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Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
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Go to the source code of this file.
Macros | |
| #define | ANIM_VEC(a, frames, rate) |
Functions | |
| vector | animdecide_getloweranim (entity e) |
| vector | animdecide_getupperanim (entity e) |
| void | animdecide_load_if_needed (entity e) |
| void | animdecide_setaction (entity e, float action, float restart) |
| void | animdecide_setframes (entity e, float support_blending,.float fld_frame,.float fld_frame1time,.float fld_frame2,.float fld_frame2time) |
| void | animdecide_setimplicitstate (entity e, float onground) |
| void | animdecide_setstate (entity e, int newstate, float restart) |
| bool | monsters_animoverride (entity this) |
Variables | |
| const float | ANIMPRIO_ACTIVE = 1 |
| const float | ANIMPRIO_CROUCH = 2 |
| const float | ANIMPRIO_DEAD = 3 |
| const float | ANIMPRIO_IDLE = 0 |
| #define ANIM_VEC | ( | a, | |
| frames, | |||
| rate ) |
Referenced by animdecide_load_if_needed().
Definition at line 155 of file animdecide.qc.
References ANIMACTION_JUMP, ANIMIMPLICITSTATE_BACKWARDS, ANIMIMPLICITSTATE_FORWARD, ANIMIMPLICITSTATE_INAIR, ANIMIMPLICITSTATE_LEFT, ANIMIMPLICITSTATE_RIGHT, ANIMPRIO_ACTIVE, ANIMPRIO_CROUCH, ANIMPRIO_DEAD, ANIMPRIO_IDLE, ANIMSTATE_DEAD1, ANIMSTATE_DEAD2, ANIMSTATE_DUCK, ANIMSTATE_FOLLOW, ANIMSTATE_FROZEN, entity(), max(), time, vec3, and vector.
Referenced by animdecide_setframes().
Definition at line 109 of file animdecide.qc.
References ANIMACTION_DRAW, ANIMACTION_MELEE, ANIMACTION_PAIN1, ANIMACTION_PAIN2, ANIMACTION_SHOOT, ANIMACTION_TAUNT, ANIMPRIO_ACTIVE, ANIMPRIO_DEAD, ANIMPRIO_IDLE, ANIMSTATE_DEAD1, ANIMSTATE_DEAD2, ANIMSTATE_FROZEN, entity(), max(), time, vec3, and vector.
Referenced by animdecide_setframes().
Definition at line 53 of file animdecide.qc.
References ANIM_VEC, animfixfps(), entity(), monsters_animoverride(), substring(), and vector.
Referenced by CopyBody(), CSQCModel_Hook_PreDraw(), and player_setupanimsformodel().
Definition at line 338 of file animdecide.qc.
References entity(), and time.
Referenced by _GlobalSound(), jumppad_push(), MUTATOR_HOOKFUNCTION(), PlayerDamage(), PlayerJump(), PM_dodging(), and weapon_thinkf().
| void animdecide_setframes | ( | entity | e, |
| float | support_blending, | ||
| .float | fld_frame, | ||
| .float | fld_frame1time, | ||
| .float | fld_frame2, | ||
| .float | fld_frame2time ) |
Definition at line 296 of file animdecide.qc.
References animdecide_getloweranim(), animdecide_getupperanim(), BITXOR_ASSIGN, EF_RESTARTANIM_BIT, entity(), and vector.
Referenced by CopyBody(), and CSQCModel_Hook_PreDraw().
Definition at line 248 of file animdecide.qc.
References ANIMACTION_JUMP, ANIMIMPLICITSTATE_BACKWARDS, ANIMIMPLICITSTATE_FORWARD, ANIMIMPLICITSTATE_INAIR, ANIMIMPLICITSTATE_LEFT, ANIMIMPLICITSTATE_RIGHT, entity(), fabs(), makevectors, time, v_forward, v_right, vdist, and vector.
Referenced by CSQCModel_Hook_PreDraw(), Monster_Anim(), and player_anim().
Definition at line 330 of file animdecide.qc.
References entity(), and time.
Referenced by CSQCModel_Hook_PreDraw(), Monster_Anim(), player_anim(), player_setupanimsformodel(), and PlayerDamage().
Definition at line 13 of file animdecide.qc.
References anim_idle, anim_walk, animfixfps(), entity(), FOREACH, Monster::mr_anim(), NULL, and vector.
Referenced by animdecide_load_if_needed().
| const float ANIMPRIO_ACTIVE = 1 |
Definition at line 105 of file animdecide.qc.
Referenced by animdecide_getloweranim(), and animdecide_getupperanim().
| const float ANIMPRIO_CROUCH = 2 |
Definition at line 106 of file animdecide.qc.
Referenced by animdecide_getloweranim().
| const float ANIMPRIO_DEAD = 3 |
Definition at line 107 of file animdecide.qc.
Referenced by animdecide_getloweranim(), and animdecide_getupperanim().
| const float ANIMPRIO_IDLE = 0 |
Definition at line 104 of file animdecide.qc.
Referenced by animdecide_getloweranim(), and animdecide_getupperanim().