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351 lines
9.6 KiB
351 lines
9.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef MULTIPLAYERANIMSTATE_H
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#define MULTIPLAYERANIMSTATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "convar.h"
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#include "basecombatweapon_shared.h"
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#include "iplayeranimstate.h"
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#if defined( CLIENT_DLL )
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class C_BasePlayer;
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#define CPlayer C_BasePlayer
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#else
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class CBasePlayer;
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#endif
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enum PlayerAnimEvent_t
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{
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PLAYERANIMEVENT_ATTACK_PRIMARY,
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PLAYERANIMEVENT_ATTACK_SECONDARY,
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PLAYERANIMEVENT_ATTACK_GRENADE,
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PLAYERANIMEVENT_RELOAD,
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PLAYERANIMEVENT_RELOAD_LOOP,
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PLAYERANIMEVENT_RELOAD_END,
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PLAYERANIMEVENT_JUMP,
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PLAYERANIMEVENT_SWIM,
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PLAYERANIMEVENT_DIE,
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PLAYERANIMEVENT_FLINCH_CHEST,
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PLAYERANIMEVENT_FLINCH_HEAD,
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PLAYERANIMEVENT_FLINCH_LEFTARM,
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PLAYERANIMEVENT_FLINCH_RIGHTARM,
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PLAYERANIMEVENT_FLINCH_LEFTLEG,
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PLAYERANIMEVENT_FLINCH_RIGHTLEG,
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PLAYERANIMEVENT_DOUBLEJUMP,
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// Cancel.
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PLAYERANIMEVENT_CANCEL,
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PLAYERANIMEVENT_SPAWN,
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// Snap to current yaw exactly
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PLAYERANIMEVENT_SNAP_YAW,
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PLAYERANIMEVENT_CUSTOM, // Used to play specific activities
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PLAYERANIMEVENT_CUSTOM_GESTURE,
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PLAYERANIMEVENT_CUSTOM_SEQUENCE, // Used to play specific sequences
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PLAYERANIMEVENT_CUSTOM_GESTURE_SEQUENCE,
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// TF Specific. Here until there's a derived game solution to this.
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PLAYERANIMEVENT_ATTACK_PRE,
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PLAYERANIMEVENT_ATTACK_POST,
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PLAYERANIMEVENT_GRENADE1_DRAW,
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PLAYERANIMEVENT_GRENADE2_DRAW,
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PLAYERANIMEVENT_GRENADE1_THROW,
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PLAYERANIMEVENT_GRENADE2_THROW,
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PLAYERANIMEVENT_VOICE_COMMAND_GESTURE,
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PLAYERANIMEVENT_DOUBLEJUMP_CROUCH,
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PLAYERANIMEVENT_STUN_BEGIN,
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PLAYERANIMEVENT_STUN_MIDDLE,
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PLAYERANIMEVENT_STUN_END,
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PLAYERANIMEVENT_PASSTIME_THROW_BEGIN,
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PLAYERANIMEVENT_PASSTIME_THROW_MIDDLE,
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PLAYERANIMEVENT_PASSTIME_THROW_END,
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PLAYERANIMEVENT_PASSTIME_THROW_CANCEL,
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PLAYERANIMEVENT_ATTACK_PRIMARY_SUPER,
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PLAYERANIMEVENT_COUNT
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};
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// Gesture Slots.
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enum
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{
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GESTURE_SLOT_ATTACK_AND_RELOAD,
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GESTURE_SLOT_GRENADE,
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GESTURE_SLOT_JUMP,
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GESTURE_SLOT_SWIM,
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GESTURE_SLOT_FLINCH,
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GESTURE_SLOT_VCD,
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GESTURE_SLOT_CUSTOM,
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GESTURE_SLOT_COUNT,
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};
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#define GESTURE_SLOT_INVALID -1
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struct GestureSlot_t
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{
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int m_iGestureSlot;
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Activity m_iActivity;
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bool m_bAutoKill;
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bool m_bActive;
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CAnimationLayer *m_pAnimLayer;
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};
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inline bool IsCustomPlayerAnimEvent( PlayerAnimEvent_t event )
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{
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return ( event == PLAYERANIMEVENT_CUSTOM ) || ( event == PLAYERANIMEVENT_CUSTOM_GESTURE ) ||
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( event == PLAYERANIMEVENT_CUSTOM_SEQUENCE ) || ( event == PLAYERANIMEVENT_CUSTOM_GESTURE_SEQUENCE );
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}
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struct MultiPlayerPoseData_t
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{
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int m_iMoveX;
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int m_iMoveY;
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int m_iAimYaw;
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int m_iAimPitch;
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int m_iBodyHeight;
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int m_iMoveYaw;
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int m_iMoveScale;
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float m_flEstimateYaw;
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float m_flLastAimTurnTime;
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void Init()
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{
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m_iMoveX = 0;
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m_iMoveY = 0;
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m_iAimYaw = 0;
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m_iAimPitch = 0;
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m_iBodyHeight = 0;
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m_iMoveYaw = 0;
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m_iMoveScale = 0;
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m_flEstimateYaw = 0.0f;
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m_flLastAimTurnTime = 0.0f;
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}
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};
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struct DebugPlayerAnimData_t
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{
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float m_flSpeed;
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float m_flAimPitch;
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float m_flAimYaw;
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float m_flBodyHeight;
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Vector2D m_vecMoveYaw;
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void Init()
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{
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m_flSpeed = 0.0f;
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m_flAimPitch = 0.0f;
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m_flAimYaw = 0.0f;
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m_flBodyHeight = 0.0f;
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m_vecMoveYaw.Init();
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}
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};
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struct MultiPlayerMovementData_t
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{
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// Set speeds to -1 if they are not used.
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float m_flWalkSpeed;
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float m_flRunSpeed;
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float m_flSprintSpeed;
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float m_flBodyYawRate;
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};
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//=============================================================================
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//
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// Multi-Player Animation State
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//
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class CMultiPlayerAnimState
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{
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public:
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DECLARE_CLASS_NOBASE( CMultiPlayerAnimState );
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// Creation/Destruction
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CMultiPlayerAnimState() {}
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CMultiPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData );
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virtual ~CMultiPlayerAnimState();
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// This is called by both the client and the server in the same way to trigger events for
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// players firing, jumping, throwing grenades, etc.
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virtual void ClearAnimationState();
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virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
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virtual Activity CalcMainActivity();
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virtual void Update( float eyeYaw, float eyePitch );
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virtual void Release( void );
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const QAngle &GetRenderAngles();
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virtual Activity TranslateActivity( Activity actDesired );
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virtual void SetRunSpeed( float flSpeed ) { m_MovementData.m_flRunSpeed = flSpeed; }
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virtual void SetWalkSpeed( float flSpeed ) { m_MovementData.m_flWalkSpeed = flSpeed; }
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virtual void SetSprintSpeed( float flSpeed ) { m_MovementData.m_flSprintSpeed = flSpeed; }
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// Debug
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virtual void ShowDebugInfo( void );
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virtual void DebugShowAnimState( int iStartLine );
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Activity GetCurrentMainActivity( void ) { return m_eCurrentMainSequenceActivity; }
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void OnNewModel( void );
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// Gestures.
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void ResetGestureSlots( void );
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void ResetGestureSlot( int iGestureSlot );
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void AddVCDSequenceToGestureSlot( int iGestureSlot, int iGestureSequence, float flCycle = 0.0f, bool bAutoKill = true );
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CAnimationLayer* GetGestureSlotLayer( int iGestureSlot );
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bool IsGestureSlotActive( int iGestureSlot );
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bool VerifyAnimLayerInSlot( int iGestureSlot );
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// Feet.
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// If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
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// teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
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// and the fact that m_flEyeYaw is never propogated from the server to the client.
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// TODO: Fix this after Halloween 2014.
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bool m_bForceAimYaw;
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protected:
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virtual void Init( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData );
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CBasePlayer *GetBasePlayer( void ) { return m_pPlayer; }
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// Allow inheriting classes to override SelectWeightedSequence
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virtual int SelectWeightedSequence( Activity activity ) { return GetBasePlayer()->SelectWeightedSequence( activity ); }
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virtual void RestartMainSequence();
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virtual void GetOuterAbsVelocity( Vector& vel );
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float GetOuterXYSpeed();
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virtual bool HandleJumping( Activity &idealActivity );
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virtual bool HandleDucking( Activity &idealActivity );
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virtual bool HandleMoving( Activity &idealActivity );
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virtual bool HandleSwimming( Activity &idealActivity );
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virtual bool HandleDying( Activity &idealActivity );
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// Gesture Slots
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CUtlVector<GestureSlot_t> m_aGestureSlots;
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bool InitGestureSlots( void );
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void ShutdownGestureSlots( void );
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bool IsGestureSlotPlaying( int iGestureSlot, Activity iGestureActivity );
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void AddToGestureSlot( int iGestureSlot, Activity iGestureActivity, bool bAutoKill );
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virtual void RestartGesture( int iGestureSlot, Activity iGestureActivity, bool bAutoKill = true );
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void ComputeGestureSequence( CStudioHdr *pStudioHdr );
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void UpdateGestureLayer( CStudioHdr *pStudioHdr, GestureSlot_t *pGesture );
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void DebugGestureInfo( void );
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virtual float GetGesturePlaybackRate( void ) { return 1.0f; }
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#ifdef CLIENT_DLL
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void RunGestureSlotAnimEventsToCompletion( GestureSlot_t *pGesture );
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#endif
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virtual void PlayFlinchGesture( Activity iActivity );
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virtual float CalcMovementSpeed( bool *bIsMoving );
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virtual float CalcMovementPlaybackRate( bool *bIsMoving );
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void DoMovementTest( CStudioHdr *pStudioHdr, float flX, float flY );
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void DoMovementTest( CStudioHdr *pStudioHdr );
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void GetMovementFlags( CStudioHdr *pStudioHdr );
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// Pose parameters.
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bool SetupPoseParameters( CStudioHdr *pStudioHdr );
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virtual void ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr );
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virtual void ComputePoseParam_AimPitch( CStudioHdr *pStudioHdr );
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virtual void ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr );
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void ComputePoseParam_BodyHeight( CStudioHdr *pStudioHdr );
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virtual void EstimateYaw( void );
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void ConvergeYawAngles( float flGoalYaw, float flYawRate, float flDeltaTime, float &flCurrentYaw );
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virtual float GetCurrentMaxGroundSpeed();
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virtual void ComputeSequences( CStudioHdr *pStudioHdr );
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void ComputeMainSequence();
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void UpdateInterpolators();
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void ResetGroundSpeed( void );
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float GetInterpolatedGroundSpeed( void );
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void ComputeFireSequence();
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void ComputeDeployedSequence();
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virtual bool ShouldUpdateAnimState();
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void DebugShowAnimStateForPlayer( bool bIsServer );
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void DebugShowEyeYaw( void );
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// Client specific.
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#ifdef CLIENT_DLL
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// Debug.
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void DebugShowActivity( Activity activity );
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#endif
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protected:
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CBasePlayer *m_pPlayer;
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QAngle m_angRender;
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// Pose parameters.
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bool m_bPoseParameterInit;
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MultiPlayerPoseData_t m_PoseParameterData;
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DebugPlayerAnimData_t m_DebugAnimData;
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bool m_bCurrentFeetYawInitialized;
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float m_flLastAnimationStateClearTime;
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float m_flEyeYaw;
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float m_flEyePitch;
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float m_flGoalFeetYaw;
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float m_flCurrentFeetYaw;
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float m_flLastAimTurnTime;
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MultiPlayerMovementData_t m_MovementData;
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// Jumping.
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bool m_bJumping;
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float m_flJumpStartTime;
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bool m_bFirstJumpFrame;
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// Swimming.
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bool m_bInSwim;
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bool m_bFirstSwimFrame;
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// Dying
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bool m_bDying;
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bool m_bFirstDyingFrame;
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// Last activity we've used on the lower body. Used to determine if animations should restart.
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Activity m_eCurrentMainSequenceActivity;
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// Specific full-body sequence to play
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int m_nSpecificMainSequence;
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// Weapon data.
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CHandle<CBaseCombatWeapon> m_hActiveWeapon;
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// Ground speed interpolators.
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#ifdef CLIENT_DLL
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float m_flLastGroundSpeedUpdateTime;
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CInterpolatedVar<float> m_iv_flMaxGroundSpeed;
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#endif
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float m_flMaxGroundSpeed;
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// movement playback options
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int m_nMovementSequence;
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LegAnimType_t m_LegAnimType;
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};
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// If this is set, then the game code needs to make sure to send player animation events
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// to the local player if he's the one being watched.
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extern ConVar cl_showanimstate;
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#endif // DOD_PLAYERANIMSTATE_H
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