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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== monsters.cpp ========================================================
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Monster-related utility code
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "animation.h"
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#include "saverestore.h"
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TYPEDESCRIPTION CBaseAnimating::m_SaveData[] =
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{
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DEFINE_FIELD( CBaseAnimating, m_flFrameRate, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseAnimating, m_flGroundSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( CBaseAnimating, m_flLastEventCheck, FIELD_TIME ),
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DEFINE_FIELD( CBaseAnimating, m_fSequenceFinished, FIELD_BOOLEAN ),
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DEFINE_FIELD( CBaseAnimating, m_fSequenceLoops, FIELD_BOOLEAN ),
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};
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IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay )
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//=========================================================
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// StudioFrameAdvance - advance the animation frame up to the current time
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// if an flInterval is passed in, only advance animation that number of seconds
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//=========================================================
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float CBaseAnimating::StudioFrameAdvance( float flInterval )
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{
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if( flInterval == 0.0f )
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{
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flInterval = gpGlobals->time - pev->animtime;
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if( flInterval <= 0.001f )
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{
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pev->animtime = gpGlobals->time;
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return 0.0f;
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}
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}
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if( !pev->animtime )
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flInterval = 0.0f;
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pev->frame += flInterval * m_flFrameRate * pev->framerate;
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pev->animtime = gpGlobals->time;
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if( pev->frame < 0.0f || pev->frame >= 256.0f )
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{
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if( m_fSequenceLoops )
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pev->frame -= (int)( pev->frame / 256.0f ) * 256.0f;
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else
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pev->frame = ( pev->frame < 0.0f ) ? 0.0f : 255.0f;
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m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
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}
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return flInterval;
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}
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//=========================================================
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// LookupActivity
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//=========================================================
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int CBaseAnimating::LookupActivity( int activity )
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{
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ASSERT( activity != 0 );
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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return ::LookupActivity( pmodel, pev, activity );
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}
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//=========================================================
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// LookupActivityHeaviest
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//
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// Get activity with highest 'weight'
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//
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//=========================================================
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int CBaseAnimating::LookupActivityHeaviest( int activity )
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{
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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return ::LookupActivityHeaviest( pmodel, pev, activity );
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}
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//=========================================================
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//=========================================================
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int CBaseAnimating::LookupSequence( const char *label )
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{
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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return ::LookupSequence( pmodel, label );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating::ResetSequenceInfo()
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{
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed );
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m_fSequenceLoops = ( ( GetSequenceFlags() & STUDIO_LOOPING ) != 0 );
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pev->animtime = gpGlobals->time;
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pev->framerate = 1.0;
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m_fSequenceFinished = FALSE;
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m_flLastEventCheck = gpGlobals->time;
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}
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//=========================================================
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//=========================================================
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BOOL CBaseAnimating::GetSequenceFlags()
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{
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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return ::GetSequenceFlags( pmodel, pev );
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}
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//=========================================================
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// DispatchAnimEvents
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//=========================================================
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void CBaseAnimating::DispatchAnimEvents( float flInterval )
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{
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MonsterEvent_t event;
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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if( !pmodel )
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{
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ALERT( at_aiconsole, "Gibbed monster is thinking!\n" );
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return;
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}
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// FIXME: I have to do this or some events get missed, and this is probably causing the problem below
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flInterval = 0.1f;
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// FIX: this still sometimes hits events twice
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float flStart = pev->frame + ( m_flLastEventCheck - pev->animtime ) * m_flFrameRate * pev->framerate;
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float flEnd = pev->frame + flInterval * m_flFrameRate * pev->framerate;
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m_flLastEventCheck = pev->animtime + flInterval;
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m_fSequenceFinished = FALSE;
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if( flEnd >= 256.0f || flEnd <= 0.0f )
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m_fSequenceFinished = TRUE;
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int index = 0;
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while( ( index = GetAnimationEvent( pmodel, pev, &event, flStart, flEnd, index ) ) != 0 )
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{
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HandleAnimEvent( &event );
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}
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}
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//=========================================================
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//=========================================================
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float CBaseAnimating::SetBoneController( int iController, float flValue )
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{
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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return SetController( pmodel, pev, iController, flValue );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating::InitBoneControllers( void )
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{
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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SetController( pmodel, pev, 0, 0.0 );
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SetController( pmodel, pev, 1, 0.0 );
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SetController( pmodel, pev, 2, 0.0 );
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SetController( pmodel, pev, 3, 0.0 );
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}
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//=========================================================
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//=========================================================
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float CBaseAnimating::SetBlending( int iBlender, float flValue )
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{
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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return ::SetBlending( pmodel, pev, iBlender, flValue );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating::GetBonePosition( int iBone, Vector &origin, Vector &angles )
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{
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GET_BONE_POSITION( ENT( pev ), iBone, origin, angles );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating::GetAttachment( int iAttachment, Vector &origin, Vector &angles )
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{
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GET_ATTACHMENT( ENT( pev ), iAttachment, origin, angles );
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}
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//=========================================================
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//=========================================================
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int CBaseAnimating::FindTransition( int iEndingSequence, int iGoalSequence, int *piDir )
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{
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void *pmodel = GET_MODEL_PTR( ENT( pev ) );
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if( piDir == NULL )
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{
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int iDir;
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int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir );
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if( iDir != 1 )
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return -1;
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else
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return sequence;
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}
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return ::FindTransition( pmodel, iEndingSequence, iGoalSequence, piDir );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating::GetAutomovement( Vector &origin, Vector &angles, float flInterval )
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{
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}
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void CBaseAnimating::SetBodygroup( int iGroup, int iValue )
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{
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::SetBodygroup( GET_MODEL_PTR( ENT( pev ) ), pev, iGroup, iValue );
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}
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int CBaseAnimating::GetBodygroup( int iGroup )
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{
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return ::GetBodygroup( GET_MODEL_PTR( ENT( pev ) ), pev, iGroup );
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}
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int CBaseAnimating :: GetBoneCount( void )
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{
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return ::GetBoneCount( GET_MODEL_PTR(ENT(pev)) );
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}
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void CBaseAnimating :: SetBones( float (*data)[3], int datasize )
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{
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::SetBones( GET_MODEL_PTR( ENT(pev) ), data, datasize );
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}
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int CBaseAnimating::ExtractBbox( int sequence, float *mins, float *maxs )
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{
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return ::ExtractBbox( GET_MODEL_PTR( ENT( pev ) ), sequence, mins, maxs );
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}
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//=========================================================
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//=========================================================
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void CBaseAnimating::SetSequenceBox( void )
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{
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Vector mins, maxs;
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// Get sequence bbox
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if( ExtractBbox( pev->sequence, mins, maxs ) )
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{
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// expand box for rotation
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// find min / max for rotations
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float yaw = pev->angles.y * ( M_PI_F / 180.0f );
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Vector xvector, yvector;
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xvector.x = cos( yaw );
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xvector.y = sin( yaw );
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yvector.x = -sin( yaw );
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yvector.y = cos( yaw );
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Vector bounds[2];
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bounds[0] = mins;
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bounds[1] = maxs;
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Vector rmin( 9999.0f, 9999.0f, 9999.0f );
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Vector rmax( -9999.0f, -9999.0f, -9999.0f );
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Vector base, transformed;
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for( int i = 0; i <= 1; i++ )
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{
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base.x = bounds[i].x;
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for( int j = 0; j <= 1; j++ )
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{
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base.y = bounds[j].y;
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for( int k = 0; k <= 1; k++ )
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{
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base.z = bounds[k].z;
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// transform the point
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transformed.x = xvector.x * base.x + yvector.x * base.y;
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transformed.y = xvector.y * base.x + yvector.y * base.y;
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transformed.z = base.z;
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if( transformed.x < rmin.x )
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rmin.x = transformed.x;
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if( transformed.x > rmax.x )
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rmax.x = transformed.x;
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if( transformed.y < rmin.y )
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rmin.y = transformed.y;
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if( transformed.y > rmax.y )
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rmax.y = transformed.y;
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if( transformed.z < rmin.z )
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rmin.z = transformed.z;
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if( transformed.z > rmax.z )
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rmax.z = transformed.z;
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}
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}
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}
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rmin.z = 0.0f;
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rmax.z = rmin.z + 1.0f;
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UTIL_SetSize( pev, rmin, rmax );
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}
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}
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