victim->weaponids[0] = victim->weaponids[victim->num_weapons];
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * 6;
- victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * 6;
- victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity += relative * 6;
- victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity += relative * 6;
+ victim->jointVel(abdomen) += relative * 6;
+ victim->jointVel(neck) += relative * 6;
+ victim->jointVel(rightshoulder) += relative * 6;
+ victim->jointVel(leftshoulder) += relative * 6;
}
weapons[i].owner = id;
if (num_weapons > 0) {
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+ victim->jointVel(head) += relative * damagemult * 200;
//FootLand(1,2);
victim->Puff(head);
victim->DoDamage(damagemult * 100 / victim->protectionhead);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 100;
+ victim->jointVel(head) += relative * damagemult * 100;
//FootLand(1,2);
victim->Puff(head);
victim->DoDamage(damagemult * 50 / victim->protectionhead);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+ victim->jointVel(head) += relative * damagemult * 200;
//FootLand(1,2);
victim->Puff(head);
victim->DoDamage(damagemult * 150 / victim->protectionhead);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+ victim->jointVel(head) += relative * damagemult * 200;
//FootLand(1,2);
victim->Puff(head);
victim->DoDamage(damagemult * 150 / victim->protectionhead);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 100;
+ victim->jointVel(head) += relative * damagemult * 100;
//FootLand(1,2);
victim->Puff(head);
victim->DoDamage(damagemult * 50 / victim->protectionhead);
victim->skeleton.joints[i].realoldposition.y += relative.y * .3;
}
victim->Puff(abdomen);
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity.y = relative.y * 400;
+ victim->jointVel(abdomen).y = relative.y * 400;
}
}
slomodelay = .2;
}
victim->DoDamage(damagemult * 500 / victim->protectionhigh);
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 300;
+ victim->jointVel(abdomen) += relative * damagemult * 300;
}
}
victim->Puff(abdomen);
victim->DoDamage(damagemult * 20 / victim->protectionhigh);
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+ victim->jointVel(abdomen) += relative * damagemult * 200;
staggerdelay = .5;
if (!victim->dead)
staggerdelay = 1.2;
victim->bled = 0;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 20;
+ victim->jointVel(abdomen) += relative * damagemult * 20;
}
}
}
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * 30;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 150;
+ victim->jointVel(head) += relative * damagemult * 150;
victim->frameTarget = 0;
victim->animTarget = staggerbackhardanim;
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * 5;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 400;
+ victim->jointVel(abdomen) += relative * damagemult * 400;
victim->frameTarget = 0;
victim->animTarget = staggerbackhardanim;
escapednum = 0;
XYZ aim;
weapons[weaponids[0]].owner = -1;
- aim = victim->coords + DoRotation(victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position, 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale);
+ aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale);
Normalise(&aim);
/*if(victim->animTarget==jumpupanim||victim->animTarget==jumpdownanim){
aim=DoRotation(aim,(float)abs(Random()%15)-7,(float)abs(Random()%15)-7,0);
if (tutoriallevel != 1) {
emit_sound_at(knifeslicesound, victim->coords);
}
- //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200;
+ //victim->jointVel(abdomen)+=relative*damagemult*200;
if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) {
if (victim->id != 0 || difficulty == 2) {
victim->frameTarget = 0;
XYZ footvel, footpoint;
footvel = 0;
if (skeleton.free) {
- footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords;
+ footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
}
if (!skeleton.free) {
- footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
+ footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
}
if (tutoriallevel != 1) {
if (bloodtoggle)
victim->deathbleeding = 1;
emit_sound_at(swordslicesound, victim->coords);
}
- //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*200;
+ //victim->jointVel(abdomen)+=relative*damagemult*200;
if (tutoriallevel != 1) {
victim->frameTarget = 0;
victim->animTarget = staggerbackhardanim;
XYZ footvel, footpoint;
footvel = 0;
if (skeleton.free) {
- footpoint = (victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2 * victim->scale + victim->coords;
+ footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
}
if (!skeleton.free) {
- footpoint = DoRotation((victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].position + victim->skeleton.joints[victim->skeleton.jointlabels[neck]].position) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
+ footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
}
if (bloodtoggle)
Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 60;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 230;
- victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * damagemult * 230;
+ victim->jointVel(head) += relative * damagemult * 230;
+ victim->jointVel(neck) += relative * damagemult * 230;
//FootLand(1,2);
victim->Puff(head);
if (tutoriallevel != 1) {
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 220;
- victim->skeleton.joints[victim->skeleton.jointlabels[neck]].velocity += relative * damagemult * 220;
+ victim->jointVel(head) += relative * damagemult * 220;
+ victim->jointVel(neck) += relative * damagemult * 220;
//FootLand(1,2);
victim->Puff(head);
if (tutoriallevel != 1) {
victim->skeleton.joints[i].velocity = relative * damagemult * 40;
}
//FootLand(1,2);
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 40;
+ victim->jointVel(abdomen) += relative * damagemult * 40;
}
if (victim->dead) {
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
}
//FootLand(1,2);
- //victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity+=relative*damagemult*20;
+ //victim->jointVel(abdomen)+=relative*damagemult*20;
}
victim->Puff(abdomen);
if (tutoriallevel != 1) {
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+ victim->jointVel(head) += relative * damagemult * 200;
if (tutoriallevel != 1) {
emit_sound_at(heavyimpactsound, victim->coords, 128.);
}
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 10;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+ victim->jointVel(abdomen) += relative * damagemult * 200;
victim->frameTarget = 0;
victim->animTarget = staggerbackhighanim;
victim->targetyaw = targetyaw + 180;
if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
victim->skeleton.joints[i].velocity += relative * damagemult * 80;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+ victim->jointVel(abdomen) += relative * damagemult * 200;
victim->frameTarget = 0;
victim->animTarget = staggerbackhighanim;
victim->targetyaw = targetyaw + 180;
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+ victim->jointVel(abdomen) += relative * damagemult * 200;
//FootLand(1,2);
victim->Puff(abdomen);
victim->DoDamage(damagemult * 150 / victim->protectionhigh);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+ victim->jointVel(abdomen) += relative * damagemult * 200;
//FootLand(1,2);
victim->Puff(head);
victim->DoDamage(damagemult * 70 / victim->protectionhigh);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 30;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+ victim->jointVel(abdomen) += relative * damagemult * 200;
//FootLand(1,2);
victim->Puff(head);
victim->DoDamage(damagemult * 70 / victim->protectionhigh);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1;
- victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2;
- victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5;
- victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7;
- victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1;
- victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2;
- victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5;
- victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7;
+ victim->jointVel(lefthand) *= .1;
+ victim->jointVel(leftwrist) *= .2;
+ victim->jointVel(leftelbow) *= .5;
+ victim->jointVel(leftshoulder) *= .7;
+ victim->jointVel(righthand) *= .1;
+ victim->jointVel(rightwrist) *= .2;
+ victim->jointVel(rightelbow) *= .5;
+ victim->jointVel(rightshoulder) *= .7;
victim->Puff(abdomen);
victim->DoDamage(damagemult * 90 / victim->protectionhigh);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 70;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[lefthand]].velocity *= .1 - 1;
- victim->skeleton.joints[victim->skeleton.jointlabels[leftwrist]].velocity *= .2 - 1;
- victim->skeleton.joints[victim->skeleton.jointlabels[leftelbow]].velocity *= .5 - 1;
- victim->skeleton.joints[victim->skeleton.jointlabels[leftshoulder]].velocity *= .7 - 1;
- victim->skeleton.joints[victim->skeleton.jointlabels[righthand]].velocity *= .1 - 1;
- victim->skeleton.joints[victim->skeleton.jointlabels[rightwrist]].velocity *= .2 - 1;
- victim->skeleton.joints[victim->skeleton.jointlabels[rightelbow]].velocity *= .5 - 1;
- victim->skeleton.joints[victim->skeleton.jointlabels[rightshoulder]].velocity *= .7 - 1;
+ victim->jointVel(lefthand) *= .1 - 1;
+ victim->jointVel(leftwrist) *= .2 - 1;
+ victim->jointVel(leftelbow) *= .5 - 1;
+ victim->jointVel(leftshoulder) *= .7 - 1;
+ victim->jointVel(righthand) *= .1 - 1;
+ victim->jointVel(rightwrist) *= .2 - 1;
+ victim->jointVel(rightelbow) *= .5 - 1;
+ victim->jointVel(rightshoulder) *= .7 - 1;
award_bonus(id, swordreversebonus);
}
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 40;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[abdomen]].velocity += relative * damagemult * 200;
+ victim->jointVel(abdomen) += relative * damagemult * 200;
//FootLand(1,2);
victim->Puff(abdomen);
victim->DoDamage(damagemult * 30 / victim->protectionhigh);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+ victim->jointVel(head) += relative * damagemult * 200;
if (victim->damage < victim->damagetolerance - 100)
victim->velocity = relative * 200;
victim->DoDamage(damagemult * 100 / victim->protectionhead);
for (i = 0; i < victim->skeleton.num_joints; i++) {
victim->skeleton.joints[i].velocity += relative * damagemult * 20;
}
- victim->skeleton.joints[victim->skeleton.jointlabels[head]].velocity += relative * damagemult * 200;
+ victim->jointVel(head) += relative * damagemult * 200;
}
if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim))
}
}
+
+/* EFFECT
+ * inverse kinematics helper function
+ */
+void IKHelper(Person *p, float interp){
+ XYZ point, newpoint, change, change2;
+ float heightleft, heightright;
+
+ // TODO: implement localToWorld and worldToLocal
+ // but keep in mind it won't be the same math if player is ragdolled or something
+ // - localToWorldStanding / worldToLocalStanding (or crouching or...?)
+ // then comb through code for places where to use it
+
+ // point = localToWorld(jointPos(leftfoot))
+ point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords;
+ // adjust height of foot
+ heightleft = terrain.getHeight(point.x, point.z) + .04;
+ point.y = heightleft;
+ change = p->jointPos(leftankle) - p->jointPos(leftfoot);
+ change2 = p->jointPos(leftknee) - p->jointPos(leftfoot);
+ // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp)
+ p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp);
+ // move ankle along with foot
+ p->jointPos(leftankle) = p->jointPos(leftfoot) + change;
+ // average knee pos between old and new pos
+ p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2;
+
+ // do same as above for right leg
+ point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords;
+ heightright = terrain.getHeight(point.x, point.z) + .04;
+ point.y = heightright;
+ change = p->jointPos(rightankle) - p->jointPos(rightfoot);
+ change2 = p->jointPos(rightknee) - p->jointPos(rightfoot);
+ p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp);
+ p->jointPos(rightankle) = p->jointPos(rightfoot) + change;
+ p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2;
+
+ // fix up skeleton now that we've moved body parts?
+ p->skeleton.DoConstraints(&p->coords, &p->scale);
+}
+
/* EFFECT
* MONSTER
* TODO: ???
static int start, endthing;
if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) {
if (!isSleeping() && !isSitting()) {
- if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) {
- XYZ point, newpoint, change, change2;
-
- // TODO: all of these code blocks look really similar - what's their purpose?
- // looks like inverse kinematics code
- // TODO: implement localToWorld and worldToLocal
- // but keep in mind it won't be the same math if player is ragdolled or something
- // - localToWorldStanding / worldToLocalStanding (or crouching or...?)
- // then comb through code for places where to use it
-
- // point = localToWorld(jointPos(leftfoot))
- point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
- // adjust height of foot
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = jointPos(leftankle) - jointPos(leftfoot);
- change2 = jointPos(leftknee) - jointPos(leftfoot);
- // jointPos(leftfoot) = worldToLocal(point)
- jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0);
- // move ankle along with foot
- jointPos(leftankle) = jointPos(leftfoot) + change;
- // average knee pos between old and new pos
- jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
- // do same as above for right leg
- point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = jointPos(rightankle) - jointPos(rightfoot);
- change2 = jointPos(rightknee) - jointPos(rightfoot);
- jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0);
- jointPos(rightankle) = jointPos(rightfoot) + change;
- jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
- // fix up skeleton now that we've moved body parts?
- skeleton.DoConstraints(&coords, &scale);
+ // TODO: give these meaningful names
+ const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard()
+ || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim);
+ const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard()
+ || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim);
- if (creature == wolftype) {
- // FIXME: EXACT same code as above
- point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = jointPos(leftankle) - jointPos(leftfoot);
- change2 = jointPos(leftknee) - jointPos(leftfoot);
- jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0);
- jointPos(leftankle) = jointPos(leftfoot) + change;
- jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
- point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = jointPos(rightankle) - jointPos(rightfoot);
- change2 = jointPos(rightknee) - jointPos(rightfoot);
- jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0);
- jointPos(rightankle) = jointPos(rightfoot) + change;
- jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
- skeleton.DoConstraints(&coords, &scale);
- }
- }
- // subtle difference in this conditional: an extra '!' in the middle
- if (onterrain && ((isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && !(wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) {
- XYZ point, newpoint, change, change2;
-
- point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = jointPos(leftankle) - jointPos(leftfoot);
- change2 = jointPos(leftknee) - jointPos(leftfoot);
- // only change is the addition of:
- // * target + jointPos(leftfoot) * (1 - target);
- // looks like interpolation
- jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target);
- jointPos(leftankle) = jointPos(leftfoot) + change;
- jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
- point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = jointPos(rightankle) - jointPos(rightfoot);
- change2 = jointPos(rightknee) - jointPos(rightfoot);
- // likewise:
- // * target + jointPos(rightfoot) * (1 - target);
- jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target);
- jointPos(rightankle) = jointPos(rightfoot) + change;
- jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
- skeleton.DoConstraints(&coords, &scale);
+ if (onterrain && (cond1 && cond2) && !skeleton.free) {
+ IKHelper(this, 1);
+ if (creature == wolftype)
+ IKHelper(this, 1);
+ }
- if (creature == wolftype) {
- // once again, copied verbatim from above
- point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = jointPos(leftankle) - jointPos(leftfoot);
- change2 = jointPos(leftknee) - jointPos(leftfoot);
- jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(leftfoot) * (1 - target);
- jointPos(leftankle) = jointPos(leftfoot) + change;
- jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
- point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = jointPos(rightankle) - jointPos(rightfoot);
- change2 = jointPos(rightknee) - jointPos(rightfoot);
- jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * target + jointPos(rightfoot) * (1 - target);
- jointPos(rightankle) = jointPos(rightfoot) + change;
- jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
- skeleton.DoConstraints(&coords, &scale);
- }
- }
-
- // this time, an extra '!' toward the beginning
- if (onterrain && (!(isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim) && (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim)) && !skeleton.free) {
- XYZ point, newpoint, change, change2;
-
- point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = jointPos(leftankle) - jointPos(leftfoot);
- change2 = jointPos(leftknee) - jointPos(leftfoot);
- // interpolation again, but reversed
- jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target;
- jointPos(leftankle) = jointPos(leftfoot) + change;
- jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
- point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = jointPos(rightankle) - jointPos(rightfoot);
- change2 = jointPos(rightknee) - jointPos(rightfoot);
- // interpolation again, but reversed
- jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target;
- jointPos(rightankle) = jointPos(rightfoot) + change;
- jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
- skeleton.DoConstraints(&coords, &scale);
+ if (onterrain && (cond1 && !cond2) && !skeleton.free) {
+ IKHelper(this, target);
+ if (creature == wolftype)
+ IKHelper(this, target);
+ }
- if (creature == wolftype) {
- // still copied verbatim
- point = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
- heightleft = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightleft;
- change = jointPos(leftankle) - jointPos(leftfoot);
- change2 = jointPos(leftknee) - jointPos(leftfoot);
- jointPos(leftfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(leftfoot) * target;
- jointPos(leftankle) = jointPos(leftfoot) + change;
- jointPos(leftknee) = (jointPos(leftfoot) + change2) / 2 + (jointPos(leftknee)) / 2;
-
- point = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
- heightright = terrain.getHeight(point.x, point.z) + .04;
- point.y = heightright;
- change = jointPos(rightankle) - jointPos(rightfoot);
- change2 = jointPos(rightknee) - jointPos(rightfoot);
- jointPos(rightfoot) = DoRotation((point - coords) / scale, 0, -yaw, 0) * (1 - target) + jointPos(rightfoot) * target;
- jointPos(rightankle) = jointPos(rightfoot) + change;
- jointPos(rightknee) = (jointPos(rightfoot) + change2) / 2 + (jointPos(rightknee)) / 2;
-
- skeleton.DoConstraints(&coords, &scale);
- }
+ if (onterrain && (!cond1 && cond2) && !skeleton.free) {
+ IKHelper(this, 1 - target);
+ if (creature == wolftype)
+ IKHelper(this, 1 - target);
}
}