]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Person.h
renames for readability
[lugaru.git] / Source / Person.h
index 31bb43197913bf034ec1aff45254686c8afef994..146a96dd6343f0ef5dfc93129316dc86953f6242 100644 (file)
@@ -49,18 +49,27 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 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;
                
@@ -326,42 +335,42 @@ class Person
                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();