"Recover\"\n" )
|
||||
"@return The current state; one of: \"Dead\", \"Mounted\", \"Move\", \"Recover\",\"ProneRecover\"\n" )
|
||||
{
|
||||
return object->getStateName();
|
||||
}
|
||||
|
|
@ -6866,6 +7106,8 @@ DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold
|
|||
"<li>prone_root</li>"
|
||||
"<li>prone_forward</li>"
|
||||
"<li>prone_backward</li>"
|
||||
"<li>prone_side</li>"
|
||||
"<li>prone_right</li>"
|
||||
"<li>swim_root</li>"
|
||||
"<li>swim_forward</li>"
|
||||
"<li>swim_backward</li>"
|
||||
|
|
@ -6875,7 +7117,10 @@ DefineEngineMethod( Player, setActionThread, bool, ( const char* name, bool hold
|
|||
"<li>jump</li>"
|
||||
"<li>standjump</li>"
|
||||
"<li>land</li>"
|
||||
"<li>jet</li></ul>\n\n"
|
||||
"<li>jet</li></ul>"
|
||||
"<li>proneIn</li>"
|
||||
"<li>proneOut</li>"
|
||||
"<li>dive</li>\n\n"
|
||||
|
||||
"If the player moves in any direction then the animation sequence set using this "
|
||||
"method will be cancelled and the chosen mation-based sequence will take over. This makes "
|
||||
|
|
@ -7226,7 +7471,6 @@ void Player::updateSplash()
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
void Player::updateFroth( F32 dt )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue