Xonotic
animdecide.qh File Reference
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Classes

class  Animation
 

Macros

#define ReadAnimation()   ReadRegistered(Animations)
 
#define REGISTER_ANIMATION(id, framenames)
 
#define WriteAnimation(to, it)   WriteRegistered(Animations, to, it)
 

Functions

vector anim_vec (Animation anim, int mdlidx, int numframes, float framerate)
 
void animdecide_load_if_needed (entity e)
 
void animdecide_setaction (entity e, float action, float restart)
 
void animdecide_setframes (entity e, bool support_blending,.int fld_frame,.int fld_frame1time,.int fld_frame2,.int fld_frame2time)
 
void animdecide_setimplicitstate (entity e, float onground)
 
void animdecide_setstate (entity e, int newstate, float restart)
 
 REGISTER_ANIMATION (die1, "dieone groupified_0_anim")
 player dies More...
 
 REGISTER_ANIMATION (die2, "dietwo groupified_1_anim")
 player dies differently More...
 
 REGISTER_ANIMATION (draw, "draw groupified_2_anim")
 player pulls out a weapon More...
 
 REGISTER_ANIMATION (duck, "duck groupified_3_anim")
 
 REGISTER_ANIMATION (duckwalk, "duckwalk groupified_4_anim")
 player walking while crouching More...
 
 REGISTER_ANIMATION (duckjump, "duckjump groupified_5_anim")
 player jumping from a crouch More...
 
 REGISTER_ANIMATION (duckidle, "duckidle groupified_6_anim")
 player idling while crouching More...
 
 REGISTER_ANIMATION (idle, "idle groupified_7_anim")
 player standing More...
 
 REGISTER_ANIMATION (jump, "jump groupified_8_anim")
 player jump More...
 
 REGISTER_ANIMATION (pain1, "painone groupified_9_anim")
 player flinches from pain More...
 
 REGISTER_ANIMATION (pain2, "paintwo groupified_10_anim")
 player flinches from pain, differently More...
 
 REGISTER_ANIMATION (shoot, "shoot groupified_11_anim")
 player shoots More...
 
 REGISTER_ANIMATION (taunt, "taunt groupified_12_anim")
 player taunts others (FIXME: no code references this) More...
 
 REGISTER_ANIMATION (run, "run groupified_13_anim")
 player running forward More...
 
 REGISTER_ANIMATION (runbackwards, "runbackwards groupified_14_anim")
 player running backward More...
 
 REGISTER_ANIMATION (strafeleft, "strafeleft groupified_15_anim")
 player shuffling left quickly More...
 
 REGISTER_ANIMATION (straferight, "straferight groupified_16_anim")
 player shuffling right quickly More...
 
 REGISTER_ANIMATION (dead1, "deadone groupified_17_anim")
 
 REGISTER_ANIMATION (dead2, "deadtwo groupified_18_anim")
 
 REGISTER_ANIMATION (forwardright, "forwardright groupified_19_anim")
 player running forward and right More...
 
 REGISTER_ANIMATION (forwardleft, "forwardleft groupified_20_anim")
 player running forward and left More...
 
 REGISTER_ANIMATION (backright, "backright groupified_21_anim")
 player running backward and right More...
 
 REGISTER_ANIMATION (backleft, "backleft groupified_22_anim")
 player running back and left More...
 
 REGISTER_ANIMATION (melee, "melee groupified_23_anim")
 player doing the melee action More...
 
 REGISTER_ANIMATION (duckwalkbackwards, "duckwalkbackwards groupified_24_anim")
 
 REGISTER_ANIMATION (duckwalkstrafeleft, "duckwalkstrafeleft duckstrafeleft groupified_25_anim")
 
 REGISTER_ANIMATION (duckwalkstraferight, "duckwalkstraferight duckstraferight groupified_26_anim")
 
 REGISTER_ANIMATION (duckwalkforwardright, "duckwalkforwardright duckforwardright groupified_27_anim")
 
 REGISTER_ANIMATION (duckwalkforwardleft, "duckwalkforwardleft groupified_28_anim")
 
 REGISTER_ANIMATION (duckwalkbackright, "duckwalkbackright duckbackwardright groupified_29_anim")
 
 REGISTER_ANIMATION (duckwalkbackleft, "duckwalkbackleft duckbackwardleft groupified_30_anim")
 

Variables

int anim_implicit_state
 
float anim_implicit_time
 
float anim_lower_action
 
float anim_lower_implicit_action
 
float anim_lower_implicit_time
 
float anim_lower_time
 
int anim_state
 
float anim_time
 
float anim_upper_action
 
float anim_upper_implicit_action
 
float anim_upper_implicit_time
 
float anim_upper_time
 
const int ANIMACTION_DRAW = 1
 
const int ANIMACTION_JUMP = -1
 
const int ANIMACTION_MELEE = 6
 
const int ANIMACTION_PAIN1 = 2
 
const int ANIMACTION_PAIN2 = 3
 
const int ANIMACTION_SHOOT = 4
 
const int ANIMACTION_TAUNT = 5
 
float animdecide_modelindex
 
const int ANIMIMPLICITSTATE_BACKWARDS = BIT(2)
 
const int ANIMIMPLICITSTATE_FORWARD = BIT(1)
 
const int ANIMIMPLICITSTATE_INAIR = BIT(0)
 
const int ANIMIMPLICITSTATE_JUMPRELEASED = BIT(5)
 
const int ANIMIMPLICITSTATE_LEFT = BIT(3)
 
const int ANIMIMPLICITSTATE_RIGHT = BIT(4)
 
const int ANIMSTATE_DEAD1 = BIT(0)
 
const int ANIMSTATE_DEAD2 = BIT(1)
 
const int ANIMSTATE_DUCK = BIT(2)
 
const int ANIMSTATE_FOLLOW = BIT(4)
 
const int ANIMSTATE_FROZEN = BIT(3)
 

Macro Definition Documentation

◆ ReadAnimation

#define ReadAnimation ( )    ReadRegistered(Animations)

Definition at line 30 of file animdecide.qh.

◆ REGISTER_ANIMATION

#define REGISTER_ANIMATION (   id,
  framenames 
)
Value:
.vector anim_##id; \
REGISTER(Animations, ANIM_##id, m_id, NEW(Animation)) { \
this.m_framenames = framenames; \
}
#define NEW(cname,...)
Definition: oo.qh:105
int m_id
Definition: effect.qh:19

Definition at line 31 of file animdecide.qh.

Referenced by anim_vec().

◆ WriteAnimation

#define WriteAnimation (   to,
  it 
)    WriteRegistered(Animations, to, it)

Definition at line 29 of file animdecide.qh.

Function Documentation

◆ anim_vec()

vector anim_vec ( Animation  anim,
int  mdlidx,
int  numframes,
float  framerate 
)

Definition at line 37 of file animdecide.qh.

References REGISTER_ANIMATION, v, and vector().

38 {
39  vector v;
40  v.x = Animation_getframe(anim, mdlidx);
41  v.y = numframes;
42  v.z = framerate;
43  return v;
44 }
vector(float skel, float bonenum) _skel_get_boneabs_hidden
vector v
Definition: ent_cs.qc:116
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◆ animdecide_load_if_needed()

void animdecide_load_if_needed ( entity  e)

Definition at line 53 of file animdecide.qc.

References ANIM_VEC, monsters_animoverride(), substring(), and vector().

Referenced by CopyBody(), CSQCModel_Hook_PreDraw(), and player_setupanimsformodel().

54 {
55  int mdlidx = e.modelindex;
56  if (mdlidx == e.animdecide_modelindex) return;
57  e.animdecide_modelindex = mdlidx;
58 
59  if(substring(e.model, 0, 16) == "models/monsters/")
60  {
62  return;
63  }
64 
65 #define ANIM_VEC(a, frames, rate) anim_vec(ANIM_##a, mdlidx, frames, rate)
66 
67  vector none = '0 0 0';
68  e.anim_die1 = animfixfps(e, ANIM_VEC(die1, 1, 0.5), none); // 2 seconds
69  e.anim_die2 = animfixfps(e, ANIM_VEC(die2, 1, 0.5), none); // 2 seconds
70  e.anim_draw = animfixfps(e, ANIM_VEC(draw, 1, 3), none);
71  e.anim_duckwalk = animfixfps(e, ANIM_VEC(duckwalk, 1, 1), none);
72  e.anim_duckjump = animfixfps(e, ANIM_VEC(duckjump, 1, 10), none);
73  e.anim_duckidle = animfixfps(e, ANIM_VEC(duckidle, 1, 1), none);
74  e.anim_idle = animfixfps(e, ANIM_VEC(idle, 1, 1), none);
75  e.anim_jump = animfixfps(e, ANIM_VEC(jump, 1, 10), none);
76  e.anim_pain1 = animfixfps(e, ANIM_VEC(pain1, 1, 2), none); // 0.5 seconds
77  e.anim_pain2 = animfixfps(e, ANIM_VEC(pain2, 1, 2), none); // 0.5 seconds
78  e.anim_shoot = animfixfps(e, ANIM_VEC(shoot, 1, 5), none); // analyze models and set framerate
79  e.anim_taunt = animfixfps(e, ANIM_VEC(taunt, 1, 0.33), none);
80  e.anim_run = animfixfps(e, ANIM_VEC(run, 1, 1), none);
81  e.anim_runbackwards = animfixfps(e, ANIM_VEC(runbackwards, 1, 1), none);
82  e.anim_strafeleft = animfixfps(e, ANIM_VEC(strafeleft, 1, 1), none);
83  e.anim_straferight = animfixfps(e, ANIM_VEC(straferight, 1, 1), none);
84  e.anim_forwardright = animfixfps(e, ANIM_VEC(forwardright, 1, 1), ANIM_VEC(straferight, 1, 1));
85  e.anim_forwardleft = animfixfps(e, ANIM_VEC(forwardleft, 1, 1), ANIM_VEC(strafeleft, 1, 1));
86  e.anim_backright = animfixfps(e, ANIM_VEC(backright, 1, 1), ANIM_VEC(straferight, 1, 1));
87  e.anim_backleft = animfixfps(e, ANIM_VEC(backleft , 1, 1), ANIM_VEC(strafeleft, 1, 1));
88  e.anim_melee = animfixfps(e, ANIM_VEC(melee, 1, 1), ANIM_VEC(shoot, 1, 1));
89  e.anim_duckwalkbackwards = animfixfps(e, ANIM_VEC(duckwalkbackwards, 1, 1), ANIM_VEC(duckwalk, 1, 1));
90  e.anim_duckwalkstrafeleft = animfixfps(e, ANIM_VEC(duckwalkstrafeleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
91  e.anim_duckwalkstraferight = animfixfps(e, ANIM_VEC(duckwalkstraferight, 1, 1), ANIM_VEC(duckwalk, 1, 1));
92  e.anim_duckwalkforwardright = animfixfps(e, ANIM_VEC(duckwalkforwardright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
93  e.anim_duckwalkforwardleft = animfixfps(e, ANIM_VEC(duckwalkforwardleft, 1, 1), ANIM_VEC(duckwalk, 1, 1));
94  e.anim_duckwalkbackright = animfixfps(e, ANIM_VEC(duckwalkbackright, 1, 1), ANIM_VEC(duckwalk, 1, 1));
95  e.anim_duckwalkbackleft = animfixfps(e, ANIM_VEC(duckwalkbackleft , 1, 1), ANIM_VEC(duckwalk, 1, 1));
96 
97 #undef ANIM_VEC
98 
99  // these anims ought to stay until stopped explicitly by weaponsystem
100  e.anim_shoot_z = 0.001;
101  e.anim_melee_z = 0.001;
102 }
bool monsters_animoverride(entity this)
Definition: animdecide.qc:13
#define ANIM_VEC(a, frames, rate)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
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◆ animdecide_setaction()

void animdecide_setaction ( entity  e,
float  action,
float  restart 
)

Definition at line 338 of file animdecide.qc.

References time.

Referenced by jumppad_push(), PlayerDamage(), PlayerJump(), PM_dodging(), UpdatePlayerSounds(), and weapon_thinkf().

339 {
340  if(action < 0)
341  {
342  if(!restart)
343  if(action == e.anim_lower_action)
344  return;
345  e.anim_lower_action = action;
346  e.anim_lower_time = time;
347  }
348  else
349  {
350  if(!restart)
351  if(action == e.anim_upper_action)
352  return;
353  e.anim_upper_action = action;
354  e.anim_upper_time = time;
355  }
356 }
float time
Definition: csprogsdefs.qc:16
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◆ animdecide_setframes()

void animdecide_setframes ( entity  e,
bool  support_blending,
.int  fld_frame,
.int  fld_frame1time,
.int  fld_frame2,
.int  fld_frame2time 
)

◆ animdecide_setimplicitstate()

void animdecide_setimplicitstate ( entity  e,
float  onground 
)

Definition at line 248 of file animdecide.qc.

References ANIMACTION_JUMP, ANIMIMPLICITSTATE_BACKWARDS, ANIMIMPLICITSTATE_FORWARD, ANIMIMPLICITSTATE_INAIR, ANIMIMPLICITSTATE_LEFT, ANIMIMPLICITSTATE_RIGHT, fabs(), makevectors, time, v, v_forward, v_right, vdist, and vector().

Referenced by CSQCModel_Hook_PreDraw(), Monster_Anim(), and player_anim().

249 {
250  int s = 0;
251 
252  makevectors(e.angles);
253  vector v;
254  v.x = e.velocity * v_forward;
255  v.y = e.velocity * v_right;
256  v.z = 0;
257 
258  // we want to match like this:
259  // the 8 directions shall be "evenly spaced"
260  // that means, the forward key includes anything from -67.5 to +67.5 degrees
261  // which then means x > |y| * cot(3pi/8)
262  //
263  // BUT, the engine's clip-movement-to-keyboard function uses 0.5 here,
264  // which would be an angle range from -63.43 to +63.43 degrees, making
265  // it slightly less likely to "hit two keys at once", so let's do this
266  // here too
267 
268  if(vdist(v, >, 10))
269  {
270  if(v.x > fabs(v.y) * 0.5)
272  if(v.x < -fabs(v.y) * 0.5)
274  if(v.y > fabs(v.x) * 0.5)
276  if(v.y < -fabs(v.x) * 0.5)
278  }
279  if(!onground)
281 
282  // detect some kinds of otherwise misdetected jumps (ground to air transition)
283  // NOTE: currently, in CSQC this is the only jump detection, as the explicit jump action is never called!
284  if(!(e.anim_implicit_state & ANIMIMPLICITSTATE_INAIR) && (s & ANIMIMPLICITSTATE_INAIR))
285  {
286  e.anim_lower_implicit_action = ANIMACTION_JUMP;
287  e.anim_lower_implicit_time = time;
288  }
289 
290  if(s != e.anim_implicit_state)
291  {
292  e.anim_implicit_state = s;
293  e.anim_implicit_time = time;
294  }
295 }
const int ANIMIMPLICITSTATE_BACKWARDS
Definition: animdecide.qh:134
const int ANIMACTION_JUMP
Definition: animdecide.qh:141
const int ANIMIMPLICITSTATE_FORWARD
Definition: animdecide.qh:133
const int ANIMIMPLICITSTATE_LEFT
Definition: animdecide.qh:135
const int ANIMIMPLICITSTATE_RIGHT
Definition: animdecide.qh:136
vector(float skel, float bonenum) _skel_get_boneabs_hidden
vector v
Definition: ent_cs.qc:116
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
Definition: vector.qh:8
const int ANIMIMPLICITSTATE_INAIR
Definition: animdecide.qh:132
vector v_right
Definition: csprogsdefs.qc:31
float time
Definition: csprogsdefs.qc:16
#define makevectors
Definition: post.qh:21
vector v_forward
Definition: csprogsdefs.qc:31
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◆ animdecide_setstate()

void animdecide_setstate ( entity  e,
int  newstate,
float  restart 
)

Definition at line 330 of file animdecide.qc.

References time.

Referenced by CSQCModel_Hook_PreDraw(), Monster_Anim(), player_anim(), player_setupanimsformodel(), and PlayerDamage().

331 {
332  if(!restart)
333  if(newstate == e.anim_state)
334  return;
335  e.anim_state = newstate;
336  e.anim_time = time;
337 }
float time
Definition: csprogsdefs.qc:16
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◆ REGISTER_ANIMATION() [1/31]

REGISTER_ANIMATION ( die1  ,
"dieone groupified_0_anim"   
)

player dies

◆ REGISTER_ANIMATION() [2/31]

REGISTER_ANIMATION ( die2  ,
"dietwo groupified_1_anim"   
)

player dies differently

◆ REGISTER_ANIMATION() [3/31]

REGISTER_ANIMATION ( draw  ,
"draw groupified_2_anim"   
)

player pulls out a weapon

◆ REGISTER_ANIMATION() [4/31]

REGISTER_ANIMATION ( duck  ,
"duck groupified_3_anim"   
)

◆ REGISTER_ANIMATION() [5/31]

REGISTER_ANIMATION ( duckwalk  ,
"duckwalk groupified_4_anim"   
)

player walking while crouching

◆ REGISTER_ANIMATION() [6/31]

REGISTER_ANIMATION ( duckjump  ,
"duckjump groupified_5_anim"   
)

player jumping from a crouch

◆ REGISTER_ANIMATION() [7/31]

REGISTER_ANIMATION ( duckidle  ,
"duckidle groupified_6_anim"   
)

player idling while crouching

◆ REGISTER_ANIMATION() [8/31]

REGISTER_ANIMATION ( idle  ,
"idle groupified_7_anim"   
)

player standing

◆ REGISTER_ANIMATION() [9/31]

REGISTER_ANIMATION ( jump  ,
"jump groupified_8_anim"   
)

player jump

◆ REGISTER_ANIMATION() [10/31]

REGISTER_ANIMATION ( pain1  ,
"painone groupified_9_anim"   
)

player flinches from pain

◆ REGISTER_ANIMATION() [11/31]

REGISTER_ANIMATION ( pain2  ,
"paintwo groupified_10_anim"   
)

player flinches from pain, differently

◆ REGISTER_ANIMATION() [12/31]

REGISTER_ANIMATION ( shoot  ,
"shoot groupified_11_anim"   
)

player shoots

◆ REGISTER_ANIMATION() [13/31]

REGISTER_ANIMATION ( taunt  ,
"taunt groupified_12_anim"   
)

player taunts others (FIXME: no code references this)

◆ REGISTER_ANIMATION() [14/31]

REGISTER_ANIMATION ( run  ,
"run groupified_13_anim"   
)

player running forward

◆ REGISTER_ANIMATION() [15/31]

REGISTER_ANIMATION ( runbackwards  ,
"runbackwards groupified_14_anim"   
)

player running backward

◆ REGISTER_ANIMATION() [16/31]

REGISTER_ANIMATION ( strafeleft  ,
"strafeleft groupified_15_anim"   
)

player shuffling left quickly

◆ REGISTER_ANIMATION() [17/31]

REGISTER_ANIMATION ( straferight  ,
"straferight groupified_16_anim"   
)

player shuffling right quickly

◆ REGISTER_ANIMATION() [18/31]

REGISTER_ANIMATION ( dead1  ,
"deadone groupified_17_anim"   
)

◆ REGISTER_ANIMATION() [19/31]

REGISTER_ANIMATION ( dead2  ,
"deadtwo groupified_18_anim"   
)

◆ REGISTER_ANIMATION() [20/31]

REGISTER_ANIMATION ( forwardright  ,
"forwardright groupified_19_anim"   
)

player running forward and right

◆ REGISTER_ANIMATION() [21/31]

REGISTER_ANIMATION ( forwardleft  ,
"forwardleft groupified_20_anim"   
)

player running forward and left

◆ REGISTER_ANIMATION() [22/31]

REGISTER_ANIMATION ( backright  ,
"backright groupified_21_anim"   
)

player running backward and right

◆ REGISTER_ANIMATION() [23/31]

REGISTER_ANIMATION ( backleft  ,
"backleft groupified_22_anim"   
)

player running back and left

◆ REGISTER_ANIMATION() [24/31]

REGISTER_ANIMATION ( melee  ,
"melee groupified_23_anim"   
)

player doing the melee action

◆ REGISTER_ANIMATION() [25/31]

REGISTER_ANIMATION ( duckwalkbackwards  ,
"duckwalkbackwards groupified_24_anim"   
)

◆ REGISTER_ANIMATION() [26/31]

REGISTER_ANIMATION ( duckwalkstrafeleft  ,
"duckwalkstrafeleft duckstrafeleft groupified_25_anim"   
)

◆ REGISTER_ANIMATION() [27/31]

REGISTER_ANIMATION ( duckwalkstraferight  ,
"duckwalkstraferight duckstraferight groupified_26_anim"   
)

◆ REGISTER_ANIMATION() [28/31]

REGISTER_ANIMATION ( duckwalkforwardright  ,
"duckwalkforwardright duckforwardright groupified_27_anim"   
)

◆ REGISTER_ANIMATION() [29/31]

REGISTER_ANIMATION ( duckwalkforwardleft  ,
"duckwalkforwardleft groupified_28_anim"   
)

◆ REGISTER_ANIMATION() [30/31]

REGISTER_ANIMATION ( duckwalkbackright  ,
"duckwalkbackright duckbackwardright groupified_29_anim"   
)

◆ REGISTER_ANIMATION() [31/31]

REGISTER_ANIMATION ( duckwalkbackleft  ,
"duckwalkbackleft duckbackwardleft groupified_30_anim"   
)

Variable Documentation

◆ anim_implicit_state

int anim_implicit_state

Definition at line 116 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_implicit_time

float anim_implicit_time

Definition at line 117 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_lower_action

float anim_lower_action

Definition at line 110 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_lower_implicit_action

float anim_lower_implicit_action

Definition at line 118 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_lower_implicit_time

float anim_lower_implicit_time

Definition at line 119 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_lower_time

float anim_lower_time

Definition at line 111 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_state

◆ anim_time

float anim_time

Definition at line 109 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_upper_action

float anim_upper_action

Definition at line 112 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_upper_implicit_action

float anim_upper_implicit_action

Definition at line 120 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_upper_implicit_time

float anim_upper_implicit_time

Definition at line 121 of file animdecide.qh.

Referenced by CopyBody().

◆ anim_upper_time

float anim_upper_time

Definition at line 113 of file animdecide.qh.

Referenced by CopyBody().

◆ ANIMACTION_DRAW

const int ANIMACTION_DRAW = 1

Definition at line 142 of file animdecide.qh.

Referenced by animdecide_getupperanim().

◆ ANIMACTION_JUMP

const int ANIMACTION_JUMP = -1

◆ ANIMACTION_MELEE

const int ANIMACTION_MELEE = 6

Definition at line 147 of file animdecide.qh.

Referenced by animdecide_getupperanim(), and weapon_thinkf().

◆ ANIMACTION_PAIN1

const int ANIMACTION_PAIN1 = 2

Definition at line 143 of file animdecide.qh.

Referenced by animdecide_getupperanim(), and PlayerDamage().

◆ ANIMACTION_PAIN2

const int ANIMACTION_PAIN2 = 3

Definition at line 144 of file animdecide.qh.

Referenced by animdecide_getupperanim(), and PlayerDamage().

◆ ANIMACTION_SHOOT

const int ANIMACTION_SHOOT = 4

Definition at line 145 of file animdecide.qh.

Referenced by animdecide_getupperanim(), and weapon_thinkf().

◆ ANIMACTION_TAUNT

const int ANIMACTION_TAUNT = 5

Definition at line 146 of file animdecide.qh.

Referenced by animdecide_getupperanim(), and UpdatePlayerSounds().

◆ animdecide_modelindex

float animdecide_modelindex

Definition at line 105 of file animdecide.qh.

◆ ANIMIMPLICITSTATE_BACKWARDS

const int ANIMIMPLICITSTATE_BACKWARDS = BIT(2)

Definition at line 134 of file animdecide.qh.

Referenced by animdecide_getloweranim(), and animdecide_setimplicitstate().

◆ ANIMIMPLICITSTATE_FORWARD

const int ANIMIMPLICITSTATE_FORWARD = BIT(1)

Definition at line 133 of file animdecide.qh.

Referenced by animdecide_getloweranim(), and animdecide_setimplicitstate().

◆ ANIMIMPLICITSTATE_INAIR

const int ANIMIMPLICITSTATE_INAIR = BIT(0)

◆ ANIMIMPLICITSTATE_JUMPRELEASED

const int ANIMIMPLICITSTATE_JUMPRELEASED = BIT(5)

Definition at line 137 of file animdecide.qh.

◆ ANIMIMPLICITSTATE_LEFT

const int ANIMIMPLICITSTATE_LEFT = BIT(3)

Definition at line 135 of file animdecide.qh.

Referenced by animdecide_getloweranim(), and animdecide_setimplicitstate().

◆ ANIMIMPLICITSTATE_RIGHT

const int ANIMIMPLICITSTATE_RIGHT = BIT(4)

Definition at line 136 of file animdecide.qh.

Referenced by animdecide_getloweranim(), and animdecide_setimplicitstate().

◆ ANIMSTATE_DEAD1

◆ ANIMSTATE_DEAD2

◆ ANIMSTATE_DUCK

const int ANIMSTATE_DUCK = BIT(2)

◆ ANIMSTATE_FOLLOW

const int ANIMSTATE_FOLLOW = BIT(4)

Definition at line 129 of file animdecide.qh.

Referenced by animdecide_getloweranim(), and player_anim().

◆ ANIMSTATE_FROZEN

const int ANIMSTATE_FROZEN = BIT(3)