/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // g_pmodels.h -- game module definition of player model animations //SPLITMODELS & CHASEHACKv2 // client_t->anim_priority #define ANIM_BASIC 0 // stand / run #define ANIM_WAVE 1 #define ANIM_PAIN 2 #define ANIM_ATTACK 3 #define ANIM_HOLD 4 #define ANIM_CINEMATIC 5 #define ANIM_DEATH 6 // timers #define ANIM_DEATH_time 3 //time -in seconds- to wait for the death animations (for respawning pause) #define TORSO_FLIPOUT_time 5 //time -in serverframes- of the weaponOut animation (for synchronization with weaponIn) // movement flags for animation control #define ANIMMOVE_FRONT 0x00000001 // Player is pressing fordward #define ANIMMOVE_BACK 0x00000002 // Player is pressing backpedal #define ANIMMOVE_LEFT 0x00000004 // Player is pressing sideleft #define ANIMMOVE_RIGHT 0x00000008 // Player is pressing sideright #define ANIMMOVE_WALK 0x00000010 // Player is pressing the walk key #define ANIMMOVE_RUN 0x00000020 // Player is running #define ANIMMOVE_DUCK 0x00000040 // Player is crouching #define ANIMMOVE_SWIM 0x00000080 // Player is swimming //#define ANIMMOVE_GRAPPLE 0x00000100 // Player is using grapple typedef struct { qboolean anim_jump; qboolean anim_jump_thunk; //think jump animation qboolean anim_jump_prestep; //done/undone int anim_jump_style; //jump style (left step, right step, backwards) int anim_moveflags; //moving direction int anim_oldmoveflags; int anim[PMODEL_PARTS]; int anim_priority[PMODEL_PARTS]; } pmanim_t; typedef struct { //edict_t *target; //jalToDo qboolean active; //jalToDo int target; int mode; //3rd or 1st person int range; int keyNext; //pressed jump key = next player unsigned int keytime; //jump key delay unsigned int timeout; //delay after loosing target } chasecam_t;