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 | |
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30 | #include "loading/resource_manager.h" |
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31 | |
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32 | |
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33 | CREATE_FACTORY(GenericNPC, CL_GENERIC_NPC); |
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34 | |
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35 | #include "script_class.h" |
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36 | CREATE_SCRIPTABLE_CLASS(GenericNPC, CL_GENERIC_NPC, |
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37 | // Move |
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38 | addMethod("walkTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::walkTo)) |
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39 | ->addMethod("runTo", ExecutorLua3<GenericNPC,float,float,float>(&GenericNPC::runTo)) |
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40 | ->addMethod("turnTo", ExecutorLua1<GenericNPC,float>(&GenericNPC::turnTo)) |
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41 | ->addMethod("finalGoalReached", ExecutorLua0ret<GenericNPC,bool>(&GenericNPC::finalGoalReached)) |
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42 | ->addMethod("stop", ExecutorLua0<GenericNPC>(&GenericNPC::stop)) |
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43 | ->addMethod("resume", ExecutorLua0<GenericNPC>(&GenericNPC::resume)) |
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44 | ->addMethod("playAnimation", ExecutorLua2<GenericNPC,int,int>(&GenericNPC::playAnimation)) |
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45 | // Display |
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46 | ->addMethod("hide", ExecutorLua0<WorldEntity>(&WorldEntity::hide)) |
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47 | ->addMethod("unhide", ExecutorLua0<WorldEntity>(&WorldEntity::unhide)) |
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48 | // Coordinates |
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49 | ->addMethod("getAbsCoorX", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorX)) |
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50 | ->addMethod("getAbsCoorY", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorY)) |
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51 | ->addMethod("getAbsCoorZ", ExecutorLua0ret<PNode, float>(&PNode::getAbsCoorZ)) |
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52 | ->addMethod("setAbsCoor", ExecutorLua3<PNode,float,float,float>(&PNode::setAbsCoor)) |
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53 | ->addMethod("setAbsDir", ExecutorLua4<PNode,float,float,float,float>(&PNode::setAbsDir)) |
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54 | ); |
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55 | |
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56 | |
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57 | |
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58 | /** |
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59 | * constructor |
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60 | */ |
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61 | GenericNPC::GenericNPC(const TiXmlElement* root) |
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62 | : NPC(root) |
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63 | { |
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64 | this->init(); |
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65 | |
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66 | if (root != NULL) |
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67 | this->loadParams(root); |
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68 | } |
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69 | |
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70 | |
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71 | /** |
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72 | * deconstructor |
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73 | */ |
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74 | GenericNPC::~GenericNPC () |
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75 | {} |
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76 | |
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77 | |
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78 | /** |
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79 | * initializing the npc enity |
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80 | */ |
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81 | void GenericNPC::init() |
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82 | { |
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83 | this->setClassID(CL_GENERIC_NPC, "GenericNPC"); |
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84 | |
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85 | this->toList(OM_GROUP_00); |
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86 | |
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87 | this->soundBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV); |
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88 | |
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89 | time = 30.0f; |
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90 | |
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91 | this->behaviourList = new std::list<GenericNPC::Anim>; |
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92 | |
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93 | // collision reaction registration |
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94 | this->subscribeReaction(CREngine::CR_PHYSICS_GROUND_WALK, CL_BSP_ENTITY); |
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95 | } |
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96 | |
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97 | |
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98 | /** |
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99 | * loads the Settings of a MD2Creature from an XML-element. |
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100 | * @param root the XML-element to load the MD2Creature's properties from |
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101 | */ |
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102 | void GenericNPC::loadParams(const TiXmlElement* root) |
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103 | { |
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104 | NPC::loadParams(root); |
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105 | |
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106 | } |
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107 | |
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108 | |
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109 | /** |
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110 | * sets the animation of this npc |
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111 | * @param anumationIndex: the animation index |
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112 | * @param anumPlaybackMode: the playback mode |
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113 | */ |
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114 | void GenericNPC::setAnimation(int animationIndex, int animPlaybackMode) |
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115 | { |
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116 | if( likely(this->getModel(0) != NULL)) |
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117 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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118 | } |
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119 | |
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120 | |
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121 | |
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122 | /** |
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123 | * @returns the current animation number |
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124 | */ |
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125 | int GenericNPC::getAnimation() |
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126 | { |
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127 | if( likely(this->getModel(0) != NULL)) |
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128 | return ((InteractiveModel*)this->getModel(0))->getAnimation(); |
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129 | else |
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130 | return -1; |
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131 | } |
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132 | |
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133 | |
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134 | |
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135 | /** |
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136 | * @returns true if animation is finished |
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137 | */ |
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138 | bool GenericNPC::isAnimationFinished() |
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139 | { |
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140 | if( likely(this->getModel(0) != NULL)) |
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141 | return ((InteractiveModel*)this->getModel(0))->isAnimationFinished(); |
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142 | else |
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143 | return false; |
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144 | } |
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145 | |
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146 | |
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147 | /** |
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148 | * sets the animation speed of this entity |
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149 | */ |
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150 | void GenericNPC::setAnimationSpeed(float speed) |
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151 | { |
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152 | if( likely(this->getModel(0) != NULL)) |
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153 | ((InteractiveModel*)this->getModel(0))->setAnimationSpeed(speed); |
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154 | } |
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155 | |
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156 | |
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157 | |
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158 | /** |
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159 | * sets the animation of this npc |
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160 | * @param anumationIndex: the animation index |
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161 | * @param anumPlaybackMode: the playback mode |
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162 | */ |
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163 | void GenericNPC::playAnimation(int animationIndex, int animPlaybackMode) |
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164 | { |
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165 | if( likely(this->getModel(0) != NULL)) |
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166 | ((InteractiveModel*)this->getModel(0))->setAnimation(animationIndex, animPlaybackMode); |
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167 | |
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168 | } |
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169 | |
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170 | |
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171 | /** |
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172 | * play a sound |
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173 | * @param filename: name of the file |
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174 | */ |
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175 | void GenericNPC::playSound(const std::string& filename) |
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176 | {} |
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177 | |
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178 | |
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179 | |
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180 | /** |
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181 | * stops the generic animation |
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182 | */ |
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183 | void GenericNPC::stop() |
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184 | { |
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185 | this->animationStack.push(this->behaviourList); |
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186 | this->behaviourList = new std::list<GenericNPC::Anim>; |
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187 | |
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188 | if( this->getAnimation() != STAND) |
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189 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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190 | } |
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191 | |
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192 | |
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193 | /** |
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194 | * continue the generic animation |
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195 | */ |
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196 | void GenericNPC::resume() |
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197 | { |
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198 | if( this->animationStack.size() == 0) |
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199 | return; |
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200 | |
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201 | delete this->behaviourList; |
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202 | this->behaviourList = this->animationStack.top(); |
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203 | this->animationStack.pop(); |
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204 | } |
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205 | |
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206 | |
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207 | /** |
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208 | * each animation has to be initialized here |
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209 | */ |
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210 | /** |
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211 | * |
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212 | */ |
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213 | void GenericNPC::initNPC() |
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214 | { |
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215 | if (!this->behaviourList->empty()) |
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216 | { |
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217 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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218 | |
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219 | switch(this->behaviourList->front().type) |
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220 | { |
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221 | case Walk: |
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222 | { |
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223 | if( this->getAnimation() != RUN) |
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224 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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225 | |
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226 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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227 | dir.y = 0.0f; |
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228 | dir.normalize(); |
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229 | 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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230 | |
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231 | this->setAnimationSpeed(0.5f); |
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232 | } |
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233 | break; |
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234 | case Run: |
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235 | { |
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236 | if( this->getAnimation() != RUN) |
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237 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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238 | |
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239 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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240 | dir.y = 0.0f; |
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241 | dir.getNormalized(); |
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242 | 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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243 | |
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244 | this->setAnimationSpeed(1.0f); |
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245 | } |
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246 | break; |
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247 | case Crouch: |
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248 | { |
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249 | if( this->getAnimation() != CROUCH_WALK) |
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250 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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251 | |
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252 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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253 | dir.y = 0.0f; |
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254 | dir.getNormalized(); |
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255 | 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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256 | |
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257 | this->setAnimationSpeed(1.0f); |
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258 | } |
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259 | break; |
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260 | case LookAt: |
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261 | if( this->getAnimation() != STAND) |
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262 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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263 | break; |
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264 | case Shoot: |
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265 | if( this->getAnimation() != STAND) |
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266 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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267 | break; |
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268 | |
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269 | default: |
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270 | if( this->getAnimation() != STAND) |
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271 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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272 | break; |
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273 | |
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274 | } |
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275 | } |
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276 | } |
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277 | |
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278 | |
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279 | void GenericNPC::nextStep() |
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280 | { |
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281 | if (!this->behaviourList->empty()) |
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282 | this->behaviourList->pop_front(); |
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283 | else |
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284 | return; |
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285 | |
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286 | |
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287 | if (!this->behaviourList->empty()) |
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288 | { |
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289 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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290 | |
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291 | switch( currentAnimation.type) |
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292 | { |
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293 | case Walk: |
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294 | { |
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295 | if( this->getAnimation() != RUN) |
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296 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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297 | |
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298 | |
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299 | Vector dir = (currentAnimation.v - this->getAbsCoor()); |
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300 | dir.y = 0.0f; |
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301 | dir.getNormalized(); |
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302 | 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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303 | |
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304 | this->setAnimationSpeed(0.5f); |
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305 | } |
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306 | break; |
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307 | case Run: |
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308 | { |
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309 | if( this->getAnimation() != RUN) |
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310 | this->setAnimation(RUN, MD2_ANIM_LOOP); |
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311 | |
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312 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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313 | dir.y = 0.0f; |
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314 | dir.getNormalized(); |
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315 | 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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316 | |
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317 | this->setAnimationSpeed(1.0f); |
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318 | } |
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319 | break; |
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320 | case Crouch: |
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321 | { |
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322 | if( this->getAnimation() != CROUCH_WALK) |
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323 | this->setAnimation(CROUCH_WALK, MD2_ANIM_LOOP); |
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324 | |
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325 | Vector dir = (currentAnimation.v - this->getAbsCoor()).getNormalized(); |
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326 | dir.y = 0.0f; |
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327 | dir.getNormalized(); |
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328 | 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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329 | |
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330 | this->setAnimationSpeed(1.0f); |
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331 | } |
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332 | break; |
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333 | case LookAt: |
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334 | { |
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335 | if( this->getAnimation() != STAND) |
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336 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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337 | } |
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338 | break; |
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339 | case Shoot: |
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340 | if( this->getAnimation() != STAND) |
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341 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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342 | break; |
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343 | |
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344 | default: |
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345 | if( this->getAnimation() != STAND) |
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346 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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347 | break; |
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348 | |
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349 | } |
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350 | } |
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351 | else |
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352 | { |
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353 | this->setAnimation(STAND, MD2_ANIM_LOOP); |
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354 | } |
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355 | } |
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356 | |
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357 | |
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358 | |
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359 | |
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360 | void GenericNPC::walkTo(const Vector& coordinate) |
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361 | { |
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362 | |
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363 | GenericNPC::Anim anim; |
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364 | anim.v = coordinate; |
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365 | anim.type = Walk; |
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366 | anim.speed = 30.0f; |
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367 | |
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368 | if( this->behaviourList->empty()) |
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369 | { |
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370 | this->behaviourList->push_back(anim); |
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371 | this->initNPC(); |
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372 | } |
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373 | else |
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374 | this->behaviourList->push_back(anim); |
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375 | } |
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376 | |
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377 | void GenericNPC::walkTo(float x, float y, float z) |
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378 | { |
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379 | //printf("Walking to %f, %f, %f \n",x,y,z); |
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380 | this->walkTo(Vector(x,y,z)); |
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381 | |
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382 | } |
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383 | |
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384 | /* running functions */ |
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385 | void GenericNPC::runTo(const Vector& coordinate) |
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386 | { |
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387 | GenericNPC::Anim anim; |
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388 | anim.v = coordinate; |
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389 | anim.type = Run; |
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390 | anim.speed = 60.0f; |
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391 | |
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392 | if( this->behaviourList->empty()) |
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393 | { |
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394 | this->behaviourList->push_back(anim); |
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395 | this->initNPC(); |
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396 | } |
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397 | else |
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398 | this->behaviourList->push_back(anim); |
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399 | } |
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400 | |
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401 | void GenericNPC::runTo(float x, float y, float z) |
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402 | { |
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403 | this->runTo(Vector(x,y,z)); |
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404 | } |
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405 | |
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406 | /* couching functinos */ |
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407 | void GenericNPC::crouchTo(const Vector& coordinate) |
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408 | { |
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409 | GenericNPC::Anim anim; |
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410 | anim.v = coordinate; |
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411 | anim.type = Crouch; |
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412 | |
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413 | if( this->behaviourList->empty()) |
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414 | { |
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415 | this->behaviourList->push_back(anim); |
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416 | this->initNPC(); |
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417 | } |
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418 | else |
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419 | this->behaviourList->push_back(anim); |
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420 | } |
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421 | void GenericNPC::crouchTo(float x, float y, float z) |
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422 | { |
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423 | this->crouchTo(Vector(x,y,z)); |
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424 | } |
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425 | |
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426 | |
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427 | |
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428 | void GenericNPC::turnTo(float degreeInY) |
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429 | { |
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430 | GenericNPC::Anim anim; |
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431 | anim.q = Quaternion(Vector(0,1,0), degreeInY); |
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432 | anim.type = TurnTo; |
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433 | |
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434 | if( this->behaviourList->empty()) |
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435 | { |
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436 | this->behaviourList->push_back(anim); |
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437 | this->initNPC(); |
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438 | } |
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439 | else |
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440 | this->behaviourList->push_back(anim); |
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441 | } |
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442 | |
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443 | |
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444 | |
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445 | /** |
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446 | * lookat a world entity |
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447 | * @param worldEntity: the worldentity to look at |
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448 | */ |
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449 | void GenericNPC::lookAt(WorldEntity* worldEntity) |
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450 | { |
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451 | GenericNPC::Anim anim; |
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452 | anim.entity = worldEntity; |
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453 | anim.type = LookAt; |
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454 | |
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455 | if( this->behaviourList->empty()) |
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456 | { |
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457 | this->behaviourList->push_back(anim); |
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458 | this->initNPC(); |
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459 | } |
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460 | else |
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461 | this->behaviourList->push_back(anim); |
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462 | } |
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463 | |
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464 | |
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465 | |
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466 | |
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467 | /** |
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468 | * talk to a world entity and play a sound/music/voice |
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469 | * @param worldEntity: entity |
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470 | * @param dialogNr: sound nr to be played (from the xml load tags) |
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471 | */ |
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472 | void GenericNPC::talkTo(WorldEntity* worldEntity, int dialogNr) |
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473 | {} |
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474 | |
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475 | |
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476 | /** |
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477 | * world entity to shoot at if there is any weapon on the npc |
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478 | * @param entity: entity to shoot entity |
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479 | */ |
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480 | void GenericNPC::shootAt(WorldEntity* entity) |
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481 | {} |
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482 | |
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483 | |
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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 | * tick this world entity |
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494 | * @param time: time in seconds expirded since the last tick |
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495 | */ |
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496 | void GenericNPC::tick (float dt) |
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497 | { |
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498 | if( likely(this->getModel(0) != NULL)) |
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499 | ((InteractiveModel*)this->getModel(0))->tick(dt); |
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500 | |
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501 | |
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502 | if (!this->behaviourList->empty()) |
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503 | { |
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504 | GenericNPC::Anim currentAnimation = this->behaviourList->front(); |
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505 | |
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506 | switch( currentAnimation.type) |
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507 | { |
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508 | case Walk: |
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509 | { |
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510 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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511 | dest.y = 0.0f; |
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512 | if (dest.len() < .5) |
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513 | { |
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514 | this->nextStep(); |
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515 | } |
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516 | else |
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517 | { |
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518 | Vector move = dest.getNormalized() * currentAnimation.speed * dt; |
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519 | this->shiftCoor(move); |
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520 | } |
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521 | } |
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522 | break; |
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523 | |
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524 | case Run: |
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525 | { |
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526 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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527 | dest.y = 0.0f; |
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528 | if (dest.len() < .5) |
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529 | this->nextStep(); |
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530 | else |
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531 | { |
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532 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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533 | } |
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534 | } |
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535 | break; |
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536 | |
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537 | case Crouch: |
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538 | { |
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539 | Vector dest = currentAnimation.v - this->getAbsCoor(); |
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540 | dest.y = 0.0f; |
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541 | if (dest.len() < .5) |
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542 | this->nextStep(); |
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543 | else |
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544 | { |
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545 | this->shiftCoor(dest.getNormalized() * currentAnimation.speed * dt); |
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546 | } |
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547 | } |
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548 | break; |
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549 | |
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550 | case TurnTo: |
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551 | //Quaternion direction = this-> |
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552 | break; |
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553 | |
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554 | case LookAt: |
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555 | break; |
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556 | |
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557 | case Shoot: |
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558 | break; |
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559 | |
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560 | default: |
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561 | break; |
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562 | |
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563 | } |
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564 | } |
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565 | |
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566 | // physical falling of the player |
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567 | if( !this->isOnGround()) |
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568 | { |
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569 | this->fallVelocity += 300.0f * dt; |
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570 | //velocity -= Vector(0.0, 1.0, 0.0) * this->fallVelocity; |
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571 | // PRINTF(0)("%s is not on ground\n", this->getName()); |
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572 | this->shiftCoor(Vector(0, -this->fallVelocity * dt,0)); |
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573 | |
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574 | } |
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575 | else |
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576 | { |
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577 | this->fallVelocity = 0.0f; |
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578 | } |
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579 | |
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580 | } |
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581 | |
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582 | |
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583 | |
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584 | void GenericNPC::destroy(WorldEntity* killer) |
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585 | { |
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586 | int randi = (int)(5.0f * (float)rand()/(float)RAND_MAX); |
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587 | |
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588 | this->setAnimationSpeed(1.0f); |
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589 | |
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590 | if( randi == 1) |
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591 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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592 | else if( randi == 2) |
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593 | this->setAnimation(DEATH_FALLFORWARD, MD2_ANIM_ONCE); |
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594 | else if( randi == 3) |
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595 | this->setAnimation(DEATH_FALLBACKSLOW, MD2_ANIM_ONCE); |
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596 | else if( randi == 4) |
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597 | this->setAnimation(CROUCH_DEATH, MD2_ANIM_ONCE); |
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598 | else |
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599 | this->setAnimation(DEATH_FALLBACK, MD2_ANIM_ONCE); |
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600 | } |
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601 | |
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