class Person
{
- public:
+ public:
int whichpatchx;
int whichpatchz;
- int currentframe;
- int targetframe;
- int currentanimation;
- int targetanimation;
- int oldcurrentframe;
- int oldtargetframe;
- int oldcurrentanimation;
- int oldtargetanimation;
+ // animCurrent and animTarget are used to interpolate between different animations
+ // (and for a bunch of other things).
+ // animations interpolate with one another at various speeds.
+ // animTarget seems to determine the combat state?
+ int animCurrent;
+ int animTarget;
+
+ // frameCurrent and frameTarget are used to interpolate between the frames of an animation
+ // (e.g. the crouched animation has only two frames, lerped back and forth).
+ // animations advance at various speeds.
+ int frameCurrent;
+ int frameTarget;
+
+ int oldanimCurrent;
+ int oldanimTarget;
+ int oldframeCurrent;
+ int oldframeTarget;
int howactive;
float damage;
float permanentdamage;
float superpermanentdamage;
- float lastcollide;
+ float lastcollide;
int dead;
float jumppower;
bool whichdirection;
float whichdirectiondelay;
bool avoidsomething;
- XYZ avoidwhere;
+ XYZ avoidwhere;
float blooddimamount;
float staggerdelay;
bool spurt;
bool onfire;
float onfiredelay;
- float burnt;
+ float burnt;
float fireduration;
float flamedelay;
float stunned;
float surprised;
float runninghowlong;
- int lastoccluded;
+ int lastoccluded;
int laststanding;
int escapednum;
void DoBloodBig(float howmuch, int which);
bool DoBloodBigWhere(float howmuch, int which, XYZ where);
- bool wasIdle() { return animation_bits[currentanimation] & ab_idle; }
- bool isIdle() { return animation_bits[targetanimation] & ab_idle; }
+ bool wasIdle() { return animation_bits[animCurrent] & ab_idle; }
+ bool isIdle() { return animation_bits[animTarget] & ab_idle; }
int getIdle();
- bool isSitting() { return animation_bits[targetanimation] & ab_sit; }
+ bool isSitting() { return animation_bits[animTarget] & ab_sit; }
- bool isSleeping() { return animation_bits[targetanimation] & ab_sleep; }
+ bool isSleeping() { return animation_bits[animTarget] & ab_sleep; }
- bool wasCrouch() { return animation_bits[currentanimation] & ab_crouch; }
- bool isCrouch() { return animation_bits[targetanimation] & ab_crouch; }
+ bool wasCrouch() { return animation_bits[animCurrent] & ab_crouch; }
+ bool isCrouch() { return animation_bits[animTarget] & ab_crouch; }
int getCrouch();
- bool wasStop() { return animation_bits[currentanimation] & ab_stop; }
- bool isStop() { return animation_bits[targetanimation] & ab_stop; }
+ bool wasStop() { return animation_bits[animCurrent] & ab_stop; }
+ bool isStop() { return animation_bits[animTarget] & ab_stop; }
int getStop();
bool wasSneak();
bool isSneak();
int getSneak();
- bool wasRun() { return animation_bits[currentanimation] & ab_run; }
- bool isRun() { return animation_bits[targetanimation] & ab_run; }
+ bool wasRun() { return animation_bits[animCurrent] & ab_run; }
+ bool isRun() { return animation_bits[animTarget] & ab_run; }
int getRun();
- bool wasLanding() { return animation_bits[currentanimation] & ab_land; }
- bool isLanding() { return animation_bits[targetanimation] & ab_land; }
+ bool wasLanding() { return animation_bits[animCurrent] & ab_land; }
+ bool isLanding() { return animation_bits[animTarget] & ab_land; }
int getLanding();
- bool wasLandhard() { return animation_bits[currentanimation] & ab_landhard; }
- bool isLandhard() { return animation_bits[targetanimation] & ab_landhard; }
+ bool wasLandhard() { return animation_bits[animCurrent] & ab_landhard; }
+ bool isLandhard() { return animation_bits[animTarget] & ab_landhard; }
int getLandhard();
- bool wasFlip() { return animation_bits[currentanimation] & ab_flip; }
- bool isFlip() { return animation_bits[targetanimation] & ab_flip; }
+ bool wasFlip() { return animation_bits[animCurrent] & ab_flip; }
+ bool isFlip() { return animation_bits[animTarget] & ab_flip; }
- bool isWallJump() { return animation_bits[targetanimation] & ab_walljump; }
+ bool isWallJump() { return animation_bits[animTarget] & ab_walljump; }
void Reverse();
void DoDamage(float howmuch);
void DoHead();
void DoMipmaps()
{
skeleton.drawmodel.textureptr.bind();
- glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, skeleton.skinsize, skeleton.skinsize, 0, GL_RGB, GL_UNSIGNED_BYTE, &skeleton.skinText[0]);
}