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826 lines
21 KiB
826 lines
21 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF2's player object, code shared between client & server.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "weapon_combatshield.h"
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#include "weapon_objectselection.h"
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#include "weapon_twohandedcontainer.h"
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#ifdef CLIENT_DLL
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#include "c_weapon_builder.h"
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#else
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#include "weapon_builder.h"
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#include "basegrenade_shared.h"
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#include "grenade_objectsapper.h"
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseTFPlayer::IsClass( TFClass iClass )
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{
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if ( !GetPlayerClass() )
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{
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// Special case for undecided players
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if ( iClass == TFCLASS_UNDECIDED )
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return true;
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return false;
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}
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return ( PlayerClass() == iClass );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponCombatShield *CBaseTFPlayer::GetCombatShield( void )
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{
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if ( !m_hWeaponCombatShield )
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{
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if ( GetTeamNumber() == TEAM_ALIENS )
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{
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m_hWeaponCombatShield = static_cast< CWeaponCombatShield * >( Weapon_OwnsThisType( "weapon_combat_shield_alien" ) );
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#ifndef CLIENT_DLL
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if ( !m_hWeaponCombatShield )
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{
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m_hWeaponCombatShield = static_cast< CWeaponCombatShield * >( GiveNamedItem( "weapon_combat_shield_alien" ) );
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}
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#endif
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}
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else
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{
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m_hWeaponCombatShield = static_cast< CWeaponCombatShield * >( Weapon_OwnsThisType( "weapon_combat_shield" ) );
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#ifndef CLIENT_DLL
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if ( !m_hWeaponCombatShield )
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{
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m_hWeaponCombatShield = static_cast< CWeaponCombatShield * >( GiveNamedItem( "weapon_combat_shield" ) );
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}
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#endif
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}
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}
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return m_hWeaponCombatShield;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check to see if the shot is blocked by the player's handheld shield
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//-----------------------------------------------------------------------------
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bool CBaseTFPlayer::IsHittingShield( const Vector &vecVelocity, float *flDamage )
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{
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if (!IsParrying() && !IsBlocking())
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return false;
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Vector2D vecDelta = vecVelocity.AsVector2D();
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Vector2DNormalize( vecDelta );
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Vector forward;
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AngleVectors( GetLocalAngles(), &forward );
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Vector2DNormalize( forward.AsVector2D() );
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float flDot = DotProduct2D( vecDelta, forward.AsVector2D() );
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// This gives us a little more than a 90 degree protection angle
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if (flDot < -0.67f)
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{
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// We've hit the players handheld shield, see if the shield can do anything about it
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if ( flDamage && GetCombatShield() )
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{
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// Return true if the shield blocked it all
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*flDamage = GetCombatShield()->AttemptToBlock( *flDamage );
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return ( !(*flDamage) );
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}
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play a sound to show we've been hurt
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//-----------------------------------------------------------------------------
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void CBaseTFPlayer::PainSound( void )
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{
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char *sSoundName = NULL;
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if ( GetTeamNumber() == TEAM_HUMANS )
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{
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sSoundName = "Humans.Pain";
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}
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else if ( GetTeamNumber() == TEAM_ALIENS )
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{
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switch( PlayerClass() )
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{
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case TFCLASS_COMMANDO:
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sSoundName = "AlienCommando.Pain";
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break;
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case TFCLASS_MEDIC:
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sSoundName = "AlienMedic.Pain";
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break;
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case TFCLASS_DEFENDER:
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sSoundName = "AlienDefender.Pain";
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break;
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case TFCLASS_ESCORT:
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sSoundName = "AlienEscort.Pain";
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break;
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default:
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break;
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}
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}
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if ( !sSoundName )
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return;
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CPASAttenuationFilter filter( this, sSoundName );
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EmitSound( filter, entindex(), sSoundName );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if we should record our last weapon when switching between the two specified weapons
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//-----------------------------------------------------------------------------
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bool CBaseTFPlayer::Weapon_ShouldSetLast( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon )
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{
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// Don't record last weapons when switching to an object
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if ( dynamic_cast< CWeaponObjectSelection* >( pNewWeapon ) )
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{
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// Store this weapon off so we can switch back to it
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// Don't store it if it's also an object
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CBaseCombatWeapon *pLast = pOldWeapon->GetLastWeapon();
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#ifdef CLIENT_DLL
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if ( !dynamic_cast< C_WeaponBuilder* >( pLast ) )
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#else
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if ( !dynamic_cast< CWeaponBuilder* >( pLast ) )
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#endif
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{
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m_hLastWeaponBeforeObject = pLast;
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}
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return false;
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}
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// Don't record last weapons when switching from the builder
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// If the old weapon is a twohanded container, check the left weapon
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CWeaponTwoHandedContainer *pContainer = dynamic_cast< CWeaponTwoHandedContainer * >( pOldWeapon );
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if ( pContainer )
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{
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pOldWeapon = dynamic_cast< CBaseTFCombatWeapon * >( pContainer->GetLeftWeapon() );
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}
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#ifdef CLIENT_DLL
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if ( dynamic_cast< C_WeaponBuilder* >( pOldWeapon ) )
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return false;
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#else
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if ( dynamic_cast< CWeaponBuilder* >( pOldWeapon ) )
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return false;
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#endif
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return BaseClass::Weapon_ShouldSetLast( pOldWeapon, pNewWeapon );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if we should allow selection of the specified item
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//-----------------------------------------------------------------------------
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bool CBaseTFPlayer::Weapon_ShouldSelectItem( CBaseCombatWeapon *pWeapon )
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{
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CBaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
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// If the old weapon is a twohanded container, check the left weapon
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CWeaponTwoHandedContainer *pContainer = dynamic_cast< CWeaponTwoHandedContainer * >( pActiveWeapon );
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if ( pContainer )
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{
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pActiveWeapon = pContainer->GetLeftWeapon();
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}
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return ( pWeapon != pActiveWeapon );
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}
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#ifndef CLIENT_DLL
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// Sapper handling is all here because it'll soon be shared Client / Server
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseTFPlayer::IsAttachingSapper( void )
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{
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return ( m_TFLocal.m_bAttachingSapper );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CBaseTFPlayer::GetSapperAttachmentTime( void )
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{
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return (gpGlobals->curtime - m_flSapperAttachmentStartTime);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseTFPlayer::StartAttachingSapper( CBaseObject *pObject, CGrenadeObjectSapper *pSapper )
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{
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Assert( pSapper );
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m_TFLocal.m_bAttachingSapper = true;
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m_TFLocal.m_flSapperAttachmentFrac = 0.0f;
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m_hSappedObject = pObject;
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m_flSapperAttachmentStartTime = gpGlobals->curtime;
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m_flSapperAttachmentFinishTime = gpGlobals->curtime + m_hSappedObject->GetSapperAttachTime();
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m_hSapper = pSapper;
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m_hSapper->SetArmed( false );
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CPASAttenuationFilter filter( m_hSapper, "WeaponObjectSapper.Attach" );
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EmitSound( filter, m_hSapper->entindex(), "WeaponObjectSapper.Attach" );
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// Drop the player's weapon
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if ( GetActiveWeapon() )
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{
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GetActiveWeapon()->Holster();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseTFPlayer::CheckSapperAttaching( void )
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{
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// Did we stop attaching?
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if ( !m_TFLocal.m_bAttachingSapper )
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{
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if ( m_TFLocal.m_flSapperAttachmentFrac )
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{
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StopAttaching();
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}
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return;
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}
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// Object gone?
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if ( m_hSappedObject == NULL )
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{
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StopAttaching();
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return;
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}
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// Sapper gone?
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if ( m_hSapper == NULL )
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{
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StopAttaching();
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return;
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}
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// Make sure I'm still looking at the target
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trace_t tr;
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Vector vecAiming;
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Vector vecSrc = EyePosition();
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EyeVectors( &vecAiming );
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UTIL_TraceLine( vecSrc, vecSrc + (vecAiming * 128), MASK_SOLID, this, TFCOLLISION_GROUP_WEAPON, &tr );
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if ( tr.fraction == 1.0 || tr.m_pEnt != m_hSappedObject )
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{
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StopAttaching();
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return;
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}
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// Finished?
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if ( m_flSapperAttachmentFinishTime >= gpGlobals->curtime )
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{
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float dt = m_flSapperAttachmentFinishTime - m_flSapperAttachmentStartTime;
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if ( dt > 0.0f )
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{
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m_TFLocal.m_flSapperAttachmentFrac = ( gpGlobals->curtime - m_flSapperAttachmentStartTime ) / dt;
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m_TFLocal.m_flSapperAttachmentFrac = clamp( m_TFLocal.m_flSapperAttachmentFrac, 0.0f, 1.0f );
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}
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else
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{
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m_TFLocal.m_flSapperAttachmentFrac = 0.0f;
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}
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return;
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}
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FinishAttaching();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseTFPlayer::CleanupAfterAttaching( void )
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{
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Assert( m_TFLocal.m_bAttachingSapper );
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m_TFLocal.m_bAttachingSapper = false;
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m_flSapperAttachmentFinishTime = -1;
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m_flSapperAttachmentStartTime = -1;
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m_TFLocal.m_flSapperAttachmentFrac = 0.0f;
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// Restore the player's weapon
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m_flNextAttack = gpGlobals->curtime;
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if ( GetActiveWeapon() )
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{
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GetActiveWeapon()->Deploy();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseTFPlayer::StopAttaching( void )
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{
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CleanupAfterAttaching();
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if ( m_hSapper != NULL )
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{
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CPASAttenuationFilter filter( m_hSapper, "WeaponObjectSapper.AttachFail" );
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EmitSound( filter, m_hSapper->entindex(), "WeaponObjectSapper.AttachFail" );
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m_hSapper->SetTargetObject( NULL );
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m_hSapper->Remove( );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseTFPlayer::FinishAttaching( void )
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{
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CleanupAfterAttaching();
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if ( m_hSapper != NULL )
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{
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m_hSapper->SetTargetObject( m_hSappedObject );
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m_hSapper->SetArmed( true );
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}
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}
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#endif
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// Below this many degrees, slow down turning rate linearly
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#define FADE_TURN_DEGREES 45.0f
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// After this, need to start turning feet
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#define MAX_TORSO_ANGLE 90.0f
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// Below this amount, don't play a turning animation/perform IK
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#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
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static ConVar tf2_feetyawrunscale( "tf2_feetyawrunscale", "2", FCVAR_REPLICATED, "Multiplier on tf2_feetyawrate to allow turning faster when running." );
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extern ConVar sv_backspeed;
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extern ConVar mp_feetyawrate;
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extern ConVar mp_facefronttime;
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extern ConVar mp_ik;
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CPlayerAnimState::CPlayerAnimState( CBaseTFPlayer *outer )
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: m_pOuter( outer )
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{
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m_flGaitYaw = 0.0f;
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m_flGoalFeetYaw = 0.0f;
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m_flCurrentFeetYaw = 0.0f;
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m_flCurrentTorsoYaw = 0.0f;
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m_flLastYaw = 0.0f;
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m_flLastTurnTime = 0.0f;
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};
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||
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|
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//-----------------------------------------------------------------------------
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// Purpose:
|
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//-----------------------------------------------------------------------------
|
||
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void CPlayerAnimState::Update()
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{
|
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m_angRender = GetOuter()->GetLocalAngles();
|
||
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|
||
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ComputePoseParam_BodyYaw();
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ComputePoseParam_BodyPitch( GetOuter()->GetModelPtr() );
|
||
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ComputePoseParam_BodyLookYaw();
|
||
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|
||
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ComputePlaybackRate();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerAnimState::ComputePlaybackRate()
|
||
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{
|
||
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// Determine ideal playback rate
|
||
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Vector vel;
|
||
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GetOuterAbsVelocity( vel );
|
||
|
|
||
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float speed = vel.Length2D();
|
||
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|
||
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bool isMoving = ( speed > 0.5f ) ? true : false;
|
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|
||
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Activity currentActivity = GetOuter()->GetSequenceActivity( GetOuter()->GetSequence() );
|
||
|
|
||
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switch ( currentActivity )
|
||
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{
|
||
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case ACT_WALK:
|
||
|
case ACT_RUN:
|
||
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case ACT_IDLE:
|
||
|
{
|
||
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float maxspeed = GetOuter()->MaxSpeed();
|
||
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if ( isMoving && ( maxspeed > 0.0f ) )
|
||
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{
|
||
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float flFactor = 1.0f;
|
||
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|
||
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// HACK HACK:: Defender backward animation is animated at 0.6 times speed, so scale up animation for this class
|
||
|
// if he's running backward.
|
||
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|
||
|
// Not sure if we're really going to do all classes this way.
|
||
|
if ( GetOuter()->IsClass( TFCLASS_DEFENDER ) ||
|
||
|
GetOuter()->IsClass( TFCLASS_MEDIC ) )
|
||
|
{
|
||
|
Vector facing;
|
||
|
Vector moving;
|
||
|
|
||
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moving = vel;
|
||
|
AngleVectors( GetOuter()->GetLocalAngles(), &facing );
|
||
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VectorNormalize( moving );
|
||
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|
||
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float dot = moving.Dot( facing );
|
||
|
if ( dot < 0.0f )
|
||
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{
|
||
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float backspeed = sv_backspeed.GetFloat();
|
||
|
flFactor = 1.0f - fabs( dot ) * (1.0f - backspeed);
|
||
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|
||
|
if ( flFactor > 0.0f )
|
||
|
{
|
||
|
flFactor = 1.0f / flFactor;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
|
||
|
GetOuter()->SetPlaybackRate( ( speed * flFactor ) / maxspeed );
|
||
|
|
||
|
// BUG BUG:
|
||
|
// This stuff really should be m_flPlaybackRate = speed / m_flGroundSpeed
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GetOuter()->SetPlaybackRate( 1.0f );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
{
|
||
|
GetOuter()->SetPlaybackRate( 1.0f );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : CBasePlayer
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBaseTFPlayer *CPlayerAnimState::GetOuter()
|
||
|
{
|
||
|
return m_pOuter;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : dt -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerAnimState::EstimateYaw( void )
|
||
|
{
|
||
|
float dt = gpGlobals->frametime;
|
||
|
|
||
|
if ( !dt )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Vector est_velocity;
|
||
|
QAngle angles;
|
||
|
|
||
|
GetOuterAbsVelocity( est_velocity );
|
||
|
|
||
|
angles = GetOuter()->GetLocalAngles();
|
||
|
|
||
|
if ( est_velocity[1] == 0 && est_velocity[0] == 0 )
|
||
|
{
|
||
|
float flYawDiff = angles[YAW] - m_flGaitYaw;
|
||
|
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
|
||
|
if (flYawDiff > 180)
|
||
|
flYawDiff -= 360;
|
||
|
if (flYawDiff < -180)
|
||
|
flYawDiff += 360;
|
||
|
|
||
|
if (dt < 0.25)
|
||
|
flYawDiff *= dt * 4;
|
||
|
else
|
||
|
flYawDiff *= dt;
|
||
|
|
||
|
m_flGaitYaw += flYawDiff;
|
||
|
m_flGaitYaw = m_flGaitYaw - (int)(m_flGaitYaw / 360) * 360;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flGaitYaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
|
||
|
|
||
|
if (m_flGaitYaw > 180)
|
||
|
m_flGaitYaw = 180;
|
||
|
else if (m_flGaitYaw < -180)
|
||
|
m_flGaitYaw = -180;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override for backpeddling
|
||
|
// Input : dt -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerAnimState::ComputePoseParam_BodyYaw( void )
|
||
|
{
|
||
|
int iYaw = GetOuter()->LookupPoseParameter( "move_yaw" );
|
||
|
if ( iYaw < 0 )
|
||
|
return;
|
||
|
|
||
|
// view direction relative to movement
|
||
|
float flYaw;
|
||
|
|
||
|
EstimateYaw();
|
||
|
|
||
|
QAngle angles = GetOuter()->GetLocalAngles();
|
||
|
float ang = angles[ YAW ];
|
||
|
if ( ang > 180.0f )
|
||
|
{
|
||
|
ang -= 360.0f;
|
||
|
}
|
||
|
else if ( ang < -180.0f )
|
||
|
{
|
||
|
ang += 360.0f;
|
||
|
}
|
||
|
|
||
|
// calc side to side turning
|
||
|
flYaw = ang - m_flGaitYaw;
|
||
|
// Invert for mapping into 8way blend
|
||
|
flYaw = -flYaw;
|
||
|
flYaw = flYaw - (int)(flYaw / 360) * 360;
|
||
|
|
||
|
if (flYaw < -180)
|
||
|
{
|
||
|
flYaw = flYaw + 360;
|
||
|
}
|
||
|
else if (flYaw > 180)
|
||
|
{
|
||
|
flYaw = flYaw - 360;
|
||
|
}
|
||
|
|
||
|
GetOuter()->SetPoseParameter( iYaw, flYaw );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
|
||
|
{
|
||
|
// Get pitch from v_angle
|
||
|
float flPitch = GetOuter()->GetLocalAngles()[ PITCH ];
|
||
|
if ( flPitch > 180.0f )
|
||
|
{
|
||
|
flPitch -= 360.0f;
|
||
|
}
|
||
|
flPitch = clamp( flPitch, -90, 90 );
|
||
|
|
||
|
QAngle absangles = GetOuter()->GetAbsAngles();
|
||
|
absangles.x = 0.0f;
|
||
|
m_angRender = absangles;
|
||
|
|
||
|
// See if we have a blender for pitch
|
||
|
int pitch = GetOuter()->LookupPoseParameter( pStudioHdr, "body_pitch" );
|
||
|
if ( pitch < 0 )
|
||
|
return;
|
||
|
|
||
|
GetOuter()->SetPoseParameter( pStudioHdr, pitch, flPitch );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : goal -
|
||
|
// maxrate -
|
||
|
// dt -
|
||
|
// current -
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CPlayerAnimState::ConvergeAngles( float goal,float maxrate, float dt, float& current )
|
||
|
{
|
||
|
int direction = TURN_NONE;
|
||
|
|
||
|
float anglediff = goal - current;
|
||
|
float anglediffabs = fabs( anglediff );
|
||
|
|
||
|
anglediff = AngleNormalize( anglediff );
|
||
|
|
||
|
float scale = 1.0f;
|
||
|
if ( anglediffabs <= FADE_TURN_DEGREES )
|
||
|
{
|
||
|
scale = anglediffabs / FADE_TURN_DEGREES;
|
||
|
// Always do at least a bit of the turn ( 1% )
|
||
|
scale = clamp( scale, 0.01f, 1.0f );
|
||
|
}
|
||
|
|
||
|
float maxmove = maxrate * dt * scale;
|
||
|
|
||
|
if ( fabs( anglediff ) < maxmove )
|
||
|
{
|
||
|
current = goal;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( anglediff > 0 )
|
||
|
{
|
||
|
current += maxmove;
|
||
|
direction = TURN_LEFT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
current -= maxmove;
|
||
|
direction = TURN_RIGHT;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
current = AngleNormalize( current );
|
||
|
|
||
|
return direction;
|
||
|
}
|
||
|
|
||
|
void CPlayerAnimState::ComputePoseParam_BodyLookYaw( void )
|
||
|
{
|
||
|
QAngle absangles = GetOuter()->GetAbsAngles();
|
||
|
absangles.y = AngleNormalize( absangles.y );
|
||
|
m_angRender = absangles;
|
||
|
|
||
|
// See if we even have a blender for pitch
|
||
|
int upper_body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" );
|
||
|
if ( upper_body_yaw < 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Assume upper and lower bodies are aligned and that we're not turning
|
||
|
float flGoalTorsoYaw = 0.0f;
|
||
|
int turning = TURN_NONE;
|
||
|
float turnrate = mp_feetyawrate.GetFloat();
|
||
|
|
||
|
Vector vel;
|
||
|
|
||
|
GetOuterAbsVelocity( vel );
|
||
|
|
||
|
bool isMoving = ( vel.Length() > 0.0f ) ? true : false;
|
||
|
|
||
|
if ( !isMoving )
|
||
|
{
|
||
|
// Just stopped moving, try and clamp feet
|
||
|
if ( m_flLastTurnTime <= 0.0f )
|
||
|
{
|
||
|
m_flLastTurnTime = gpGlobals->curtime;
|
||
|
m_flLastYaw = GetOuter()->GetAbsAngles().y;
|
||
|
// Snap feet to be perfectly aligned with torso/eyes
|
||
|
m_flGoalFeetYaw = GetOuter()->GetAbsAngles().y;
|
||
|
m_flCurrentFeetYaw = m_flGoalFeetYaw;
|
||
|
m_nTurningInPlace = TURN_NONE;
|
||
|
}
|
||
|
|
||
|
// If rotating in place, update stasis timer
|
||
|
if ( m_flLastYaw != GetOuter()->GetAbsAngles().y )
|
||
|
{
|
||
|
m_flLastTurnTime = gpGlobals->curtime;
|
||
|
m_flLastYaw = GetOuter()->GetAbsAngles().y;
|
||
|
}
|
||
|
|
||
|
if ( m_flGoalFeetYaw != m_flCurrentFeetYaw )
|
||
|
{
|
||
|
m_flLastTurnTime = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
|
||
|
|
||
|
// See how far off current feetyaw is from true yaw
|
||
|
float yawdelta = GetOuter()->GetAbsAngles().y - m_flCurrentFeetYaw;
|
||
|
yawdelta = AngleNormalize( yawdelta );
|
||
|
|
||
|
bool rotated_too_far = false;
|
||
|
|
||
|
float yawmagnitude = fabs( yawdelta );
|
||
|
// If too far, then need to turn in place
|
||
|
if ( yawmagnitude > MAX_TORSO_ANGLE )
|
||
|
{
|
||
|
rotated_too_far = true;
|
||
|
}
|
||
|
|
||
|
// Standing still for a while, rotate feet around to face forward
|
||
|
// Or rotated too far
|
||
|
// FIXME: Play an in place turning animation
|
||
|
if ( rotated_too_far ||
|
||
|
( gpGlobals->curtime > m_flLastTurnTime + mp_facefronttime.GetFloat() ) )
|
||
|
{
|
||
|
m_flGoalFeetYaw = GetOuter()->GetAbsAngles().y;
|
||
|
m_flLastTurnTime = gpGlobals->curtime;
|
||
|
|
||
|
float yd = m_flCurrentFeetYaw - m_flGoalFeetYaw;
|
||
|
if ( yd > 0 )
|
||
|
{
|
||
|
m_nTurningInPlace = TURN_RIGHT;
|
||
|
}
|
||
|
else if ( yd < 0 )
|
||
|
{
|
||
|
m_nTurningInPlace = TURN_LEFT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_nTurningInPlace = TURN_NONE;
|
||
|
}
|
||
|
|
||
|
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
|
||
|
yawdelta = GetOuter()->GetAbsAngles().y - m_flCurrentFeetYaw;
|
||
|
}
|
||
|
|
||
|
// Snap upper body into position since the delta is already smoothed for the feet
|
||
|
flGoalTorsoYaw = yawdelta;
|
||
|
m_flCurrentTorsoYaw = flGoalTorsoYaw;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flLastTurnTime = 0.0f;
|
||
|
m_nTurningInPlace = TURN_NONE;
|
||
|
m_flGoalFeetYaw = GetOuter()->GetAbsAngles().y;
|
||
|
flGoalTorsoYaw = 0.0f;
|
||
|
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
|
||
|
m_flCurrentTorsoYaw = GetOuter()->GetAbsAngles().y - m_flCurrentFeetYaw;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( turning == TURN_NONE )
|
||
|
{
|
||
|
m_nTurningInPlace = turning;
|
||
|
}
|
||
|
|
||
|
if ( m_nTurningInPlace != TURN_NONE )
|
||
|
{
|
||
|
// If we're close to finishing the turn, then turn off the turning animation
|
||
|
if ( fabs( m_flCurrentFeetYaw - m_flGoalFeetYaw ) < MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION )
|
||
|
{
|
||
|
m_nTurningInPlace = TURN_NONE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Counter rotate upper body as needed
|
||
|
ConvergeAngles( flGoalTorsoYaw, turnrate, gpGlobals->frametime, m_flCurrentTorsoYaw );
|
||
|
|
||
|
// Rotate entire body into position
|
||
|
absangles = GetOuter()->GetAbsAngles();
|
||
|
absangles.y = m_flCurrentFeetYaw;
|
||
|
m_angRender = absangles;
|
||
|
|
||
|
GetOuter()->SetPoseParameter( upper_body_yaw, clamp( m_flCurrentTorsoYaw, -90.0f, 90.0f ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : activity -
|
||
|
// Output : Activity
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Activity CPlayerAnimState::BodyYawTranslateActivity( Activity activity )
|
||
|
{
|
||
|
// Not even standing still, sigh
|
||
|
if ( activity != ACT_IDLE )
|
||
|
return activity;
|
||
|
|
||
|
// Not turning
|
||
|
switch ( m_nTurningInPlace )
|
||
|
{
|
||
|
default:
|
||
|
case TURN_NONE:
|
||
|
return activity;
|
||
|
/*
|
||
|
case TURN_RIGHT:
|
||
|
return ACT_TURNRIGHT45;
|
||
|
case TURN_LEFT:
|
||
|
return ACT_TURNLEFT45;
|
||
|
*/
|
||
|
case TURN_RIGHT:
|
||
|
case TURN_LEFT:
|
||
|
return mp_ik.GetBool() ? ACT_TURN : activity;
|
||
|
}
|
||
|
|
||
|
Assert( 0 );
|
||
|
return activity;
|
||
|
}
|
||
|
|
||
|
const QAngle& CPlayerAnimState::GetRenderAngles()
|
||
|
{
|
||
|
return m_angRender;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CPlayerAnimState::GetOuterAbsVelocity( Vector& vel )
|
||
|
{
|
||
|
#if defined( CLIENT_DLL )
|
||
|
GetOuter()->EstimateAbsVelocity( vel );
|
||
|
#else
|
||
|
vel = GetOuter()->GetAbsVelocity();
|
||
|
#endif
|
||
|
}
|