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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@854 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -38,6 +38,7 @@ void renderclient(playerent *d, char *mdlname, char *vwepname)
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{ anim = ANIM_ATTACK; speed = 300.0f/8; basetime = d->lastaction; }
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else if(!d->move && !d->strafe) { anim = ANIM_IDLE|ANIM_LOOP; }
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else { anim = ANIM_RUN|ANIM_LOOP; speed = 1860/d->maxspeed; };
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if(d->state==CS_ALIVE) rendershadow(d);
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rendermodel(mdlname, anim, 0, 1.5f, d->o.x, mz, d->o.y, d->yaw+90, d->pitch/4, speed, basetime, d, vwepname);
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};
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@@ -244,6 +244,7 @@ extern void cleansound();
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extern void music(char *name);
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// rendermodel
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extern void rendershadow(playerent *d);
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extern void rendermodel(char *mdl, int anim, int tex, float rad, float x, float y, float z, float yaw, float pitch, float speed, int basetime = 0, playerent *d = NULL, char *vwepmdl = NULL, float scale = 1.0f);
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extern mapmodelinfo &getmminfo(int i);
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extern int findanim(const char *name);
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@@ -121,6 +121,42 @@ void rendermodel(char *mdl, int anim, int tex, float rad, float x, float y, floa
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if(anim&ANIM_MIRROR) glCullFace(GL_FRONT);
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};
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VAR(dynshadow, 0, 40, 100);
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void rendershadow(playerent *d)
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{
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if(OUTBORD((int)d->o.x, (int)d->o.y)) return;
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sqr *s = S((int)d->o.x, (int)d->o.y);
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float floor = s->floor;
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if(s->type==FHF) floor -= s->vdelta/4.0f;
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float radius = 1.25f*d->radius;
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radius *= 1.0f + min(1.0f, max(0.0f, 0.5f*(d->o.z - d->eyeheight - floor)/(d->aboveeye + d->eyeheight)));
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static Texture *shadowtex = NULL;
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if(!shadowtex) shadowtex = textureload("packages/misc/shadow.png", 3);
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glColor4f(1, 1, 1, dynshadow/100.0f);
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glBindTexture(GL_TEXTURE_2D, shadowtex->id);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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floor += 0.1f;
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glBegin(GL_POLYGON);
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glTexCoord2f(0, 0); glVertex3f(d->o.x-radius, floor, d->o.y-radius);
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glTexCoord2f(1, 0); glVertex3f(d->o.x+radius, floor, d->o.y-radius);
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glTexCoord2f(1, 1); glVertex3f(d->o.x+radius, floor, d->o.y+radius);
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glTexCoord2f(0, 1); glVertex3f(d->o.x-radius, floor, d->o.y+radius);
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glEnd();
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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};
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int findanim(const char *name)
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{
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const char *names[] = { "idle", "run", "attack", "pain", "jump", "land", "flipoff", "salute", "taunt", "wave", "point", "crouch idle", "crouch walk", "crouch attack", "crouch pain", "crouch death", "death", "lying dead", "flag", "gun idle", "gun shoot", "gun reload", "gun throw", "mapmodel", "trigger", "all" };
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