#include "q_shared.h"#include "bg_public.h"#include "bg_strap.h"#include "bg_local.h"#include "anims.h"#include "../cgame/animtable.h"#include "../namespace_begin.h"#include "../namespace_end.h"Go to the source code of this file.
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Definition at line 1573 of file bg_panimate.c. References bgLoadedAnim_t::anims, bgAllAnims, fabs(), MAX_ANIMATIONS, and animation_s::numFrames. Referenced by AnimateRiders(), BG_InKnockDownOnGround(), G_SetTauntAnim(), and Jedi_CheckFlipEvasions().
01574 {
01575 if (anim >= MAX_ANIMATIONS)
01576 {
01577 return -1;
01578 }
01579
01580 return bgAllAnims[index].anims[anim].numFrames * fabs((float)(bgAllAnims[index].anims[anim].frameLerp));
01581 }
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Definition at line 1729 of file bg_panimate.c. References animation_t, BG_Alloc(), bgAllAnims, bgNumAllAnims, MAX_ANIM_FILES, and MAX_TOTALANIMATIONS. Referenced by BG_ParseAnimationFile().
01730 {
01731 assert (bgNumAllAnims < MAX_ANIM_FILES);
01732 bgAllAnims[bgNumAllAnims].anims = (animation_t *) BG_Alloc(sizeof(animation_t)*MAX_TOTALANIMATIONS);
01733
01734 return bgAllAnims[bgNumAllAnims].anims;
01735 }
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Definition at line 1737 of file bg_panimate.c. References animation_t. Referenced by BG_ParseAnimationFile().
01738 {
01739 /*
01740 if (!animset)
01741 {
01742 return;
01743 }
01744
01745 strap_TrueFree((void **)&animset);
01746
01747 #ifdef _DEBUG
01748 if (animset)
01749 {
01750 assert(!"Failed to free anim set");
01751 }
01752 #endif
01753 */
01754 }
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Definition at line 692 of file bg_panimate.c. References LS_NONE, LS_V1__L, LS_V1__R, LS_V1_B_, LS_V1_BL, LS_V1_BR, LS_V1_T_, LS_V1_TL, LS_V1_TR, Q_B, Q_BL, Q_BR, Q_L, Q_R, Q_T, Q_TL, Q_TR, saberMoveData, and saberMoveData_t::startQuad.
00693 {
00694 //Our attack was knocked away by a knockaway parry
00695 //FIXME: need actual anims for this
00696 //FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center
00697 switch ( saberMoveData[move].startQuad )
00698 {
00699 case Q_B:
00700 return LS_V1_B_;
00701 break;
00702 case Q_BR:
00703 return LS_V1_BR;
00704 break;
00705 case Q_R:
00706 return LS_V1__R;
00707 break;
00708 case Q_TR:
00709 return LS_V1_TR;
00710 break;
00711 case Q_T:
00712 return LS_V1_T_;
00713 break;
00714 case Q_TL:
00715 return LS_V1_TL;
00716 break;
00717 case Q_L:
00718 return LS_V1__L;
00719 break;
00720 case Q_BL:
00721 return LS_V1_BL;
00722 break;
00723 }
00724 return LS_NONE;
00725 }
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Definition at line 727 of file bg_panimate.c. References LS_H1_B_, LS_H1_BL, LS_H1_BR, LS_H1_T_, LS_H1_TL, LS_H1_TR, LS_NONE, LS_PARRY_LL, LS_PARRY_LR, LS_PARRY_UL, LS_PARRY_UP, LS_PARRY_UR, LS_READY, and Q_irand().
00728 {
00729 //FIXME: need actual anims for this
00730 //FIXME: need to know which side of the saber was hit! For now, we presume the saber gets knocked away from the center
00731 switch ( move )
00732 {
00733 case LS_PARRY_UP:
00734 //Hmm... since we don't know what dir the hit came from, randomly pick knock down or knock back
00735 if ( Q_irand( 0, 1 ) )
00736 {
00737 return LS_H1_B_;
00738 }
00739 else
00740 {
00741 return LS_H1_T_;
00742 }
00743 break;
00744 case LS_PARRY_UR:
00745 return LS_H1_TR;
00746 break;
00747 case LS_PARRY_UL:
00748 return LS_H1_TL;
00749 break;
00750 case LS_PARRY_LR:
00751 return LS_H1_BR;
00752 break;
00753 case LS_PARRY_LL:
00754 return LS_H1_BL;
00755 break;
00756 case LS_READY:
00757 return LS_H1_B_;//???
00758 break;
00759 }
00760 return LS_NONE;
00761 }
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Definition at line 1713 of file bg_panimate.c. Referenced by CG_Shutdown(), and G_ShutdownGame().
01714 {
01715 /*
01716 int i = 1;
01717
01718 while (i < bgNumAllAnims)
01719 {
01720 if (bgAllAnims[i].anims)
01721 {
01722 strap_TrueFree((void **)&bgAllAnims[i].anims);
01723 }
01724 i++;
01725 }
01726 */
01727 }
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Definition at line 49 of file bg_panimate.c. References BOTH_CROUCH1, BOTH_CROUCH1IDLE, BOTH_CROUCH1WALK, BOTH_CROUCH1WALKBACK, BOTH_CROUCH2TOSTAND1, BOTH_CROUCH3, BOTH_CROUCHATTACKBACK1, BOTH_KNEES1, BOTH_ROLL_STAB, BOTH_SIT1, BOTH_SIT2, BOTH_SIT3, qboolean, qfalse, and qtrue. Referenced by NPC_BSGM_Attack(), NPC_ChoosePainAnimation(), and WP_ResistForcePush().
00050 {
00051 switch ( anim )
00052 {
00053 case BOTH_SIT1: //# Normal chair sit.
00054 case BOTH_SIT2: //# Lotus position.
00055 case BOTH_SIT3: //# Sitting in tired position: elbows on knees
00056 case BOTH_CROUCH1: //# Transition from standing to crouch
00057 case BOTH_CROUCH1IDLE: //# Crouching idle
00058 case BOTH_CROUCH1WALK: //# Walking while crouched
00059 case BOTH_CROUCH1WALKBACK: //# Walking while crouched
00060 case BOTH_CROUCH2TOSTAND1: //# going from crouch2 to stand1
00061 case BOTH_CROUCH3: //# Desann crouching down to Kyle (cin 9)
00062 case BOTH_KNEES1: //# Tavion on her knees
00063 case BOTH_CROUCHATTACKBACK1://FIXME: not if in middle of anim?
00064 case BOTH_ROLL_STAB:
00065 return qtrue;
00066 break;
00067 }
00068 return qfalse;
00069 }
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Definition at line 204 of file bg_panimate.c. References BOTH_FLIP_B, BOTH_FLIP_F, BOTH_FLIP_L, BOTH_FLIP_R, qboolean, qfalse, and qtrue.
00205 {
00206 switch ( (anim) )
00207 {
00208 case BOTH_FLIP_F: //# Flip forward
00209 case BOTH_FLIP_B: //# Flip backwards
00210 case BOTH_FLIP_L: //# Flip left
00211 case BOTH_FLIP_R: //# Flip right
00212 return qtrue;
00213 break;
00214 }
00215
00216 return qfalse;
00217 }
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Definition at line 1642 of file bg_panimate.c. References playerState_s::legsFlip, playerState_t, qfalse, qtrue, SETANIM_LEGS, SETANIM_TORSO, and playerState_s::torsoFlip. Referenced by BG_StartTorsoAnim().
01643 {
01644 if (part == SETANIM_TORSO)
01645 {
01646 if (ps->torsoFlip)
01647 {
01648 ps->torsoFlip = qfalse;
01649 }
01650 else
01651 {
01652 ps->torsoFlip = qtrue;
01653 }
01654 }
01655 else if (part == SETANIM_LEGS)
01656 {
01657 if (ps->legsFlip)
01658 {
01659 ps->legsFlip = qfalse;
01660 }
01661 else
01662 {
01663 ps->legsFlip = qtrue;
01664 }
01665 }
01666 }
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Definition at line 1538 of file bg_panimate.c. References BOTH_BOW, BOTH_DUAL_TAUNT, BOTH_GESTURE1, BOTH_MEDITATE, BOTH_SHOWOFF_DUAL, BOTH_SHOWOFF_FAST, BOTH_SHOWOFF_MEDIUM, BOTH_SHOWOFF_STAFF, BOTH_SHOWOFF_STRONG, BOTH_STAFF_TAUNT, BOTH_VICTORY_DUAL, BOTH_VICTORY_FAST, BOTH_VICTORY_MEDIUM, BOTH_VICTORY_STAFF, BOTH_VICTORY_STRONG, qboolean, qfalse, and qtrue. Referenced by PmoveSingle(), and WP_ForcePowerStart().
01539 {
01540 switch ( anim )
01541 {
01542 case BOTH_GESTURE1:
01543 case BOTH_DUAL_TAUNT:
01544 case BOTH_STAFF_TAUNT:
01545 case BOTH_BOW:
01546 case BOTH_MEDITATE:
01547 case BOTH_SHOWOFF_FAST:
01548 case BOTH_SHOWOFF_MEDIUM:
01549 case BOTH_SHOWOFF_STRONG:
01550 case BOTH_SHOWOFF_DUAL:
01551 case BOTH_SHOWOFF_STAFF:
01552 case BOTH_VICTORY_FAST:
01553 case BOTH_VICTORY_MEDIUM:
01554 case BOTH_VICTORY_STRONG:
01555 case BOTH_VICTORY_DUAL:
01556 case BOTH_VICTORY_STAFF:
01557 return qtrue;
01558 break;
01559 }
01560 return qfalse;
01561 }
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Definition at line 2928 of file bg_panimate.c. References animation_t, bgLoadedAnim_t::anims, bgAllAnims, bgNumAllAnims, MAX_ANIMATIONS, animation_s::numFrames, qboolean, qfalse, and qtrue. Referenced by BG_PickAnim(), and G_PickDeathAnim().
02929 {
02930 animation_t *animations;
02931
02932 //must be a valid anim number
02933 if ( animation < 0 || animation >= MAX_ANIMATIONS )
02934 {
02935 return qfalse;
02936 }
02937
02938 //Must have a file index entry
02939 if( animIndex < 0 || animIndex > bgNumAllAnims )
02940 return qfalse;
02941
02942 animations = bgAllAnims[animIndex].anims;
02943
02944 //No frames, no anim
02945 if ( animations[animation].numFrames == 0 )
02946 return qfalse;
02947
02948 //Has the sequence
02949 return qtrue;
02950 }
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Definition at line 191 of file bg_panimate.c. References BOTH_FLIP_BACK1, BOTH_FLIP_BACK2, BOTH_FLIP_BACK3, qboolean, qfalse, and qtrue. Referenced by BG_InSpecialJump().
00192 {
00193 switch ( anim )
00194 {
00195 case BOTH_FLIP_BACK1:
00196 case BOTH_FLIP_BACK2:
00197 case BOTH_FLIP_BACK3:
00198 return qtrue;
00199 break;
00200 }
00201 return qfalse;
00202 }
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Definition at line 836 of file bg_panimate.c. References BG_InSpecialDeathAnim(), BOTH_DEAD1, BOTH_DEAD10, BOTH_DEAD11, BOTH_DEAD12, BOTH_DEAD13, BOTH_DEAD14, BOTH_DEAD15, BOTH_DEAD16, BOTH_DEAD17, BOTH_DEAD18, BOTH_DEAD19, BOTH_DEAD2, BOTH_DEAD20, BOTH_DEAD21, BOTH_DEAD22, BOTH_DEAD23, BOTH_DEAD24, BOTH_DEAD25, BOTH_DEAD3, BOTH_DEAD4, BOTH_DEAD5, BOTH_DEAD6, BOTH_DEAD7, BOTH_DEAD8, BOTH_DEAD9, BOTH_DEADBACKWARD1, BOTH_DEADBACKWARD2, BOTH_DEADFLOP1, BOTH_DEADFLOP2, BOTH_DEADFORWARD1, BOTH_DEADFORWARD2, BOTH_DEATH1, BOTH_DEATH10, BOTH_DEATH11, BOTH_DEATH12, BOTH_DEATH13, BOTH_DEATH14, BOTH_DEATH14_SITUP, BOTH_DEATH14_UNGRIP, BOTH_DEATH15, BOTH_DEATH16, BOTH_DEATH17, BOTH_DEATH18, BOTH_DEATH19, BOTH_DEATH1IDLE, BOTH_DEATH2, BOTH_DEATH20, BOTH_DEATH21, BOTH_DEATH22, BOTH_DEATH23, BOTH_DEATH24, BOTH_DEATH25, BOTH_DEATH3, BOTH_DEATH4, BOTH_DEATH5, BOTH_DEATH6, BOTH_DEATH7, BOTH_DEATH8, BOTH_DEATH9, BOTH_DEATHBACKWARD1, BOTH_DEATHBACKWARD2, BOTH_DEATHFORWARD1, BOTH_DEATHFORWARD2, BOTH_DEATHFORWARD3, BOTH_DISMEMBER_HEAD1, BOTH_DISMEMBER_LARM, BOTH_DISMEMBER_LLEG, BOTH_DISMEMBER_RARM, BOTH_DISMEMBER_RLEG, BOTH_DISMEMBER_TORSO1, BOTH_FALLDEAD1LAND, BOTH_FALLDEATH1, BOTH_FALLDEATH1INAIR, BOTH_FALLDEATH1LAND, BOTH_LYINGDEAD1, BOTH_LYINGDEATH1, BOTH_STUMBLEDEAD1, BOTH_STUMBLEDEATH1, qboolean, and qtrue. Referenced by BG_StartTorsoAnim(), and G_Dismember().
00837 {//Purposely does not cover stumbledeath and falldeath...
00838 switch( anim )
00839 {
00840 case BOTH_DEATH1: //# First Death anim
00841 case BOTH_DEATH2: //# Second Death anim
00842 case BOTH_DEATH3: //# Third Death anim
00843 case BOTH_DEATH4: //# Fourth Death anim
00844 case BOTH_DEATH5: //# Fifth Death anim
00845 case BOTH_DEATH6: //# Sixth Death anim
00846 case BOTH_DEATH7: //# Seventh Death anim
00847 case BOTH_DEATH8: //#
00848 case BOTH_DEATH9: //#
00849 case BOTH_DEATH10: //#
00850 case BOTH_DEATH11: //#
00851 case BOTH_DEATH12: //#
00852 case BOTH_DEATH13: //#
00853 case BOTH_DEATH14: //#
00854 case BOTH_DEATH14_UNGRIP: //# Desann's end death (cin #35)
00855 case BOTH_DEATH14_SITUP: //# Tavion sitting up after having been thrown (cin #23)
00856 case BOTH_DEATH15: //#
00857 case BOTH_DEATH16: //#
00858 case BOTH_DEATH17: //#
00859 case BOTH_DEATH18: //#
00860 case BOTH_DEATH19: //#
00861 case BOTH_DEATH20: //#
00862 case BOTH_DEATH21: //#
00863 case BOTH_DEATH22: //#
00864 case BOTH_DEATH23: //#
00865 case BOTH_DEATH24: //#
00866 case BOTH_DEATH25: //#
00867
00868 case BOTH_DEATHFORWARD1: //# First Death in which they get thrown forward
00869 case BOTH_DEATHFORWARD2: //# Second Death in which they get thrown forward
00870 case BOTH_DEATHFORWARD3: //# Tavion's falling in cin# 23
00871 case BOTH_DEATHBACKWARD1: //# First Death in which they get thrown backward
00872 case BOTH_DEATHBACKWARD2: //# Second Death in which they get thrown backward
00873
00874 case BOTH_DEATH1IDLE: //# Idle while close to death
00875 case BOTH_LYINGDEATH1: //# Death to play when killed lying down
00876 case BOTH_STUMBLEDEATH1: //# Stumble forward and fall face first death
00877 case BOTH_FALLDEATH1: //# Fall forward off a high cliff and splat death - start
00878 case BOTH_FALLDEATH1INAIR: //# Fall forward off a high cliff and splat death - loop
00879 case BOTH_FALLDEATH1LAND: //# Fall forward off a high cliff and splat death - hit bottom
00880 //# #sep case BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
00881 case BOTH_DEAD1: //# First Death finished pose
00882 case BOTH_DEAD2: //# Second Death finished pose
00883 case BOTH_DEAD3: //# Third Death finished pose
00884 case BOTH_DEAD4: //# Fourth Death finished pose
00885 case BOTH_DEAD5: //# Fifth Death finished pose
00886 case BOTH_DEAD6: //# Sixth Death finished pose
00887 case BOTH_DEAD7: //# Seventh Death finished pose
00888 case BOTH_DEAD8: //#
00889 case BOTH_DEAD9: //#
00890 case BOTH_DEAD10: //#
00891 case BOTH_DEAD11: //#
00892 case BOTH_DEAD12: //#
00893 case BOTH_DEAD13: //#
00894 case BOTH_DEAD14: //#
00895 case BOTH_DEAD15: //#
00896 case BOTH_DEAD16: //#
00897 case BOTH_DEAD17: //#
00898 case BOTH_DEAD18: //#
00899 case BOTH_DEAD19: //#
00900 case BOTH_DEAD20: //#
00901 case BOTH_DEAD21: //#
00902 case BOTH_DEAD22: //#
00903 case BOTH_DEAD23: //#
00904 case BOTH_DEAD24: //#
00905 case BOTH_DEAD25: //#
00906 case BOTH_DEADFORWARD1: //# First thrown forward death finished pose
00907 case BOTH_DEADFORWARD2: //# Second thrown forward death finished pose
00908 case BOTH_DEADBACKWARD1: //# First thrown backward death finished pose
00909 case BOTH_DEADBACKWARD2: //# Second thrown backward death finished pose
00910 case BOTH_LYINGDEAD1: //# Killed lying down death finished pose
00911 case BOTH_STUMBLEDEAD1: //# Stumble forward death finished pose
00912 case BOTH_FALLDEAD1LAND: //# Fall forward and splat death finished pose
00913 //# #sep case BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
00914 case BOTH_DEADFLOP1: //# React to being shot from First Death finished pose
00915 case BOTH_DEADFLOP2: //# React to being shot from Second Death finished pose
00916 case BOTH_DISMEMBER_HEAD1: //#
00917 case BOTH_DISMEMBER_TORSO1: //#
00918 case BOTH_DISMEMBER_LLEG: //#
00919 case BOTH_DISMEMBER_RLEG: //#
00920 case BOTH_DISMEMBER_RARM: //#
00921 case BOTH_DISMEMBER_LARM: //#
00922 return qtrue;
00923 break;
00924 default:
00925 return BG_InSpecialDeathAnim( anim );
00926 break;
00927 }
00928 }
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Definition at line 415 of file bg_panimate.c. References LS_A1_SPECIAL, LS_A2_SPECIAL, LS_A3_SPECIAL, LS_DUAL_SPIN_PROTECT, LS_JUMPATTACK_DUAL, LS_SPINATTACK, LS_SPINATTACK_DUAL, LS_STAFF_SOULCAL, qboolean, qfalse, and qtrue. Referenced by saberCheckKnockdown_Smashed().
00416 {
00417 switch ( move )
00418 {
00419 case LS_SPINATTACK_DUAL:
00420 case LS_SPINATTACK:
00421 case LS_DUAL_SPIN_PROTECT:
00422 case LS_STAFF_SOULCAL:
00423 case LS_A1_SPECIAL:
00424 case LS_A2_SPECIAL:
00425 case LS_A3_SPECIAL:
00426 case LS_JUMPATTACK_DUAL:
00427 return qtrue;
00428 break;
00429 }
00430 return qfalse;
00431 }
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Definition at line 672 of file bg_panimate.c. References BOTH_KYLE_GRAB, BOTH_KYLE_MISS, BOTH_KYLE_PA_1, BOTH_KYLE_PA_2, BOTH_PLAYER_PA_1, BOTH_PLAYER_PA_2, and BOTH_PLAYER_PA_FLY. Referenced by CG_DrawActiveFrame(), PmoveSingle(), and WP_SaberPositionUpdate().
00673 {
00674 switch (anim)
00675 {
00676 case BOTH_KYLE_GRAB:
00677 case BOTH_KYLE_MISS:
00678 return 1; //grabbing at someone
00679 case BOTH_KYLE_PA_1:
00680 case BOTH_KYLE_PA_2:
00681 return 2; //beating the shit out of someone
00682 case BOTH_PLAYER_PA_1:
00683 case BOTH_PLAYER_PA_2:
00684 case BOTH_PLAYER_PA_FLY:
00685 return 3; //getting the shit beaten out of you
00686 break;
00687 }
00688
00689 return 0;
00690 }
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Definition at line 1706 of file bg_panimate.c. References bgAllAnims, BGPAFtextLoaded, memset(), and qfalse. Referenced by CG_Init(), and G_InitGame().
01707 {
01708 memset(&bgAllAnims, 0, sizeof(bgAllAnims));
01709 BGPAFtextLoaded = qfalse; // VVFIXME - The PC doesn't seem to need this, but why?
01710 }
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Definition at line 306 of file bg_panimate.c. References BOTH_A1_SPECIAL, BOTH_A2_SPECIAL, BOTH_A3_SPECIAL, BOTH_A6_SABERPROTECT, BOTH_A7_SOULCAL, qboolean, qfalse, and qtrue. Referenced by PM_CanDoKata(), and PmoveSingle().
00307 {
00308 switch (anim)
00309 {
00310 case BOTH_A6_SABERPROTECT:
00311 case BOTH_A7_SOULCAL:
00312 case BOTH_A1_SPECIAL:
00313 case BOTH_A2_SPECIAL:
00314 case BOTH_A3_SPECIAL:
00315 return qtrue;
00316 }
00317 return qfalse;
00318 }
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Definition at line 930 of file bg_panimate.c. References BOTH_KNOCKDOWN1, BOTH_KNOCKDOWN2, BOTH_KNOCKDOWN3, BOTH_KNOCKDOWN4, BOTH_KNOCKDOWN5, qboolean, qfalse, and qtrue. Referenced by ClientEvents(), and DoFall().
00931 {
00932 switch ( anim )
00933 {
00934 case BOTH_KNOCKDOWN1:
00935 case BOTH_KNOCKDOWN2:
00936 case BOTH_KNOCKDOWN3:
00937 case BOTH_KNOCKDOWN4:
00938 case BOTH_KNOCKDOWN5:
00939 return qtrue;
00940 }
00941 return qfalse;
00942 }
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Definition at line 163 of file bg_panimate.c. References BOTH_FORCEWALLHOLD_BACK, BOTH_FORCEWALLHOLD_FORWARD, BOTH_FORCEWALLHOLD_LEFT, BOTH_FORCEWALLHOLD_RIGHT, qboolean, qfalse, and qtrue. Referenced by BG_InSpecialJump(), G_LetGoOfWall(), PM_AdjustAngleForWallJump(), and PM_StepSlideMove().
00164 {
00165 switch ( anim )
00166 {
00167 case BOTH_FORCEWALLHOLD_FORWARD:
00168 case BOTH_FORCEWALLHOLD_LEFT:
00169 case BOTH_FORCEWALLHOLD_BACK:
00170 case BOTH_FORCEWALLHOLD_RIGHT:
00171 return qtrue;
00172 break;
00173 }
00174 return qfalse;
00175 }
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Definition at line 149 of file bg_panimate.c. References BOTH_FORCEWALLREBOUND_BACK, BOTH_FORCEWALLREBOUND_FORWARD, BOTH_FORCEWALLREBOUND_LEFT, BOTH_FORCEWALLREBOUND_RIGHT, qboolean, qfalse, and qtrue. Referenced by BG_InSpecialJump(), G_LetGoOfWall(), PM_AdjustAngleForWallJump(), and PM_GroundSlideOkay().
00150 {
00151 switch ( anim )
00152 {
00153 case BOTH_FORCEWALLREBOUND_FORWARD:
00154 case BOTH_FORCEWALLREBOUND_LEFT:
00155 case BOTH_FORCEWALLREBOUND_BACK:
00156 case BOTH_FORCEWALLREBOUND_RIGHT:
00157 return qtrue;
00158 break;
00159 }
00160 return qfalse;
00161 }
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Definition at line 177 of file bg_panimate.c. References BOTH_FORCEWALLRELEASE_BACK, BOTH_FORCEWALLRELEASE_FORWARD, BOTH_FORCEWALLRELEASE_LEFT, BOTH_FORCEWALLRELEASE_RIGHT, qboolean, qfalse, and qtrue. Referenced by BG_InSpecialJump().
00178 {
00179 switch ( anim )
00180 {
00181 case BOTH_FORCEWALLRELEASE_FORWARD:
00182 case BOTH_FORCEWALLRELEASE_LEFT:
00183 case BOTH_FORCEWALLRELEASE_BACK:
00184 case BOTH_FORCEWALLRELEASE_RIGHT:
00185 return qtrue;
00186 break;
00187 }
00188 return qfalse;
00189 }
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