8 void animdecide_setframes(
entity e,
bool support_blending, .
int fld_frame, .
int fld_frame1time, .
int fld_frame2, .
int fld_frame2time);
15 int f = frameforname(mdlidx, it);
16 if (f != -1)
return f;
29 #define WriteAnimation(to, it) WriteRegistered(Animations, to, it) 30 #define ReadAnimation() ReadRegistered(Animations) 31 #define REGISTER_ANIMATION(id, framenames) \ 33 REGISTER(Animations, ANIM_##id, m_id, NEW(Animation)) { \ 34 this.m_framenames = framenames; \ 40 v.x = Animation_getframe(anim, mdlidx);
99 REGISTER_ANIMATION(duckwalkstrafeleft,
"duckwalkstrafeleft duckstrafeleft groupified_25_anim");
100 REGISTER_ANIMATION(duckwalkstraferight,
"duckwalkstraferight duckstraferight groupified_26_anim");
101 REGISTER_ANIMATION(duckwalkforwardright,
"duckwalkforwardright duckforwardright groupified_27_anim");
103 REGISTER_ANIMATION(duckwalkbackright,
"duckwalkbackright duckbackwardright groupified_29_anim");
104 REGISTER_ANIMATION(duckwalkbackleft,
"duckwalkbackleft duckbackwardleft groupified_30_anim");
const int ANIMIMPLICITSTATE_BACKWARDS
const int ANIMSTATE_FROZEN
void animdecide_setaction(entity e, float action, float restart)
vector anim_vec(Animation anim, int mdlidx, int numframes, float framerate)
string registered_id
registered item identifier
float animdecide_modelindex
const int ANIMACTION_JUMP
const int ANIMIMPLICITSTATE_JUMPRELEASED
void animdecide_load_if_needed(entity e)
float anim_lower_implicit_time
void animdecide_setframes(entity e, bool support_blending,.int fld_frame,.int fld_frame1time,.int fld_frame2,.int fld_frame2time)
const int ANIMACTION_PAIN2
const int ANIMSTATE_FOLLOW
const int ANIMIMPLICITSTATE_FORWARD
#define FOREACH_WORD(words, cond, body)
#define REGISTER_REGISTRY(id)
float anim_upper_implicit_time
#define REGISTER_ANIMATION(id, framenames)
#define REGISTRY_DEFINE_GET(id, null)
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
const int ANIMIMPLICITSTATE_LEFT
#define REGISTRY(id, max)
Declare a new registry.
const int ANIMIMPLICITSTATE_RIGHT
const int ANIMACTION_SHOOT
void animdecide_setimplicitstate(entity e, float onground)
const int ANIMACTION_PAIN1
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float anim_lower_implicit_action
const int ANIMACTION_DRAW
const int ANIMIMPLICITSTATE_INAIR
const int ANIMACTION_TAUNT
const int ANIMSTATE_DEAD2
void animdecide_setstate(entity e, int newstate, float restart)
#define STATIC_METHOD(cname, name, prototype)
const int ANIMSTATE_DEAD1
const int ANIMACTION_MELEE
float anim_upper_implicit_action