1 | |
---|
2 | |
---|
3 | /* |
---|
4 | orxonox - the future of 3D-vertical-scrollers |
---|
5 | |
---|
6 | Copyright (C) 2004 orx |
---|
7 | |
---|
8 | This program is free software; you can redistribute it and/or modify |
---|
9 | it under the terms of the GNU General Public License as published by |
---|
10 | the Free Software Foundation; either version 2, or (at your option) |
---|
11 | any later version. |
---|
12 | |
---|
13 | ### File Specific |
---|
14 | main-programmer: Patrick Boenzli |
---|
15 | co-programmer: |
---|
16 | */ |
---|
17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
---|
18 | |
---|
19 | #include "generic_npc.h" |
---|
20 | |
---|
21 | |
---|
22 | #include "util/loading/factory.h" |
---|
23 | #include "util/loading/load_param.h" |
---|
24 | |
---|
25 | #include "interactive_model.h" |
---|
26 | #include "md2/md2Model.h" |
---|
27 | |
---|
28 | #include "sound_buffer.h" |
---|
29 | |
---|
30 | #include "loading/resource_manager.h" |
---|
31 | |
---|
32 | |
---|
33 | CREATE_FACTORY(GenericNPC, CL_GENERIC_NPC); |
---|
34 | |
---|
35 | #include "script_class.h" |
---|
36 | CREATE_SCRIPTABLE_CLASS(GenericNPC, CL_GENERIC_NPC, |
---|
37 | // Move |
---|
38 | addMethod("walkTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::walkTo)) |
---|
39 | ->addMethod("runTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::runTo)) |
---|
40 | ->addMethod("turnTo", ExecutorLua1<GenericNPC,float>(&GenericNPC::turnTo)) |
---|
41 | ->addMethod("finalGoalReached", ExecutorLua0ret<GenericNPC,bool>(&GenericNPC::finalGoalReached)) |
---|
42 | ->addMethod("stop", ExecutorLua0<GenericNPC>(&GenericNPC::stop)) |
---|
43 | ->addMethod("resume", ExecutorLua0<GenericNPC>(&GenericNPC::resume)) |
---|
44 | ->addMethod("playAnimation", ExecutorLua2<GenericNPC,int,int>(&GenericNPC::playAnimation)) |
---|
45 | // Display |
---|
46 | ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide)) |
---|
47 | ->addMethod("unhide", ExecutorLua0<WorldEntity>(&WorldEntity::unhide)) |
---|
48 | // Coordinates |
---|
49 | ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) |
---|
50 | ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) |
---|
51 | ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) |
---|
52 | ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) |
---|
53 | ->addMethod("setAbsDir", ExecutorLua4<PNode,float,float,float,float>(&PNode::setAbsDir)) |
---|
54 | ); |
---|
55 | |
---|
56 | |
---|
57 | |
---|
58 | /** |
---|
59 | * constructor |
---|
60 | */ |
---|
61 | GenericNPC::GenericNPC(const TiXmlElement* root) |
---|
62 | : NPC(root) |
---|
63 | { |
---|
64 | this->init(); |
---|
65 | |
---|
66 | if (root != NULL) |
---|
67 | this->loadParams(root); |
---|
68 | } |
---|
69 | |
---|
70 | |
---|
71 | /** |
---|
72 | * deconstructor |
---|
73 | */ |
---|
74 | GenericNPC::~GenericNPC () |
---|
75 | {} |
---|
76 | |
---|
77 | |
---|
78 | /** |
---|
79 | * initializing the npc enity |
---|
80 | */ |
---|
81 | void GenericNPC::init() |
---|
82 | { |
---|
83 | this->setClassID(CL_GENERIC_NPC, "GenericNPC"); |
---|
84 | this->toList(OM_GROUP_00); |
---|
85 | |
---|
86 | if (this->soundBuffer != NULL) |
---|
87 | ResourceManager::getInstance()->unload(this->soundBuffer); |
---|
88 | this->soundBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV); |
---|
89 | |
---|
90 | time = 30.0f; |
---|
91 | |
---|
92 | this->behaviourList = new std::list<GenericNPC::Anim>; |
---|
93 | |
---|
94 | // collision reaction registration |
---|
95 | this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
---|
96 | } |
---|
97 | |
---|
98 | |
---|
99 | /** |
---|
100 | * loads the Settings of a MD2Creature from an XML-element. |
---|
101 | * @param root the XML-element to load the MD2Creature's properties from |
---|
102 | */ |
---|
103 | void GenericNPC::loadParams(const TiXmlElement* root) |
---|
104 | { |
---|
105 | NPC::loadParams(root); |
---|
106 | |
---|
107 | } |
---|
108 | |
---|
109 | |
---|
110 | /** |
---|
111 | * sets the animation of this npc |
---|
112 | * @param anumationIndex: the animation index |
---|
113 | * @param anumPlaybackMode: the playback mode |
---|
114 | */ |
---|
115 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
---|
116 | { |
---|
117 | if( likely(this->getModel(0) != NULL)) |
---|
118 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
---|
119 | } |
---|
120 | |
---|
121 | |
---|
122 | |
---|
123 | /** |
---|
124 | * @returns the current animation number |
---|
125 | */ |
---|
126 | int GenericNPC::getAnimation() |
---|
127 | { |
---|
128 | if( likely(this->getModel(0) != NULL)) |
---|
129 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
---|
130 | else |
---|
131 | return -1; |
---|
132 | } |
---|
133 | |
---|
134 | |
---|
135 | |
---|
136 | /** |
---|
137 | * @returns true if animation is finished |
---|
138 | */ |
---|
139 | bool GenericNPC::isAnimationFinished() |
---|
140 | { |
---|
141 | if( likely(this->getModel(0) != NULL)) |
---|
142 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
---|
143 | else |
---|
144 | return false; |
---|
145 | } |
---|
146 | |
---|
147 | |
---|
148 | /** |
---|
149 | * sets the animation speed of this entity |
---|
150 | */ |
---|
151 | void GenericNPC::setAnimationSpeed(float speed) |
---|
152 | { |
---|
153 | if( likely(this->getModel(0) != NULL)) |
---|
154 | ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed); |
---|
155 | } |
---|
156 | |
---|
157 | |
---|
158 | |
---|
159 | /** |
---|
160 | * sets the animation of this npc |
---|
161 | * @param anumationIndex: the animation index |
---|
162 | * @param anumPlaybackMode: the playback mode |
---|
163 | */ |
---|
164 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
---|
165 | { |
---|
166 | if( likely(this->getModel(0) != NULL)) |
---|
167 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
---|
168 | |
---|
169 | } |
---|
170 | |
---|
171 | |
---|
172 | /** |
---|
173 | * play a sound |
---|
174 | * @param filename: name of the file |
---|
175 | */ |
---|
176 | void GenericNPC::playSound(const std::string& filename) |
---|
177 | {} |
---|
178 | |
---|
179 | |
---|
180 | |
---|
181 | /** |
---|
182 | * stops the generic animation |
---|
183 | */ |
---|
184 | void GenericNPC::stop() |
---|
185 | { |
---|
186 | this->animationStack.push(this->behaviourList); |
---|
187 | this->behaviourList = new std::list<GenericNPC::Anim>; |
---|
188 | |
---|
189 | if( this->getAnimation() != STAND) |
---|
190 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
191 | } |
---|
192 | |
---|
193 | |
---|
194 | /** |
---|
195 | * continue the generic animation |
---|
196 | */ |
---|
197 | void GenericNPC::resume() |
---|
198 | { |
---|
199 | if( this->animationStack.size() == 0) |
---|
200 | return; |
---|
201 | |
---|
202 | delete this->behaviourList; |
---|
203 | this->behaviourList = this->animationStack.top(); |
---|
204 | this->animationStack.pop(); |
---|
205 | } |
---|
206 | |
---|
207 | |
---|
208 | /** |
---|
209 | * each animation has to be initialized here |
---|
210 | */ |
---|
211 | void GenericNPC::initNPC() |
---|
212 | { |
---|
213 | if (!this->behaviourList->empty()) |
---|
214 | { |
---|
215 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
---|
216 | |
---|
217 | switch(this->behaviourList->front().type) |
---|
218 | { |
---|
219 | case Walk: |
---|
220 | { |
---|
221 | if( this->getAnimation() != RUN) |
---|
222 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
223 | |
---|
224 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
---|
225 | dir.y = 0.0f; |
---|
226 | dir.getNormalized(); |
---|
227 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
---|
228 | |
---|
229 | this->setAnimationSpeed(0.5f); |
---|
230 | } |
---|
231 | break; |
---|
232 | case Run: |
---|
233 | { |
---|
234 | if( this->getAnimation() != RUN) |
---|
235 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
236 | |
---|
237 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
238 | dir.y = 0.0f; |
---|
239 | dir.getNormalized(); |
---|
240 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
---|
241 | |
---|
242 | this->setAnimationSpeed(1.0f); |
---|
243 | } |
---|
244 | break; |
---|
245 | case Crouch: |
---|
246 | { |
---|
247 | if( this->getAnimation() != CROUCH_WALK) |
---|
248 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
---|
249 | |
---|
250 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
251 | dir.y = 0.0f; |
---|
252 | dir.getNormalized(); |
---|
253 | this->setAbsDir(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0))); |
---|
254 | |
---|
255 | this->setAnimationSpeed(1.0f); |
---|
256 | } |
---|
257 | break; |
---|
258 | case LookAt: |
---|
259 | if( this->getAnimation() != STAND) |
---|
260 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
261 | break; |
---|
262 | case Shoot: |
---|
263 | if( this->getAnimation() != STAND) |
---|
264 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
265 | break; |
---|
266 | |
---|
267 | default: |
---|
268 | if( this->getAnimation() != STAND) |
---|
269 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
270 | break; |
---|
271 | |
---|
272 | } |
---|
273 | } |
---|
274 | } |
---|
275 | |
---|
276 | |
---|
277 | void GenericNPC::nextStep() |
---|
278 | { |
---|
279 | if (!this->behaviourList->empty()) |
---|
280 | this->behaviourList->pop_front(); |
---|
281 | else |
---|
282 | return; |
---|
283 | |
---|
284 | |
---|
285 | if (!this->behaviourList->empty()) |
---|
286 | { |
---|
287 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
---|
288 | |
---|
289 | switch( currentAnimation.type) |
---|
290 | { |
---|
291 | case Walk: |
---|
292 | { |
---|
293 | if( this->getAnimation() != RUN) |
---|
294 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
295 | |
---|
296 | |
---|
297 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
---|
298 | dir.y = 0.0f; |
---|
299 | dir.getNormalized(); |
---|
300 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
---|
301 | |
---|
302 | this->setAnimationSpeed(0.5f); |
---|
303 | } |
---|
304 | break; |
---|
305 | case Run: |
---|
306 | { |
---|
307 | if( this->getAnimation() != RUN) |
---|
308 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
---|
309 | |
---|
310 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
311 | dir.y = 0.0f; |
---|
312 | dir.getNormalized(); |
---|
313 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
---|
314 | |
---|
315 | this->setAnimationSpeed(1.0f); |
---|
316 | } |
---|
317 | break; |
---|
318 | case Crouch: |
---|
319 | { |
---|
320 | if( this->getAnimation() != CROUCH_WALK) |
---|
321 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
---|
322 | |
---|
323 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
---|
324 | dir.y = 0.0f; |
---|
325 | dir.getNormalized(); |
---|
326 | this->setAbsDirSoft(Quaternion(dir, Vector(0.0, 1.0, 0.0)) * Quaternion(-M_PI_2, Vector(0.0, 1.0, 0.0)), 4.0); |
---|
327 | |
---|
328 | this->setAnimationSpeed(1.0f); |
---|
329 | } |
---|
330 | break; |
---|
331 | case LookAt: |
---|
332 | { |
---|
333 | if( this->getAnimation() != STAND) |
---|
334 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
335 | } |
---|
336 | break; |
---|
337 | case Shoot: |
---|
338 | if( this->getAnimation() != STAND) |
---|
339 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
340 | break; |
---|
341 | |
---|
342 | default: |
---|
343 | if( this->getAnimation() != STAND) |
---|
344 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
345 | break; |
---|
346 | |
---|
347 | } |
---|
348 | } |
---|
349 | else |
---|
350 | { |
---|
351 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
---|
352 | } |
---|
353 | } |
---|
354 | |
---|
355 | |
---|
356 | |
---|
357 | |
---|
358 | void GenericNPC::walkTo(const Vector& coordinate) |
---|
359 | { |
---|
360 | |
---|
361 | GenericNPC::Anim anim; |
---|
362 | anim.v = coordinate; |
---|
363 | anim.type = Walk; |
---|
364 | anim.speed = 30.0f; |
---|
365 | |
---|
366 | if( this->behaviourList->empty()) |
---|
367 | { |
---|
368 | this->behaviourList->push_back(anim); |
---|
369 | this->initNPC(); |
---|
370 | } |
---|
371 | else |
---|
372 | this->behaviourList->push_back(anim); |
---|
373 | } |
---|
374 | |
---|
375 | void GenericNPC::walkTo(float x, float y, float z) |
---|
376 | { |
---|
377 | //printf("Walking to %f, %f, %f \n",x,y,z); |
---|
378 | this->walkTo(Vector(x,y,z)); |
---|
379 | |
---|
380 | } |
---|
381 | |
---|
382 | /* running functions */ |
---|
383 | void GenericNPC::runTo(const Vector& coordinate) |
---|
384 | { |
---|
385 | GenericNPC::Anim anim; |
---|
386 | anim.v = coordinate; |
---|
387 | anim.type = Run; |
---|
388 | anim.speed = 60.0f; |
---|
389 | |
---|
390 | if( this->behaviourList->empty()) |
---|
391 | { |
---|
392 | this->behaviourList->push_back(anim); |
---|
393 | this->initNPC(); |
---|
394 | } |
---|
395 | else |
---|
396 | this->behaviourList->push_back(anim); |
---|
397 | } |
---|
398 | |
---|
399 | void GenericNPC::runTo(float x, float y, float z) |
---|
400 | { |
---|
401 | this->runTo(Vector(x,y,z)); |
---|
402 | } |
---|
403 | |
---|
404 | /* couching functinos */ |
---|
405 | void GenericNPC::crouchTo(const Vector& coordinate) |
---|
406 | { |
---|
407 | GenericNPC::Anim anim; |
---|
408 | anim.v = coordinate; |
---|
409 | anim.type = Crouch; |
---|
410 | |
---|
411 | if( this->behaviourList->empty()) |
---|
412 | { |
---|
413 | this->behaviourList->push_back(anim); |
---|
414 | this->initNPC(); |
---|
415 | } |
---|
416 | else |
---|
417 | this->behaviourList->push_back(anim); |
---|
418 | } |
---|
419 | void GenericNPC::crouchTo(float x, float y, float z) |
---|
420 | { |
---|
421 | this->crouchTo(Vector(x,y,z)); |
---|
422 | } |
---|
423 | |
---|
424 | |
---|
425 | |
---|
426 | void GenericNPC::turnTo(float degreeInY) |
---|
427 | { |
---|
428 | GenericNPC::Anim anim; |
---|
429 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
---|
430 | anim.type = TurnTo; |
---|
431 | |
---|
432 | if( this->behaviourList->empty()) |
---|
433 | { |
---|
434 | this->behaviourList->push_back(anim); |
---|
435 | this->initNPC(); |
---|
436 | } |
---|
437 | else |
---|
438 | this->behaviourList->push_back(anim); |
---|
439 | } |
---|
440 | |
---|
441 | |
---|
442 | |
---|
443 | /** |
---|
444 | * lookat a world entity |
---|
445 | * @param worldEntity: the worldentity to look at |
---|
446 | */ |
---|
447 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
---|
448 | { |
---|
449 | GenericNPC::Anim anim; |
---|
450 | anim.entity = worldEntity; |
---|
451 | anim.type = LookAt; |
---|
452 | |
---|
453 | if( this->behaviourList->empty()) |
---|
454 | { |
---|
455 | this->behaviourList->push_back(anim); |
---|
456 | this->initNPC(); |
---|
457 | } |
---|
458 | else |
---|
459 | this->behaviourList->push_back(anim); |
---|
460 | } |
---|
461 | |
---|
462 | |
---|
463 | |
---|
464 | |
---|
465 | /** |
---|
466 | * talk to a world entity and play a sound/music/voice |
---|
467 | * @param worldEntity: entity |
---|
468 | * @param dialogNr: sound nr to be played (from the xml load tags) |
---|
469 | */ |
---|
470 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
---|
471 | {} |
---|
472 | |
---|
473 | |
---|
474 | /** |
---|
475 | * world entity to shoot at if there is any weapon on the npc |
---|
476 | * @param entity: entity to shoot entity |
---|
477 | */ |
---|
478 | void GenericNPC::shootAt(WorldEntity* entity) |
---|
479 | {} |
---|
480 | |
---|
481 | |
---|
482 | |
---|
483 | |
---|
484 | |
---|
485 | |
---|
486 | |
---|
487 | |
---|
488 | |
---|
489 | |
---|
490 | /** |
---|
491 | * tick this world entity |
---|
492 | * @param time: time in seconds expirded since the last tick |
---|
493 | */ |
---|
494 | void GenericNPC::tick (float dt) |
---|
495 | { |
---|
496 | if( likely(this->getModel(0) != NULL)) |
---|
497 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
---|
498 | |
---|
499 | |
---|
500 | if (!this->behaviourList->empty()) |
---|
501 | { |
---|
502 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
---|
503 | |
---|
504 | switch( currentAnimation.type) |
---|
505 | { |
---|
506 | case Walk: |
---|
507 | { |
---|
508 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
---|
509 | dest.y = 0.0f; |
---|
510 | if (dest.len() < .5) |
---|
511 | { |
---|
512 | this->nextStep(); |
---|
513 | } |
---|
514 | else |
---|
515 | { |
---|
516 | Vector move = dest.getNormalized() * currentAnimation.speed * dt; |
---|
517 | this->shiftCoor(move); |
---|
518 | } |
---|
519 | } |
---|
520 | break; |
---|
521 | |
---|
522 | case Run: |
---|
523 | { |
---|
524 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
---|
525 | dest.y = 0.0f; |
---|
526 | if (dest.len() < .5) |
---|
527 | this->nextStep(); |
---|
528 | else |
---|
529 | { |
---|
530 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
---|
531 | } |
---|
532 | } |
---|
533 | break; |
---|
534 | |
---|
535 | case Crouch: |
---|
536 | { |
---|
537 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
---|
538 | dest.y = 0.0f; |
---|
539 | if (dest.len() < .5) |
---|
540 | this->nextStep(); |
---|
541 | else |
---|
542 | { |
---|
543 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
---|
544 | } |
---|
545 | } |
---|
546 | break; |
---|
547 | |
---|
548 | case TurnTo: |
---|
549 | //Quaternion direction = this-> |
---|
550 | break; |
---|
551 | |
---|
552 | case LookAt: |
---|
553 | break; |
---|
554 | |
---|
555 | case Shoot: |
---|
556 | break; |
---|
557 | |
---|
558 | default: |
---|
559 | break; |
---|
560 | |
---|
561 | } |
---|
562 | } |
---|
563 | |
---|
564 | // physical falling of the player |
---|
565 | if( !this->isOnGround()) |
---|
566 | { |
---|
567 | this->fallVelocity += 300.0f * dt; |
---|
568 | //velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
---|
569 | // PRINTF(0)("%s is not on ground\n", this->getName()); |
---|
570 | this->shiftCoor(Vector(0, -this->fallVelocity * dt,0)); |
---|
571 | |
---|
572 | } |
---|
573 | else |
---|
574 | { |
---|
575 | this->fallVelocity = 0.0f; |
---|
576 | } |
---|
577 | |
---|
578 | } |
---|
579 | |
---|
580 | |
---|
581 | |
---|
582 | void GenericNPC::destroy() |
---|
583 | { |
---|
584 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
---|
585 | |
---|
586 | this->setAnimationSpeed(1.0f); |
---|
587 | |
---|
588 | if( randi == 1) |
---|
589 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
---|
590 | else if( randi == 2) |
---|
591 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
---|
592 | else if( randi == 3) |
---|
593 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
---|
594 | else if( randi == 4) |
---|
595 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
---|
596 | else |
---|
597 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
---|
598 | } |
---|
599 | |
---|