1 | |
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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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18 | |
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19 | #include "generic_npc.h" |
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20 | |
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21 | |
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22 | #include "util/loading/factory.h" |
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23 | #include "util/loading/load_param.h" |
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24 | |
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25 | #include "interactive_model.h" |
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26 | #include "md2/md2Model.h" |
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27 | |
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28 | #include "sound_buffer.h" |
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29 | #include "resource_sound_buffer.h" |
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30 | |
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31 | #include "sound/resource_sound_buffer.h" |
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32 | |
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33 | #include "environments/bsp_entity.h" |
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34 | |
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35 | |
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36 | ObjectListDefinition(GenericNPC); |
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37 | CREATE_FACTORY(GenericNPC); |
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38 | |
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39 | #include "script_class.h" |
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40 | CREATE_SCRIPTABLE_CLASS(GenericNPC, |
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41 | // Move |
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42 | addMethod("walkTo", Executor3<GenericNPC, lua_State*,float,float,float>(&GenericNPC::walkTo)) |
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43 | ->addMethod("runTo", Executor3<GenericNPC, lua_State*,float,float,float>(&GenericNPC::runTo)) |
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44 | ->addMethod("turnTo", Executor1<GenericNPC, lua_State*,float>(&GenericNPC::turnTo)) |
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45 | ->addMethod("finalGoalReached", Executor0ret<GenericNPC, lua_State*,bool>(&GenericNPC::finalGoalReached)) |
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46 | ->addMethod("stop", Executor0<GenericNPC, lua_State*>(&GenericNPC::stop)) |
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47 | ->addMethod("resume", Executor0<GenericNPC, lua_State*>(&GenericNPC::resume)) |
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48 | ->addMethod("playAnimation", Executor2<GenericNPC, lua_State*,int,int>(&GenericNPC::playAnimation)) |
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49 | // Display |
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50 | ->addMethod("setVisibility", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::setVisibility)) |
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51 | // Coordinates |
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52 | ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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53 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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54 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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55 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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56 | ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir)) |
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57 | ); |
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58 | |
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59 | |
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60 | |
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61 | /** |
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62 | * constructor |
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63 | */ |
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64 | GenericNPC::GenericNPC(const TiXmlElement* root) |
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65 | : NPC(root) |
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66 | { |
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67 | this->init(); |
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68 | |
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69 | if (root != NULL) |
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70 | this->loadParams(root); |
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71 | } |
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72 | |
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73 | |
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74 | /** |
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75 | * deconstructor |
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76 | */ |
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77 | GenericNPC::~GenericNPC () |
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78 | {} |
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79 | |
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80 | |
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81 | /** |
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82 | * initializing the npc enity |
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83 | */ |
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84 | void GenericNPC::init() |
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85 | { |
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86 | this->registerObject(this, GenericNPC::_objectList); |
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87 | |
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88 | this->toList(OM_GROUP_00); |
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89 | |
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90 | // this->soundBuffer = OrxSound::ResourceSoundBuffer("sounds/rain.wav"); |
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91 | |
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92 | time = 30.0f; |
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93 | |
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94 | this->behaviourList = new std::list<GenericNPC::Anim>; |
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95 | |
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96 | // collision reaction registration |
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97 | this->subscribeReaction(CoRe::CREngine::CR_PHYSICS_GROUND_WALK, BspEntity::staticClassID()); |
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98 | } |
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99 | |
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100 | |
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101 | /** |
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102 | * loads the Settings of a MD2Creature from an XML-element. |
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103 | * @param root the XML-element to load the MD2Creature's properties from |
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104 | */ |
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105 | void GenericNPC::loadParams(const TiXmlElement* root) |
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106 | { |
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107 | NPC::loadParams(root); |
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108 | |
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109 | } |
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110 | |
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111 | |
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112 | /** |
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113 | * sets the animation of this npc |
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114 | * @param anumationIndex: the animation index |
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115 | * @param anumPlaybackMode: the playback mode |
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116 | */ |
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117 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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118 | { |
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119 | if( likely(this->getModel(0) != NULL)) |
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120 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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121 | } |
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122 | |
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123 | |
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124 | |
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125 | /** |
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126 | * @returns the current animation number |
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127 | */ |
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128 | int GenericNPC::getAnimation() |
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129 | { |
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130 | if( likely(this->getModel(0) != NULL)) |
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131 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
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132 | else |
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133 | return -1; |
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134 | } |
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135 | |
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136 | |
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137 | |
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138 | /** |
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139 | * @returns true if animation is finished |
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140 | */ |
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141 | bool GenericNPC::isAnimationFinished() |
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142 | { |
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143 | if( likely(this->getModel(0) != NULL)) |
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144 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
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145 | else |
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146 | return false; |
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147 | } |
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148 | |
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149 | |
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150 | /** |
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151 | * sets the animation speed of this entity |
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152 | */ |
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153 | void GenericNPC::setAnimationSpeed(float speed) |
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154 | { |
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155 | if( likely(this->getModel(0) != NULL)) |
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156 | ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed); |
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157 | } |
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158 | |
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159 | |
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160 | |
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161 | /** |
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162 | * sets the animation of this npc |
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163 | * @param anumationIndex: the animation index |
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164 | * @param anumPlaybackMode: the playback mode |
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165 | */ |
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166 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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167 | { |
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168 | if( likely(this->getModel(0) != NULL)) |
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169 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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170 | |
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171 | } |
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172 | |
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173 | |
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174 | /** |
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175 | * play a sound |
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176 | * @param filename: name of the file |
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177 | */ |
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178 | void GenericNPC::playSound(const std::string& filename) |
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179 | {} |
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180 | |
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181 | |
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182 | |
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183 | /** |
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184 | * stops the generic animation |
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185 | */ |
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186 | void GenericNPC::stop() |
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187 | { |
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188 | this->animationStack.push(this->behaviourList); |
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189 | this->behaviourList = new std::list<GenericNPC::Anim>; |
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190 | |
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191 | if( this->getAnimation() != STAND) |
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192 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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193 | } |
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194 | |
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195 | |
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196 | /** |
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197 | * continue the generic animation |
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198 | */ |
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199 | void GenericNPC::resume() |
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200 | { |
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201 | if( this->animationStack.size() == 0) |
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202 | return; |
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203 | |
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204 | delete this->behaviourList; |
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205 | this->behaviourList = this->animationStack.top(); |
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206 | this->animationStack.pop(); |
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207 | } |
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208 | |
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209 | |
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210 | /** |
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211 | * each animation has to be initialized here |
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212 | */ |
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213 | /** |
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214 | * |
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215 | */ |
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216 | void GenericNPC::initNPC() |
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217 | { |
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218 | if (!this->behaviourList->empty()) |
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219 | { |
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220 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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221 | |
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222 | switch(this->behaviourList->front().type) |
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223 | { |
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224 | case Walk: |
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225 | { |
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226 | if( this->getAnimation() != RUN) |
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227 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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228 | |
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229 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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230 | dir.y = 0.0f; |
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231 | dir.normalize(); |
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232 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
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233 | |
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234 | this->setAnimationSpeed(0.5f); |
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235 | } |
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236 | break; |
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237 | case Run: |
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238 | { |
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239 | if( this->getAnimation() != RUN) |
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240 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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241 | |
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242 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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243 | dir.y = 0.0f; |
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244 | dir.getNormalized(); |
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245 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
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246 | |
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247 | this->setAnimationSpeed(1.0f); |
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248 | } |
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249 | break; |
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250 | case Crouch: |
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251 | { |
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252 | if( this->getAnimation() != CROUCH_WALK) |
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253 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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254 | |
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255 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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256 | dir.y = 0.0f; |
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257 | dir.getNormalized(); |
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258 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
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259 | |
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260 | this->setAnimationSpeed(1.0f); |
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261 | } |
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262 | break; |
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263 | case LookAt: |
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264 | if( this->getAnimation() != STAND) |
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265 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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266 | break; |
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267 | case Shoot: |
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268 | if( this->getAnimation() != STAND) |
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269 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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270 | break; |
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271 | |
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272 | default: |
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273 | if( this->getAnimation() != STAND) |
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274 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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275 | break; |
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276 | |
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277 | } |
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278 | } |
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279 | } |
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280 | |
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281 | |
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282 | void GenericNPC::nextStep() |
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283 | { |
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284 | if (!this->behaviourList->empty()) |
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285 | this->behaviourList->pop_front(); |
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286 | else |
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287 | return; |
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288 | |
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289 | |
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290 | if (!this->behaviourList->empty()) |
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291 | { |
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292 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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293 | |
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294 | switch( currentAnimation.type) |
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295 | { |
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296 | case Walk: |
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297 | { |
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298 | if( this->getAnimation() != RUN) |
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299 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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300 | |
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301 | |
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302 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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303 | dir.y = 0.0f; |
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304 | dir.getNormalized(); |
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305 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
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306 | |
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307 | this->setAnimationSpeed(0.5f); |
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308 | } |
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309 | break; |
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310 | case Run: |
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311 | { |
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312 | if( this->getAnimation() != RUN) |
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313 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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314 | |
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315 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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316 | dir.y = 0.0f; |
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317 | dir.getNormalized(); |
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318 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
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319 | |
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320 | this->setAnimationSpeed(1.0f); |
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321 | } |
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322 | break; |
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323 | case Crouch: |
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324 | { |
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325 | if( this->getAnimation() != CROUCH_WALK) |
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326 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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327 | |
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328 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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329 | dir.y = 0.0f; |
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330 | dir.getNormalized(); |
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331 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
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332 | |
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333 | this->setAnimationSpeed(1.0f); |
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334 | } |
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335 | break; |
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336 | case LookAt: |
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337 | { |
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338 | if( this->getAnimation() != STAND) |
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339 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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340 | } |
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341 | break; |
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342 | case Shoot: |
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343 | if( this->getAnimation() != STAND) |
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344 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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345 | break; |
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346 | |
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347 | default: |
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348 | if( this->getAnimation() != STAND) |
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349 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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350 | break; |
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351 | |
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352 | } |
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353 | } |
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354 | else |
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355 | { |
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356 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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357 | } |
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358 | } |
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359 | |
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360 | |
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361 | |
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362 | |
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363 | void GenericNPC::walkTo(const Vector& coordinate) |
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364 | { |
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365 | |
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366 | GenericNPC::Anim anim; |
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367 | anim.v = coordinate; |
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368 | anim.type = Walk; |
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369 | anim.speed = 30.0f; |
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370 | |
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371 | if( this->behaviourList->empty()) |
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372 | { |
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373 | this->behaviourList->push_back(anim); |
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374 | this->initNPC(); |
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375 | } |
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376 | else |
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377 | this->behaviourList->push_back(anim); |
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378 | } |
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379 | |
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380 | void GenericNPC::walkTo(float x, float y, float z) |
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381 | { |
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382 | //printf("Walking to %f, %f, %f \n",x,y,z); |
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383 | this->walkTo(Vector(x,y,z)); |
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384 | |
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385 | } |
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386 | |
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387 | /* running functions */ |
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388 | void GenericNPC::runTo(const Vector& coordinate) |
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389 | { |
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390 | GenericNPC::Anim anim; |
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391 | anim.v = coordinate; |
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392 | anim.type = Run; |
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393 | anim.speed = 60.0f; |
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394 | |
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395 | if( this->behaviourList->empty()) |
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396 | { |
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397 | this->behaviourList->push_back(anim); |
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398 | this->initNPC(); |
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399 | } |
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400 | else |
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401 | this->behaviourList->push_back(anim); |
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402 | } |
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403 | |
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404 | void GenericNPC::runTo(float x, float y, float z) |
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405 | { |
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406 | this->runTo(Vector(x,y,z)); |
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407 | } |
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408 | |
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409 | /* couching functinos */ |
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410 | void GenericNPC::crouchTo(const Vector& coordinate) |
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411 | { |
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412 | GenericNPC::Anim anim; |
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413 | anim.v = coordinate; |
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414 | anim.type = Crouch; |
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415 | |
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416 | if( this->behaviourList->empty()) |
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417 | { |
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418 | this->behaviourList->push_back(anim); |
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419 | this->initNPC(); |
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420 | } |
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421 | else |
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422 | this->behaviourList->push_back(anim); |
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423 | } |
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424 | void GenericNPC::crouchTo(float x, float y, float z) |
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425 | { |
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426 | this->crouchTo(Vector(x,y,z)); |
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427 | } |
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428 | |
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429 | |
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430 | |
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431 | void GenericNPC::turnTo(float degreeInY) |
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432 | { |
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433 | GenericNPC::Anim anim; |
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434 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
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435 | anim.type = TurnTo; |
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436 | |
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437 | if( this->behaviourList->empty()) |
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438 | { |
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439 | this->behaviourList->push_back(anim); |
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440 | this->initNPC(); |
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441 | } |
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442 | else |
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443 | this->behaviourList->push_back(anim); |
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444 | } |
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445 | |
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446 | |
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447 | |
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448 | /** |
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449 | * lookat a world entity |
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450 | * @param worldEntity: the worldentity to look at |
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451 | */ |
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452 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
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453 | { |
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454 | GenericNPC::Anim anim; |
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455 | anim.entity = worldEntity; |
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456 | anim.type = LookAt; |
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457 | |
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458 | if( this->behaviourList->empty()) |
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459 | { |
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460 | this->behaviourList->push_back(anim); |
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461 | this->initNPC(); |
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462 | } |
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463 | else |
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464 | this->behaviourList->push_back(anim); |
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465 | } |
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466 | |
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467 | |
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468 | |
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469 | |
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470 | /** |
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471 | * talk to a world entity and play a sound/music/voice |
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472 | * @param worldEntity: entity |
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473 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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474 | */ |
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475 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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476 | {} |
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477 | |
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478 | |
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479 | /** |
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480 | * world entity to shoot at if there is any weapon on the npc |
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481 | * @param entity: entity to shoot entity |
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482 | */ |
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483 | void GenericNPC::shootAt(WorldEntity* entity) |
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484 | {} |
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485 | |
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486 | |
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487 | |
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488 | |
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489 | |
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490 | |
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491 | |
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492 | |
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493 | |
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494 | |
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495 | /** |
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496 | * tick this world entity |
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497 | * @param time: time in seconds expirded since the last tick |
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498 | */ |
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499 | void GenericNPC::tick (float dt) |
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500 | { |
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501 | if( likely(this->getModel(0) != NULL)) |
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502 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
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503 | |
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504 | |
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505 | if (!this->behaviourList->empty()) |
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506 | { |
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507 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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508 | |
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509 | switch( currentAnimation.type) |
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510 | { |
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511 | case Walk: |
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512 | { |
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513 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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514 | dest.y = 0.0f; |
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515 | if (dest.len() < .5) |
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516 | { |
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517 | this->nextStep(); |
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518 | } |
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519 | else |
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520 | { |
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521 | Vector move = dest.getNormalized() * currentAnimation.speed * dt; |
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522 | this->shiftCoor(move); |
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523 | } |
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524 | } |
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525 | break; |
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526 | |
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527 | case Run: |
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528 | { |
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529 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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530 | dest.y = 0.0f; |
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531 | if (dest.len() < .5) |
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532 | this->nextStep(); |
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533 | else |
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534 | { |
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535 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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536 | } |
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537 | } |
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538 | break; |
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539 | |
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540 | case Crouch: |
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541 | { |
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542 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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543 | dest.y = 0.0f; |
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544 | if (dest.len() < .5) |
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545 | this->nextStep(); |
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546 | else |
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547 | { |
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548 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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549 | } |
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550 | } |
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551 | break; |
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552 | |
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553 | case TurnTo: |
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554 | //Quaternion direction = this-> |
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555 | break; |
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556 | |
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557 | case LookAt: |
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558 | break; |
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559 | |
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560 | case Shoot: |
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561 | break; |
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562 | |
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563 | default: |
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564 | break; |
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565 | |
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566 | } |
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567 | } |
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568 | |
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569 | // physical falling of the player |
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570 | if( !this->isOnGround()) |
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571 | { |
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572 | this->fallVelocity += 300.0f * dt; |
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573 | //velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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574 | // PRINTF(0)("%s is not on ground\n", this->getName()); |
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575 | this->shiftCoor(Vector(0, -this->fallVelocity * dt,0)); |
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576 | |
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577 | } |
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578 | else |
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579 | { |
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580 | this->fallVelocity = 0.0f; |
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581 | } |
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582 | |
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583 | } |
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584 | |
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585 | |
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586 | |
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587 | void GenericNPC::destroy(WorldEntity* killer) |
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588 | { |
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589 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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590 | |
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591 | this->setAnimationSpeed(1.0f); |
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592 | |
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593 | if( randi == 1) |
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594 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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595 | else if( randi == 2) |
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596 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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597 | else if( randi == 3) |
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598 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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599 | else if( randi == 4) |
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600 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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601 | else |
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602 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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603 | } |
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604 | |
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