Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_shareddefs.h"
#include "tf_playermodelpanel.h"
#include "tf_classdata.h"
#include "tf_item_inventory.h"
#include "vgui/IVGui.h"
#include "game_item_schema.h"
#include "econ_item_system.h"
#include "animation.h"
#include "choreoscene.h"
#include "choreoevent.h"
#include "choreoactor.h"
#include "choreochannel.h"
#include "scenefilecache/ISceneFileCache.h"
#include "c_sceneentity.h"
#include "c_baseflex.h"
#include "sentence.h"
#include "engine/IEngineSound.h"
#include "c_tf_player.h"
#include "tier2/renderutils.h"
#include "bone_setup.h"
#include "halloween/tf_weapon_spellbook.h"
#include "matsys_controls/matsyscontrols.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
DECLARE_BUILD_FACTORY( CTFPlayerModelPanel );
char g_szSceneTmpName[256];
static bool IsTauntItem( GameItemDefinition_t *pItemDef, const int iTeam, const int iClass, const char **ppSequence = NULL, const char **ppRequiredItem = NULL, const char **ppScene = NULL )
{
CTFTauntInfo *pTauntData = pItemDef->GetTauntData();
if ( pTauntData )
{
if ( ppScene )
{
int iTauntIndex = RandomInt( 0, pTauntData->GetIntroSceneCount( iClass ) - 1 );
*ppScene = pTauntData->GetIntroScene( iClass, iTauntIndex );
}
if ( ppRequiredItem )
{
*ppRequiredItem = pTauntData->GetProp( iClass );
}
return true;
}
for ( int i=0; i<pItemDef->GetNumAnimations( iTeam ); ++i )
{
animation_on_wearable_t* pAnim = pItemDef->GetAnimationData( iTeam, i );
if ( pAnim && pAnim->pszActivity && !Q_stricmp( pAnim->pszActivity, "taunt_concept" ) )
{
// If we have a scene, use it first
const char *pszScene = pAnim->pszScene;
if ( pszScene && (iClass >= TF_FIRST_NORMAL_CLASS && iClass < TF_LAST_NORMAL_CLASS) )
{
if ( ppScene )
{
Q_snprintf( g_szSceneTmpName, sizeof(g_szSceneTmpName), "scenes/player/%s/low/%s", g_aPlayerClassNames_NonLocalized[iClass], pszScene );
*ppScene = g_szSceneTmpName;
}
}
const char *pszSequence = pAnim->pszSequence;
if ( pszSequence )
{
if ( ppSequence )
{
*ppSequence = pszSequence;
}
if ( ppRequiredItem )
{
*ppRequiredItem = pAnim->pszRequiredItem;
}
}
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayerModelPanel::CTFPlayerModelPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName ),
m_LocalToGlobal( 0, 0, FlexSettingLessFunc )
{
m_iCurrentClassIndex = TF_CLASS_UNDEFINED;
m_iCurrentSlotIndex = -1;
m_nBody = 0;
m_pHeldItem = NULL;
m_iTeam = TF_TEAM_RED;
m_bZoomedToHead = false;
m_pszVCD = NULL;
m_pszWeaponEntityRequired = NULL;
m_bLoopVCD = true;
m_bVCDFileNameOnly = true;
InitPhonemeMappings();
m_pScene = NULL;
ClearScene();
memset( m_flexWeight, 0, sizeof( m_flexWeight ) );
SetIgnoreDoubleClick( true );
for ( int i = 0; i < ARRAYSIZE( m_aParticleSystems ); i++ )
{
m_aParticleSystems[i] = NULL;
}
m_bPlaySparks = false;
m_pszEyeGlowParticleName[0] = '\0';
m_bDrawActionSlotEffects = false;
m_bDrawTauntParticles = false;
m_bIsRobot = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayerModelPanel::~CTFPlayerModelPanel( void )
{
m_vecItemsLoaded.PurgeAndDeleteElements();
m_ItemsToCarry.PurgeAndDeleteElements();
for ( int i = 0; i < ARRAYSIZE( m_aParticleSystems ); i++ )
{
SafeDeleteParticleData( &m_aParticleSystems[i] );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
m_angPlayerOrg = m_angPlayer;
static ConVarRef cl_hud_minmode( "cl_hud_minmode", true );
if ( cl_hud_minmode.IsValid() && cl_hud_minmode.GetBool() )
{
inResourceData->ProcessResolutionKeys( "_minmode" );
}
// custom class data
m_customClassData.Purge();
KeyValues *pCustomData = inResourceData->FindKey( "customclassdata" );
if ( pCustomData )
{
for ( KeyValues *pData = pCustomData->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
{
CustomClassData_t data;
data.m_flFOV = pData->GetFloat( "fov" );
data.m_vPosition.Init( pData->GetFloat( "origin_x" ), pData->GetFloat( "origin_y" ), pData->GetFloat( "origin_z" ) );
data.m_vAngles.Init( pData->GetFloat( "angles_x" ), pData->GetFloat( "angles_y" ), pData->GetFloat( "angles_z" ) );
m_customClassData.AddToTail( data );
}
Assert( m_customClassData.Count() == TF_LAST_NORMAL_CLASS );
}
// always allow particle for this panel
m_bUseParticle = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::SetToPlayerClass( int iClass, bool bIsRobot, bool bForceRefresh /*= false*/ )
{
if ( m_bIsRobot != bIsRobot )
{
bForceRefresh = true;
}
m_bIsRobot = bIsRobot;
if ( m_iCurrentClassIndex == iClass && !bForceRefresh )
return;
if ( m_bZoomedToHead )
{
ToggleZoom();
}
m_iCurrentClassIndex = iClass;
ClearScene();
if ( IsValidTFPlayerClass( m_iCurrentClassIndex ) )
{
if ( bIsRobot )
{
SetMDL( g_szPlayerRobotModels[ m_iCurrentClassIndex ] );
}
else
{
TFPlayerClassData_t *pData = GetPlayerClassData( m_iCurrentClassIndex );
SetMDL( pData->GetModelName() );
}
HoldFirstValidItem();
// set custom class data
if ( m_customClassData.IsValidIndex( m_iCurrentClassIndex ) )
{
SetCameraFOV( m_customClassData[m_iCurrentClassIndex].m_flFOV );
m_vecPlayerPos = m_customClassData[m_iCurrentClassIndex].m_vPosition;
m_angPlayer = m_customClassData[m_iCurrentClassIndex].m_vAngles;
}
else
{
m_angPlayer = m_angPlayerOrg;
}
}
else
{
SetMDL( MDLHANDLE_INVALID );
RemoveAdditionalModels();
}
InitPhonemeMappings();
SetTeam( TF_TEAM_RED );
m_nBody = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::HoldFirstValidItem( void )
{
RemoveAdditionalModels();
if ( m_iCurrentClassIndex == TF_CLASS_UNDEFINED )
return;
int iDesiredSlot = -1;
FOR_EACH_VEC( m_ItemsToCarry, i )
{
CEconItemView *pItem = m_ItemsToCarry[i];
bool bIsTauntItem = IsTauntItem( pItem->GetStaticData(), GetTeam(), m_iCurrentClassIndex );
if ( !bIsTauntItem )
{
if ( pItem->GetStaticData()->IsAWearable() )
continue;
if ( pItem->GetAnimationSlot() == -2 )
continue;
}
// Found a weapon. Wield it.
iDesiredSlot = pItem->GetStaticData()->GetLoadoutSlot( m_iCurrentClassIndex );
break;
}
if ( iDesiredSlot != -1 )
{
UpdateHeldItem( iDesiredSlot );
return;
}
// If we didn't find a weapon to wield, we wield the class's base primary weapon
CEconItemView *pItem = TFInventoryManager()->GetBaseItemForClass( m_iCurrentClassIndex, LOADOUT_POSITION_PRIMARY );
if ( !pItem || !pItem->IsValid() )
{
// Some classes only have secondary weapons. Fall back to that.
pItem = TFInventoryManager()->GetBaseItemForClass( m_iCurrentClassIndex, LOADOUT_POSITION_SECONDARY );
}
if ( pItem && pItem->IsValid() )
{
SwitchHeldItemTo( pItem );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPlayerModelPanel::HoldItemInSlot( int iSlot )
{
if ( m_iCurrentClassIndex == TF_CLASS_UNDEFINED )
return false;
return UpdateHeldItem( iSlot );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPlayerModelPanel::HoldItem( int iItemNumber )
{
if ( m_iCurrentClassIndex == TF_CLASS_UNDEFINED )
return false;
if ( iItemNumber >= m_ItemsToCarry.Count() )
return false;
CEconItemView *pItem = m_ItemsToCarry[iItemNumber];
bool bIsTauntitem = IsTauntItem( pItem->GetStaticData(), GetTeam(), m_iCurrentClassIndex );
// Ignore requests to equip wearables, because they're always equipped
// Also ignore requests to equip non-wearables that are never actively equipped
if ( bIsTauntitem || ( !pItem->GetStaticData()->IsAWearable() && pItem->GetAnimationSlot() != -2 ) )
{
SwitchHeldItemTo( pItem );
return true;
}
// If we were trying to switch to a new item, and it's not valid, stick to our current
if ( pItem->GetStaticData()->GetLoadoutSlot( m_iCurrentClassIndex ) != m_iCurrentSlotIndex )
{
UpdateHeldItem( m_iCurrentSlotIndex );
return false;
}
// We were trying to stay on the current weapon, and it's not valid. Find anything.
HoldFirstValidItem();
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPlayerModelPanel::UpdateHeldItem( int iDesiredSlot )
{
m_pHeldItem = NULL;
CEconItemView *pItem = GetItemInSlot( iDesiredSlot );
if ( pItem )
{
bool bIsTauntItem = IsTauntItem( pItem->GetStaticData(), GetTeam(), m_iCurrentClassIndex );
// Ignore requests to equip wearables, because they're always equipped
// Also ignore requests to equip non-wearables that are never actively equipped
if ( bIsTauntItem || ( !pItem->GetStaticData()->IsAWearable() && pItem->GetAnimationSlot() != -2 ) )
{
SwitchHeldItemTo( pItem );
m_pHeldItem = pItem;
return true;
}
}
// If we were trying to switch to a new item, and it's not valid, stick to our current
if ( iDesiredSlot != m_iCurrentSlotIndex )
{
UpdateHeldItem( m_iCurrentSlotIndex );
return false;
}
// We were trying to stay on the current weapon, and it's not valid. Find anything.
HoldFirstValidItem();
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ClearScene( void )
{
if ( m_pScene )
{
delete m_pScene;
}
m_pScene = NULL;
m_flSceneTime = 0;
m_flSceneEndTime = 0;
m_flLastTickTime = 0;
m_bLoopScene = true;
//memset( m_flexWeight, 0, sizeof( m_flexWeight ) );
}
extern CChoreoStringPool g_ChoreoStringPool;
CChoreoScene *LoadSceneForModel( const char *filename, IChoreoEventCallback *pCallback, float *flSceneEndTime )
{
char loadfile[ 512 ];
V_strcpy_safe( loadfile, filename );
V_SetExtension( loadfile, ".vcd", sizeof( loadfile ) );
V_FixSlashes( loadfile );
char *pBuffer = NULL;
size_t bufsize = scenefilecache->GetSceneBufferSize( loadfile );
if ( bufsize <= 0 )
return NULL;
pBuffer = new char[ bufsize ];
if ( !scenefilecache->GetSceneData( filename, (byte *)pBuffer, bufsize ) )
{
delete[] pBuffer;
return NULL;
}
CChoreoScene *pScene;
if ( IsBufferBinaryVCD( pBuffer, bufsize ) )
{
pScene = new CChoreoScene( pCallback );
CUtlBuffer buf( pBuffer, bufsize, CUtlBuffer::READ_ONLY );
if ( !pScene->RestoreFromBinaryBuffer( buf, loadfile, &g_ChoreoStringPool ) )
{
Warning( "Unable to restore binary scene '%s'\n", loadfile );
delete pScene;
pScene = NULL;
}
else
{
pScene->SetPrintFunc( Scene_Printf );
pScene->SetEventCallbackInterface( pCallback );
}
}
else
{
g_TokenProcessor.SetBuffer( pBuffer );
pScene = ChoreoLoadScene( loadfile, pCallback, &g_TokenProcessor, Scene_Printf );
}
delete[] pBuffer;
if ( flSceneEndTime != NULL )
{
// find the scene length
// The scene is as long as the end point for the last event unless one of the events is a loop
*flSceneEndTime = 0.0f;
bool bSetEndTime = false;
for ( int i = 0; i < pScene->GetNumEvents(); i++ )
{
CChoreoEvent *pEvent = pScene->GetEvent( i );
if ( pEvent->GetType() == CChoreoEvent::LOOP )
{
*flSceneEndTime = -1.0f;
bSetEndTime = false;
break;
}
if ( pEvent->GetEndTime() > *flSceneEndTime )
{
*flSceneEndTime = pEvent->GetEndTime();
bSetEndTime = true;
}
}
if ( bSetEndTime )
{
*flSceneEndTime += 0.1f; // give time for lerp to idle pose
}
}
return pScene;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::PlayVCD( const char *pszVCD, const char *pszWeaponEntityRequired /*= NULL*/, bool bLoopVCD /*= true*/, bool bFileNameOnly /*= true*/ )
{
m_pszVCD = pszVCD;
m_pszWeaponEntityRequired = pszWeaponEntityRequired;
m_bLoopVCD = bLoopVCD;
m_bVCDFileNameOnly = bFileNameOnly;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::FireEvent( const char *pszEventName, const char *pszEventOptions )
{
//Plat_DebugString( CFmtStr( "********* ANIM EVENT: %s\n", pszEventName ) );
if ( V_strcmp( pszEventName, "AE_WPN_HIDE" ) == 0 )
{
int nWeaponIndex = GetMergeMDLIndex( static_cast<IClientRenderable*>(m_pHeldItem) );
if ( nWeaponIndex >= 0 )
{
m_aMergeMDLs[nWeaponIndex].m_bDisabled = true;
}
}
else if ( V_strcmp( pszEventName, "AE_WPN_UNHIDE" ) == 0 )
{
int nWeaponIndex = GetMergeMDLIndex( static_cast<IClientRenderable*>(m_pHeldItem) );
if ( nWeaponIndex >= 0 )
{
m_aMergeMDLs[nWeaponIndex].m_bDisabled = false;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::SwitchHeldItemTo( CEconItemView *pItem )
{
m_nBody = 0;
ClearScene();
// Clear out visible items, and re-equip out wearables
RemoveAdditionalModels();
EquipAllWearables( pItem );
// Then equip the held item
EquipItem( pItem );
m_iCurrentSlotIndex = pItem->GetStaticData()->GetLoadoutSlot( m_iCurrentClassIndex );
m_pHeldItem = pItem;
m_StatTrackModel.m_bDisabled = true;
m_StatTrackModel.m_MDL.SetMDL( MDLHANDLE_INVALID );
CAttribute_String attrModule;
static CSchemaAttributeDefHandle pAttr_module( "weapon_uses_stattrak_module" );
if ( m_pHeldItem->FindAttribute( pAttr_module, &attrModule ) && attrModule.has_value() )
{
// Allow for already strange items
bool bIsStrange = false;
if ( m_pHeldItem->GetQuality() == AE_STRANGE )
{
bIsStrange = true;
}
if ( !bIsStrange )
{
// Go over the attributes of the item, if it has any strange attributes the item is strange and don't apply
for ( int i = 0; i < GetKillEaterAttrCount(); i++ )
{
if ( m_pHeldItem->FindAttribute( GetKillEaterAttr_Score( i ) ) )
{
bIsStrange = true;
break;
}
}
}
if ( bIsStrange )
{
static CSchemaAttributeDefHandle pAttr_moduleScale( "weapon_stattrak_module_scale" );
// Does it have a stat track module
m_flStatTrackScale = 1.0f;
uint32 unFloatAsUint32 = 1;
if ( m_pHeldItem->FindAttribute( pAttr_moduleScale, &unFloatAsUint32 ) )
{
m_flStatTrackScale = (float&)unFloatAsUint32;
}
MDLHandle_t hStatTrackMDL = mdlcache->FindMDL( "models/weapons/c_models/stattrack.mdl" );
if ( mdlcache->IsErrorModel( hStatTrackMDL ) )
{
hStatTrackMDL = MDLHANDLE_INVALID;
}
m_StatTrackModel.m_MDL.SetMDL( hStatTrackMDL );
mdlcache->Release( hStatTrackMDL ); // counterbalance addref from within FindMDL
m_StatTrackModel.m_MDL.m_pProxyData = static_cast<IClientRenderable*>(pItem);
m_StatTrackModel.m_bDisabled = false;
m_StatTrackModel.m_MDL.m_nSequence = ACT_IDLE;
SetIdentityMatrix( m_StatTrackModel.m_MDLToWorld );
}
}
SetSequenceLayers( NULL, 0 );
// See if our VCD is overridden
if ( m_pszVCD )
{
// Make sure we're holding the weapon, if it's required
bool bCanRunScene = true;
if ( m_pszWeaponEntityRequired && *m_pszWeaponEntityRequired )
{
bCanRunScene = false;
if ( pItem && pItem->IsValid() )
{
const char *pszClassName = pItem->GetStaticData()->GetItemClass();
if ( pszClassName && *pszClassName )
{
bCanRunScene = V_stricmp( pszClassName, m_pszWeaponEntityRequired ) == 0;
}
}
}
if ( bCanRunScene )
{
if ( m_bVCDFileNameOnly )
{
// auto complete relative path for the vcd file
V_sprintf_safe( g_szSceneTmpName, "scenes/player/%s/low/%s", g_aPlayerClassNames_NonLocalized[m_iCurrentClassIndex], m_pszVCD );
}
else
{
// m_pszVCD should be a valid relative path
V_strcpy_safe( g_szSceneTmpName, m_pszVCD );
}
m_pScene = LoadSceneForModel( g_szSceneTmpName, this, &m_flSceneEndTime );
m_bLoopScene = m_bLoopVCD;
return;
}
}
const char *pScene = NULL;
const char *pSequence = NULL;
const char *pRequiredItem = NULL;
bool bRemoveTauntParticles = true;
if ( IsTauntItem( pItem->GetStaticData(), GetTeam(), m_iCurrentClassIndex, &pSequence, &pRequiredItem, &pScene ) )
{
MDLCACHE_CRITICAL_SECTION();
if ( pScene )
{
m_pScene = LoadSceneForModel( pScene, this, &m_flSceneEndTime );
// load custom prop for taunt
const char *pszProp = pItem->GetStaticData()->GetTauntData()->GetProp( m_iCurrentClassIndex );
if ( pszProp )
{
LoadAndAttachAdditionalModel( pszProp, pItem );
}
// force taunt to equip certain slot
static CSchemaAttributeDefHandle pAttrDef_TauntForceWeaponSlot( "taunt force weapon slot" );
const char* pszTauntForceWeaponSlotName = NULL;
if ( FindAttribute_UnsafeBitwiseCast<CAttribute_String>( pItem, pAttrDef_TauntForceWeaponSlot, &pszTauntForceWeaponSlotName ) )
{
int iForceWeaponSlot = StringFieldToInt( pszTauntForceWeaponSlotName, GetItemSchema()->GetWeaponTypeSubstrings() );
EquipRequiredLoadoutSlot( iForceWeaponSlot );
}
}
else
{
ClearScene();
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
int iSequence = LookupSequence( &studioHdr, pSequence );
if ( iSequence >= 0 )
{
// does a weapon need to be equipped?
loadout_positions_t requiredLoadoutItem = LOADOUT_POSITION_INVALID;
if ( pRequiredItem )
{
requiredLoadoutItem = (loadout_positions_t)StringFieldToInt( pRequiredItem, ItemSystem()->GetItemSchema()->GetLoadoutStrings( pItem->GetItemDefinition()->GetEquipType() ) );
}
EquipRequiredLoadoutSlot( requiredLoadoutItem );
// finally, set the sequence layers
MDLSquenceLayer_t tmpSequenceLayers[1];
tmpSequenceLayers[0].m_nSequenceIndex = iSequence;
tmpSequenceLayers[0].m_flWeight = 1.0;
tmpSequenceLayers[0].m_bNoLoop = false;
tmpSequenceLayers[0].m_flCycleBeganAt = m_RootMDL.m_MDL.m_flTime;
SetSequenceLayers( tmpSequenceLayers, 1 );
}
}
// Taunt Particles
static CSchemaAttributeDefHandle pAttrDef_OnTauntAttachParticleIndex( "on taunt attach particle index" );
uint32 unUnusualEffectIndex = 0;
if ( pItem->FindAttribute( pAttrDef_OnTauntAttachParticleIndex, &unUnusualEffectIndex ) && unUnusualEffectIndex > 0 )
{
const attachedparticlesystem_t *pParticleSystem = GetItemSchema()->GetAttributeControlledParticleSystem( unUnusualEffectIndex );
if ( pParticleSystem )
{
SafeDeleteParticleData( &m_aParticleSystems[ SYSTEM_TAUNT ] );
m_aParticleSystems[ SYSTEM_TAUNT ] = CreateParticleData( pParticleSystem->pszSystemName );
m_flTauntParticleRefireTime = gpGlobals->curtime + pParticleSystem->fRefireTime;
m_flTauntParticleRefireRate = pParticleSystem->fRefireTime;
m_bDrawTauntParticles = true;
bRemoveTauntParticles = false;
}
}
}
// Clear out taunt particles
if ( bRemoveTauntParticles && m_aParticleSystems[SYSTEM_TAUNT] )
{
m_bDrawTauntParticles = false;
SafeDeleteParticleData( &m_aParticleSystems[SYSTEM_TAUNT] );
}
// Check if it has a PoseParameter Attributes (r_hand_grip)
float flPose = 0;
static CSchemaAttributeDefHandle pAttrDef_RightHandPose( "righthand pose parameter" );
uint32 iValue = 0;
if ( pItem->FindAttribute( pAttrDef_RightHandPose, &iValue ) )
{
flPose = (float&)iValue;
}
SetPoseParameterByName( "r_hand_grip", flPose );
// Check for hand particles (spell book)
// always nuke
if ( m_aParticleSystems[ SYSTEM_ACTIONSLOT ] )
{
SafeDeleteParticleData( &m_aParticleSystems[ SYSTEM_ACTIONSLOT ] );
}
m_bDrawActionSlotEffects = false;
if ( pItem->GetStaticData()->GetItemClass() )
{
m_bDrawActionSlotEffects = FStrEq( pItem->GetStaticData()->GetItemClass(), "tf_weapon_spellbook" );
}
// update eyeglows
m_bUpdateEyeGlows = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::EquipRequiredLoadoutSlot( int iRequiredLoadoutSlot )
{
if ( iRequiredLoadoutSlot != LOADOUT_POSITION_INVALID )
{
int iDesiredSlot = -1;
FOR_EACH_VEC( m_ItemsToCarry, i )
{
CEconItemView *pItem = m_ItemsToCarry[i];
if ( pItem->GetStaticData()->IsAWearable() )
continue;
if ( pItem->GetAnimationSlot() == -2 )
continue;
// Found a weapon. Wield it.
if ( iRequiredLoadoutSlot == pItem->GetStaticData()->GetLoadoutSlot( m_iCurrentClassIndex ) )
{
iDesiredSlot = i;
break;
}
}
if ( iDesiredSlot >= 0 )
{
EquipItem( m_ItemsToCarry[iDesiredSlot] );
}
else
{
// If we didn't find a weapon in the appropriate slot, get the base item
CEconItemView *pWeapon = TFInventoryManager()->GetBaseItemForClass( m_iCurrentClassIndex, iRequiredLoadoutSlot );
if ( pWeapon && pWeapon->IsValid() )
{
EquipItem( pWeapon );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::UpdateWeaponBodygroups( bool bModifyDeployedOnlyBodygroups )
{
for ( int i=0; i<MAX_WEAPON_SLOTS; i++ )
{
CEconItemView *pItem = GetItemInSlot( i );
if ( !pItem )
continue;
if ( pItem->GetStaticData()->GetHideBodyGroupsDeployedOnly() != bModifyDeployedOnlyBodygroups )
continue;
if ( !(m_pHeldItem == pItem || !pItem->GetStaticData()->GetHideBodyGroupsDeployedOnly()) )
continue;
UpdateHiddenBodyGroups( pItem );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::UpdateHiddenBodyGroups( CEconItemView* pItem )
{
MDLCACHE_CRITICAL_SECTION();
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
int iNumBodyGroups = pItem->GetStaticData()->GetNumModifiedBodyGroups( 0 );
for ( int i=0; i<iNumBodyGroups; ++i )
{
int iState = 0;
const char *pszBodyGroup = pItem->GetStaticData()->GetModifiedBodyGroup( 0, i, iState );
int iBodyGroup = FindBodygroupByName( &studioHdr, pszBodyGroup );
if ( iBodyGroup == -1 )
continue;
::SetBodygroup( &studioHdr, m_nBody, iBodyGroup, iState );
SetBody( m_nBody );
}
// Handle style-based bodygroups
const CEconItemDefinition *pItemDef = pItem->GetItemDefinition();
const CEconStyleInfo *pStyle = pItemDef ? pItemDef->GetStyleInfo( pItem->GetStyle() ) : NULL;
if ( pStyle )
{
FOR_EACH_VEC( pStyle->GetAdditionalHideBodygroups(), i )
{
int iBodyGroup = FindBodygroupByName( &studioHdr, pStyle->GetAdditionalHideBodygroups()[i] );
if ( iBodyGroup == -1 )
continue;
::SetBodygroup( &studioHdr, m_nBody, iBodyGroup, 1 ); // force state to '1' here to mean hidden
SetBody( m_nBody );
}
}
// Handle world model bodygroup overrides
int iBodyOverride = pItem->GetStaticData()->GetWorldmodelBodygroupOverride( m_iTeam );
int iBodyStateOverride = pItem->GetStaticData()->GetWorldmodelBodygroupStateOverride( m_iTeam );
if ( iBodyOverride > -1 && iBodyStateOverride > -1 )
{
::SetBodygroup( &studioHdr, m_nBody, iBodyOverride, iBodyStateOverride );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconItemView *CTFPlayerModelPanel::GetItemInSlot( int iSlot )
{
CEconItemView *pOwnedItemInSlot = TFInventoryManager()->GetItemInLoadoutForClass( m_iCurrentClassIndex, iSlot );
FOR_EACH_VEC( m_ItemsToCarry, i )
{
CEconItemView *pItem = m_ItemsToCarry[i];
int iLoadoutSlot = pItem->GetStaticData()->GetLoadoutSlot( m_iCurrentClassIndex );
if ( iSlot == iLoadoutSlot )
return pItem;
// GetLoadoutSlot will not work for misc2, taunt2-8 because it will always return misc/taunt
if ( pOwnedItemInSlot && pOwnedItemInSlot->GetItemDefIndex() == pItem->GetItemDefIndex() )
return pItem;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::EquipAllWearables( CEconItemView *pHeldItem )
{
// First, reset all our bodygroups
MDLCACHE_CRITICAL_SECTION();
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
const CEconItemSchema::BodygroupStateMap_t& mapBodygroupState = GetItemSchema()->GetDefaultBodygroupStateMap();
FOR_EACH_MAP_FAST( mapBodygroupState, i )
{
const char *pszBodygroupName = mapBodygroupState.Key(i);
int iBodyGroup = FindBodygroupByName( &studioHdr, pszBodygroupName );
if ( iBodyGroup > -1 )
{
int iState = mapBodygroupState[i];
::SetBodygroup( &studioHdr, m_nBody, iBodyGroup, iState );
}
}
SetBody( m_nBody );
UpdateWeaponBodygroups( false );
// Now equip each of our wearables
FOR_EACH_VEC( m_ItemsToCarry, i )
{
CEconItemView *pItem = m_ItemsToCarry[i];
// If it's a wearable item, we put it on.
if ( pItem->GetStaticData()->IsAWearable() )
{
EquipItem( pItem );
}
// Then see if there's an extra wearable we need to attach for this item
const char *pszAttached = pItem->GetExtraWearableModel();
if ( pszAttached && pszAttached[ 0 ] )
{
const char *pszViewModelAttached = pItem->GetExtraWearableViewModel();
if ( pHeldItem == pItem || pszViewModelAttached == NULL || pszViewModelAttached[ 0 ] == '\0' || pszViewModelAttached[ 0 ] == '?' )
{
LoadAndAttachAdditionalModel( pszAttached, pItem );
}
}
}
UpdateWeaponBodygroups( true );
SetBody( m_nBody );
UpdatePreviewVisuals();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::EquipItem( CEconItemView *pItem )
{
if ( m_iCurrentClassIndex == TF_CLASS_UNDEFINED )
return;
const GameItemDefinition_t *pItemDef = pItem->GetItemDefinition();
Assert( pItemDef );
// Change team number so skins composite correctly
pItem->SetTeamNumber( m_iTeam );
// Non wearables can modify the animation
if ( !pItemDef->IsAWearable() )
{
int iAnimSlot = pItem->GetAnimationSlot();
// Ignore items that don't want to control player animation
if ( iAnimSlot == -2 )
return;
if ( iAnimSlot == -1 )
{
iAnimSlot = pItemDef->GetLoadoutSlot( m_iCurrentClassIndex );
}
const CUtlVector<const char *>& vecWeaponTypeSubstrings = GetItemSchema()->GetWeaponTypeSubstrings();
if ( vecWeaponTypeSubstrings.IsValidIndex( iAnimSlot ) )
{
int iAnim = FindAnimByName( vecWeaponTypeSubstrings[iAnimSlot] );
SetModelAnim( iAnim );
}
}
// Attach the models for the item
const char *pszAttached = pItem->GetWorldDisplayModel();
if ( !pszAttached )
{
pszAttached = pItem->GetPlayerDisplayModel( m_iCurrentClassIndex, m_iTeam );
}
if ( pszAttached && pszAttached[0] )
{
LoadAndAttachAdditionalModel( pszAttached, pItem );
int iTeam = pItemDef->GetBestVisualTeamData( m_iTeam );
// Set attached models if viewable third-person.
{
const int iNumAttachedModels = pItemDef->GetNumAttachedModels( iTeam );
for ( int i = 0; i < iNumAttachedModels; ++i )
{
attachedmodel_t *pModel = pItemDef->GetAttachedModelData( iTeam, i );
if ( !( pModel->m_iModelDisplayFlags & kAttachedModelDisplayFlag_WorldModel ) )
continue;
if ( !pModel->m_pszModelName )
{
Warning( "econ item definition '%s' attachment (team %d idx %d) has no model\n", pItemDef->GetDefinitionName(), iTeam, i );
continue;
}
LoadAndAttachAdditionalModel( pModel->m_pszModelName, pItem );
}
}
// Festive
// Set attached models if viewable third-person.
static CSchemaAttributeDefHandle pAttr_is_festivized( "is_festivized" );
if ( pAttr_is_festivized && pItem->FindAttribute( pAttr_is_festivized ) )
{
const int iNumAttachedModels = pItemDef->GetNumAttachedModelsFestivized( iTeam );
for ( int i = 0; i < iNumAttachedModels; ++i )
{
attachedmodel_t *pModel = pItemDef->GetAttachedModelDataFestivized( iTeam, i );
if ( !( pModel->m_iModelDisplayFlags & kAttachedModelDisplayFlag_WorldModel ) )
continue;
if ( !pModel->m_pszModelName )
{
Warning( "econ item definition '%s' attachment (team %d idx %d) has no model\n", pItemDef->GetDefinitionName(), iTeam, i );
continue;
}
LoadAndAttachAdditionalModel( pModel->m_pszModelName, pItem );
}
}
}
// Hide any item associated groups.
UpdateHiddenBodyGroups( pItem );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFPlayerModelPanel::AddCarriedItem( CEconItemView *pItem )
{
CEconItemView *pNewItem = new CEconItemView;
*pNewItem = *pItem;
int iIdx = m_ItemsToCarry.AddToTail( pNewItem );
// This is a terrible hack. If we have team paint, we need an entity to find out what team
// we're on, but in this panel we don't have one. Instead, we force a flag all the way through
// the system on the CEconItemView so that the low-level paint code can pull from it if necessary.
if ( GetTeam() == TF_TEAM_BLUE )
{
pNewItem->SetClientItemFlags( kEconItemFlagClient_ForceBlueTeam );
}
return iIdx;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ClearCarriedItems( void )
{
RemoveAdditionalModels();
m_ItemsToCarry.PurgeAndDeleteElements();
m_pHeldItem = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::RemoveAdditionalModels( void )
{
ClearMergeMDLs();
// Unregister for all callbacks
modelinfo->UnregisterModelLoadCallback( -1, this );
m_vecDynamicAssetsLoaded.Purge();
m_vecItemsLoaded.PurgeAndDeleteElements();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::LoadAndAttachAdditionalModel( const char *pMDLName, CEconItemView *pItem )
{
int nModelIndex = -1;
if ( pItem->GetStaticData()->IsContentStreamable() )
{
// Get the client-only dynamic model index. The auto-addref
// of vecDynamicAssetsLoaded will actually trigger the load.
nModelIndex = modelinfo->RegisterDynamicModel( pMDLName, true );
// Dynamic models never fail to register in this engine.
Assert( nModelIndex != -1 );
}
else
{
// Is the (non-streamable) model already precached? If so, use it.
nModelIndex = modelinfo->GetModelIndex( pMDLName );
}
if ( nModelIndex == -1 )
{
MDLHandle_t hMDL = vgui::MDLCache()->FindMDL( pMDLName );
Assert( hMDL != MDLHANDLE_INVALID );
if ( hMDL != MDLHANDLE_INVALID )
{
// Model not loaded, not dynamic. Hard load and exit out.
SetMergeMDL( hMDL, static_cast<IClientRenderable*>(pItem), pItem->GetSkin( m_iTeam ) );
}
m_MergeMDL = hMDL;
return;
}
CEconItemView *pClone = new CEconItemView;
*pClone = *pItem;
m_vecDynamicAssetsLoaded[ m_vecDynamicAssetsLoaded.AddToTail() ] = nModelIndex;
m_vecItemsLoaded.AddToTail( pClone );
// callback triggers immediately if not dynamic
modelinfo->RegisterModelLoadCallback( nModelIndex, this, true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void SetMDLSkinForTeam( CMDL *pMDL, const CEconItemView *pItem, int iTeam )
{
Assert( pItem );
if ( !pMDL )
return;
// Ask the item for a skin...
int nSkin = pItem->GetSkin( iTeam );
if ( nSkin == -1 )
{
// ... if not, use the team skin.
nSkin = iTeam == TF_TEAM_RED ? 0 : 1;
}
pMDL->m_nSkin = nSkin;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::OnModelLoadComplete( const model_t *pModel )
{
CEconItemView *pItem = NULL;
FOR_EACH_VEC_BACK( m_vecDynamicAssetsLoaded, i )
{
if ( modelinfo->GetModel( m_vecDynamicAssetsLoaded[ i ] ) == pModel )
{
pItem = GetPreviewItem( m_vecItemsLoaded[ i ] );
break;
}
}
Assert( pItem );
if ( pItem )
{
MDLHandle_t hMDL = modelinfo->GetCacheHandle( pModel );
Assert( hMDL != MDLHANDLE_INVALID );
if ( hMDL != MDLHANDLE_INVALID )
{
SetMergeMDL( hMDL, static_cast<IClientRenderable*>(pItem) );
int nBody = 0;
if ( pItem->GetStaticData()->UsesPerClassBodygroups( m_iTeam ) )
{
CMDL *pMDL = GetMergeMDL(hMDL);
if ( pMDL )
{
// Classes start at 1, bodygroups at 0, so we shift them all back 1.
MDLCACHE_CRITICAL_SECTION();
CStudioHdr sHDR( pMDL->GetStudioHdr(), g_pMDLCache );
::SetBodygroup( &sHDR, nBody, 1, m_iCurrentClassIndex-1 );
pMDL->m_nBody = nBody;
}
}
// Set the custom skin.
SetMDLSkinForTeam( GetMergeMDL( hMDL ), pItem, m_iTeam );
}
}
}
void CTFPlayerModelPanel::SetTeam( int iTeam )
{
m_iTeam = iTeam;
UpdatePreviewVisuals();
}
void CTFPlayerModelPanel::UpdatePreviewVisuals()
{
// Assume skin will be chosen based only on the preview team
int iSkin = m_iTeam == TF_TEAM_RED ? 0 : 1;
// Check if any of the items we're carrying should override this
static CSchemaAttributeDefHandle pAttrDef_PlayerSkinOverride( "player skin override" );
Assert( pAttrDef_PlayerSkinOverride );
FOR_EACH_VEC( m_ItemsToCarry, i )
{
CEconItemView *pItem = m_ItemsToCarry[i];
if ( !pItem )
continue;
float fSkinOverride = 0.0f;
if ( FindAttribute_UnsafeBitwiseCast<attrib_value_t>( pItem, pAttrDef_PlayerSkinOverride, &fSkinOverride ) && fSkinOverride == 1.0f )
{
C_TFPlayer::AdjustSkinIndexForZombie( m_iCurrentClassIndex, iSkin );
break;
}
Assert( fSkinOverride == 0.0f );
}
// Set the player model skin.
SetSkin( iSkin );
// Set the weapon's skin.
if ( m_MergeMDL && m_pHeldItem )
{
SetMDLSkinForTeam( GetMergeMDL( m_MergeMDL ), GetPreviewItem( m_pHeldItem ), m_iTeam );
}
// Set the skin for all other equipped items (wearables, etc).
for ( int i=0; i<m_vecDynamicAssetsLoaded.Count(); i++ )
{
const model_t *pModel = modelinfo->GetModel( m_vecDynamicAssetsLoaded[i] );
if ( pModel )
{
MDLHandle_t hMDL = modelinfo->GetCacheHandle( pModel );
// We're iterating over a list of the dynamic assets that we've completed streaming in, but
// we want to set the style based on the "preview item" definition if possible.
SetMDLSkinForTeam( GetMergeMDL( hMDL ), GetPreviewItem( m_vecItemsLoaded[i] ), m_iTeam );
}
}
}
CEconItemView *CTFPlayerModelPanel::GetPreviewItem( CEconItemView *pMatchItem )
{
Assert( pMatchItem );
if ( !pMatchItem )
return NULL;
FOR_EACH_VEC( m_ItemsToCarry, i )
{
CEconItemView *pItem = m_ItemsToCarry[i];
if ( *pMatchItem == *pItem )
return pItem;
}
return pMatchItem;
}
int ClassZoomZ[] =
{
0,
20, // TF_CLASS_SCOUT,
25, // TF_CLASS_SNIPER,
20, // TF_CLASS_SOLDIER,
22, // TF_CLASS_DEMOMAN,
30, // TF_CLASS_MEDIC,
30, // TF_CLASS_HEAVYWEAPONS,
22, // TF_CLASS_PYRO,
27, // TF_CLASS_SPY,
20, // TF_CLASS_ENGINEER,
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ToggleZoom()
{
m_bZoomedToHead = !m_bZoomedToHead;
// NOTE: GetZoomOffset() relies on m_bZoomedToHead being up to date
m_vecPlayerPos += GetZoomOffset();
SetModelAnglesAndPosition( m_angPlayer, m_vecPlayerPos );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CTFPlayerModelPanel::GetZoomOffset()
{
const Vector vecOffset( 100, 0, ClassZoomZ[m_iCurrentClassIndex] );
return m_bZoomedToHead ? -vecOffset : vecOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::PrePaint3D( IMatRenderContext *pRenderContext )
{
if ( g_PlayerPreviewEffect.GetEffect() == C_TFPlayerPreviewEffect::PREVIEW_EFFECT_UBER )
{
modelrender->ForcedMaterialOverride( *g_PlayerPreviewEffect.GetInvulnMaterialRef() );
}
BaseClass::PrePaint3D( pRenderContext );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::PostPaint3D( IMatRenderContext *pRenderContext )
{
if ( g_PlayerPreviewEffect.GetEffect() == C_TFPlayerPreviewEffect::PREVIEW_EFFECT_UBER )
{
modelrender->ForcedMaterialOverride( NULL );
}
static bool bAlternate = false;
Vector vColor = bAlternate ? m_vEyeGlowColor1 : m_vEyeGlowColor2;
bAlternate = !bAlternate;
// Eye glows
if ( m_aParticleSystems[ SYSTEM_EYEGLOW_RIGHT ] )
{
m_aParticleSystems[ SYSTEM_EYEGLOW_RIGHT ]->m_pParticleSystem->SetControlPoint( CUSTOM_COLOR_CP1, vColor );
}
if ( m_aParticleSystems[ SYSTEM_EYESPARK_RIGHT ] )
{
m_aParticleSystems[ SYSTEM_EYESPARK_RIGHT ]->m_pParticleSystem->SetControlPoint( CUSTOM_COLOR_CP1, vColor );
}
if ( m_aParticleSystems[ SYSTEM_EYEGLOW_LEFT ] )
{
m_aParticleSystems[ SYSTEM_EYEGLOW_LEFT ]->m_pParticleSystem->SetControlPoint( CUSTOM_COLOR_CP1, vColor );
}
if ( m_aParticleSystems[ SYSTEM_EYESPARK_LEFT ])
{
m_aParticleSystems[ SYSTEM_EYESPARK_LEFT ]->m_pParticleSystem->SetControlPoint( CUSTOM_COLOR_CP1, vColor );
}
m_bUpdateEyeGlows = false;
m_bPlaySparks = false;
// remove all particles that are not up-to-date before simulating the updated ones in the base
for ( int i = 0; i < ARRAYSIZE( m_aParticleSystems ); i++ )
{
if ( m_aParticleSystems[i] && !m_aParticleSystems[i]->m_bIsUpdateToDate )
{
SafeDeleteParticleData( &m_aParticleSystems[i] );
}
}
BaseClass::PostPaint3D( pRenderContext );
}
//-----------------------------------------------------------------------------
// Purpose : Called by base Mdlpanel when a merged mdl has been drawn
// For TF we use this as a way to render effects on top of model as appropriate (ie Unusual effects)
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::RenderingRootModel( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix )
{
if ( !m_bUseParticle )
return;
// Eye Glows
UpdateEyeGlows( pRenderContext, pStudioHdr, mdlHandle, pWorldMatrix, true );
UpdateEyeGlows( pRenderContext, pStudioHdr, mdlHandle, pWorldMatrix, false );
// Right hand
UpdateActionSlotEffects( pRenderContext, pStudioHdr, mdlHandle, pWorldMatrix );
// Taunt Effects
UpdateTauntEffects( pRenderContext, pStudioHdr, mdlHandle, pWorldMatrix );
}
CEconItemView *CTFPlayerModelPanel::GetLoadoutItemFromMDLHandle( loadout_positions_t iPosition, MDLHandle_t mdlHandle )
{
// Check if we have a particle hat, if not ignore
CEconItemView *pEconItem = NULL;
// Find this item
FOR_EACH_VEC( m_ItemsToCarry, i )
{
CEconItemView *pItem = m_ItemsToCarry[i];
int iLoadoutSlot = pItem->GetStaticData()->GetLoadoutSlot( m_iCurrentClassIndex );
if ( ( IsMiscSlot( iLoadoutSlot ) && IsMiscSlot( iPosition ) ) ||
( IsValidPickupWeaponSlot( iLoadoutSlot ) && iLoadoutSlot == iPosition ) )
{
const char * pDisplayModel = pItem->GetPlayerDisplayModel( m_iCurrentClassIndex, m_iTeam );
if ( pDisplayModel )
{
MDLHandle_t hMDLFindResult = vgui::MDLCache()->FindMDL( pDisplayModel );
// compare the model to make sure that this is the same item
if ( hMDLFindResult == mdlHandle )
{
pEconItem = pItem;
vgui::MDLCache()->Release(hMDLFindResult); // counterbalance addref from within FindMDL
break;
}
vgui::MDLCache()->Release(hMDLFindResult);
}
}
}
return pEconItem;
}
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::RenderingMergedModel( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix )
{
if ( !m_bUseParticle )
return;
static struct MergeModelSlot_t
{
loadout_positions_t iPosition;
modelpanel_particle_system_t iSystem;
} s_mergeModelSlot[] =
{
{ LOADOUT_POSITION_HEAD, SYSTEM_HEAD },
{ LOADOUT_POSITION_MISC, SYSTEM_MISC1 },
{ LOADOUT_POSITION_MISC2, SYSTEM_MISC2 },
{ LOADOUT_POSITION_PRIMARY, SYSTEM_WEAPON },
{ LOADOUT_POSITION_SECONDARY, SYSTEM_WEAPON },
{ LOADOUT_POSITION_MELEE, SYSTEM_WEAPON },
};
modelpanel_particle_system_t iSystem = SYSTEM_HEAD;
loadout_positions_t iPosition = LOADOUT_POSITION_INVALID;
CEconItemView *pEconItem = NULL;
int count = ARRAYSIZE( s_mergeModelSlot );
for ( int i=0; i<count; ++i )
{
// find the item for this model
pEconItem = GetLoadoutItemFromMDLHandle( s_mergeModelSlot[i].iPosition, mdlHandle );
if ( pEconItem )
{
iPosition = s_mergeModelSlot[i].iPosition;
iSystem = s_mergeModelSlot[i].iSystem;
// this is horrible but this fixes multiple unusual cosmetics with same default loadout to update their particles
if ( m_aParticleSystems[ iSystem ] && m_aParticleSystems[ iSystem ]->m_bIsUpdateToDate )
continue;
break;
}
}
// couldn't find matching item for this model, do nothing
if ( !pEconItem )
return;
// Unusual Particles
// Update Misc Particles 1 by 1, Unfortunately the equip location is generic (MISC_SLOT) and not the specific slot
// so we have to test each slot individually
UpdateCosmeticParticles( pRenderContext, pStudioHdr, mdlHandle, pWorldMatrix, iSystem, pEconItem );
if ( m_iCurrentSlotIndex == iPosition )
{
RenderStatTrack( pStudioHdr, pWorldMatrix );
}
}
IMaterial* CTFPlayerModelPanel::GetOverrideMaterial( MDLHandle_t mdlHandle )
{
loadout_positions_t s_iPosition[] = {
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_MISC2,
LOADOUT_POSITION_PRIMARY,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE
};
int count = ARRAYSIZE( s_iPosition );
for ( int i = 0; i < count; ++i )
{
CEconItemView *pEconItem = GetLoadoutItemFromMDLHandle( s_iPosition[ i ], mdlHandle );
if ( pEconItem )
return pEconItem->GetMaterialOverride( m_iTeam );
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPlayerModelPanel::RenderStatTrack( CStudioHdr *pStudioHdr, matrix3x4_t *pWorldMatrix )
{
// Draw the merge MDLs.
if ( !m_StatTrackModel.m_bDisabled )
{
matrix3x4_t matMergeBoneToWorld[MAXSTUDIOBONES];
// Get the merge studio header.
studiohdr_t *pStatTrackStudioHdr = m_StatTrackModel.m_MDL.GetStudioHdr();
matrix3x4_t *pMergeBoneToWorld = &matMergeBoneToWorld[0];
// If we have a valid mesh, bonemerge it. If we have an invalid mesh we can't bonemerge because
// it'll crash trying to pull data from the missing header.
if ( pStatTrackStudioHdr != NULL )
{
CStudioHdr mergeHdr( pStatTrackStudioHdr, g_pMDLCache );
m_StatTrackModel.m_MDL.SetupBonesWithBoneMerge( &mergeHdr, pMergeBoneToWorld, pStudioHdr, pWorldMatrix, m_StatTrackModel.m_MDLToWorld );
for ( int i=0; i<mergeHdr.numbones(); ++i )
{
MatrixScaleBy( m_flStatTrackScale, pMergeBoneToWorld[i] );
}
m_StatTrackModel.m_MDL.Draw( m_StatTrackModel.m_MDLToWorld, pMergeBoneToWorld );
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
bool CTFPlayerModelPanel::UpdateCosmeticParticles(
IMatRenderContext *pRenderContext,
CStudioHdr *pStudioHdr,
MDLHandle_t mdlHandle,
matrix3x4_t *pWorldMatrix,
modelpanel_particle_system_t iSystem,
CEconItemView *pEconItem
)
{
if ( m_aParticleSystems[ iSystem ] && m_aParticleSystems[ iSystem ]->m_bIsUpdateToDate )
return false;
attachedparticlesystem_t *pParticleSystem = NULL;
// do community_sparkle effect if this is a community item?
const int iQualityParticleType = pEconItem->GetQualityParticleType();
if ( iQualityParticleType > 0 )
{
pParticleSystem = GetItemSchema()->GetAttributeControlledParticleSystem( iQualityParticleType );
}
if ( !pParticleSystem )
{
// does this hat even have a particle effect
static CSchemaAttributeDefHandle pAttrDef_AttachParticleEffect( "attach particle effect" );
uint32 iValue = 0;
if ( !pEconItem->FindAttribute( pAttrDef_AttachParticleEffect, &iValue ) )
{
return false;
}
const float& value_as_float = (float&)iValue;
pParticleSystem = GetItemSchema()->GetAttributeControlledParticleSystem( value_as_float );
}
// failed to find any particle effect
if ( !pParticleSystem )
{
return false;
}
// Team Color
if ( GetTeam() == TF_TEAM_BLUE && V_stristr( pParticleSystem->pszSystemName, "_teamcolor_red" ))
{
static char pBlue[256];
V_StrSubst( pParticleSystem->pszSystemName, "_teamcolor_red", "_teamcolor_blue", pBlue, 256 );
pParticleSystem = GetItemSchema()->FindAttributeControlledParticleSystem( pBlue );
if ( !pParticleSystem )
{
return false;
}
}
// if this thing has a bip_head or prp_helmet (aka a hat)
int iBone = Studio_BoneIndexByName( pStudioHdr, "bip_head" );
if ( iBone < 0 )
{
iBone = Studio_BoneIndexByName( pStudioHdr, "prp_helmet" );
if ( iBone < 0 )
{
iBone = Studio_BoneIndexByName( pStudioHdr, "prp_hat" );
}
}
// default to root
if ( iBone < 0 )
{
iBone = 0;
}
// Get Use Head Origin
CUtlVector< int > vecAttachments;
static CSchemaAttributeDefHandle pAttrDef_UseHead( "particle effect use head origin" );
uint32 iUseHead = 0;
if ( !pEconItem->FindAttribute( pAttrDef_UseHead, &iUseHead ) || !iUseHead == 0 )
{
// not using head? try searching for attachment points
for ( int i=0; i<ARRAYSIZE( pParticleSystem->pszControlPoints ); ++i )
{
const char *pszAttachmentName = pParticleSystem->pszControlPoints[i];
if ( pszAttachmentName && pszAttachmentName[0] )
{
int iAttachment = Studio_FindAttachment( pStudioHdr, pszAttachmentName );
if ( iAttachment < 0 )
continue;
vecAttachments.AddToTail( iAttachment );
}
}
}
static char pszFullname[256];
const char* pszSystemName = pParticleSystem->pszSystemName;
// Weapon Remap for a Base Effect to be used on a specific weapon
if ( pParticleSystem->bUseSuffixName && pEconItem && pEconItem->GetItemDefinition()->GetParticleSuffix() )
{
V_strcpy_safe( pszFullname, pParticleSystem->pszSystemName );
V_strcat_safe( pszFullname, "_" );
V_strcat_safe( pszFullname, pEconItem->GetItemDefinition()->GetParticleSuffix() );
pszSystemName = pszFullname;
}
// Update the Particles and render them
if ( m_aParticleSystems[ iSystem ] )
{
// Check if its a new particle system
if ( V_strcmp( m_aParticleSystems[ iSystem ]->m_pParticleSystem->GetName(), pszSystemName ) )
{
SafeDeleteParticleData( &m_aParticleSystems[ iSystem ] );
m_aParticleSystems[ iSystem ] = CreateParticleData( pszSystemName );
}
}
else
{
// create
m_aParticleSystems[ iSystem ] = CreateParticleData( pszSystemName );
}
// Particle system does not exist
if ( !m_aParticleSystems[ iSystem ] )
return false;
// Get offset if it exists (and if we're using head offset)
static CSchemaAttributeDefHandle pAttrDef_VerticalOffset( "particle effect vertical offset" );
uint32 iOffset = 0;
Vector vecParticleOffset( 0, 0, 0 );
if ( iUseHead > 0 && pEconItem->FindAttribute( pAttrDef_VerticalOffset, &iOffset ) )
{
vecParticleOffset.z = (float&)iOffset;
}
m_aParticleSystems[ iSystem ]->UpdateControlPoints( pStudioHdr, pWorldMatrix, vecAttachments, iBone, vecParticleOffset );
return true;
}
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::UpdateEyeGlows(
IMatRenderContext *pRenderContext,
CStudioHdr *pStudioHdr,
MDLHandle_t mdlHandle,
matrix3x4_t *pWorldMatrix,
bool bIsRightEye
) {
float flOffset = 0;
modelpanel_particle_system_t eyeSystem = bIsRightEye ? SYSTEM_EYEGLOW_RIGHT : SYSTEM_EYEGLOW_LEFT;
modelpanel_particle_system_t sparkSystem = bIsRightEye ? SYSTEM_EYESPARK_RIGHT : SYSTEM_EYESPARK_LEFT;
const char* pszAttach = bIsRightEye ? "eyeglow_R" : "eyeglow_L";
// is this a model we care about?
int iAttachment = Studio_FindAttachment( pStudioHdr, pszAttach );
if ( iAttachment == INVALID_PARTICLE_ATTACHMENT || iAttachment == -1 )
return;
if ( m_bUpdateEyeGlows )
{
const char* pszGlowEffectName = m_pszEyeGlowParticleName;
// kill old effects
SafeDeleteParticleData( &m_aParticleSystems[ eyeSystem ] );
if ( !bIsRightEye && GetPlayerClass() == TF_CLASS_DEMOMAN )
{
// demo man has a green eyeglow for eyelander if applicable
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pPlayer )
{
int iDecaps = pPlayer->m_Shared.GetDecapitations();
pszGlowEffectName = pPlayer->GetDemomanEyeEffectName( iDecaps );
}
}
if ( pszGlowEffectName && pszGlowEffectName[0] != '\0' )
{
m_aParticleSystems[ eyeSystem ] = CreateParticleData( pszGlowEffectName );
}
}
if ( m_bPlaySparks && !m_vEyeGlowColor1.IsZero() )
{
SafeDeleteParticleData( &m_aParticleSystems[ sparkSystem ] );
// Generate an eye spark as well not for demo
m_aParticleSystems[ sparkSystem ] = CreateParticleData( "killstreak_t0_lvl1_flash" );
}
// Tick Update on position
if ( m_aParticleSystems[ eyeSystem ] || m_aParticleSystems[ sparkSystem ] )
{
// Figure out where our attach point is
matrix3x4_t matAttachToWorld;
CUtlVector< int > vecAttachments;
vecAttachments.AddToTail( iAttachment );
// Update control points which is updating the position of the particles
Vector vecForward;
MatrixGetColumn( matAttachToWorld, 0, vecForward );
Vector vecParticleOffset = vecForward * flOffset;
if ( m_aParticleSystems[ eyeSystem ] )
{
m_aParticleSystems[ eyeSystem ]->UpdateControlPoints( pStudioHdr, pWorldMatrix, vecAttachments, 0, vecParticleOffset );
}
if ( m_aParticleSystems[ sparkSystem ] )
{
m_aParticleSystems[ sparkSystem ]->UpdateControlPoints( pStudioHdr, pWorldMatrix, vecAttachments, 0, vecParticleOffset );
}
}
}
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::UpdateActionSlotEffects(
IMatRenderContext *pRenderContext,
CStudioHdr *pStudioHdr,
MDLHandle_t mdlHandle,
matrix3x4_t *pWorldMatrix
) {
// is this a model we care about?
int iAttachment = Studio_FindAttachment( pStudioHdr, "effect_hand_R" );
if ( iAttachment == INVALID_PARTICLE_ATTACHMENT || iAttachment == -1 )
return;
if ( !m_bDrawActionSlotEffects )
return;
if ( !m_aParticleSystems[ SYSTEM_ACTIONSLOT ] )
{
m_aParticleSystems[ SYSTEM_ACTIONSLOT ] = CreateParticleData( CTFSpellBook::GetHandEffect( m_pHeldItem, 0 ) );
}
if ( !m_aParticleSystems[ SYSTEM_ACTIONSLOT ] )
return;
CUtlVector< int > vecAttachments;
vecAttachments.AddToTail( iAttachment );
m_aParticleSystems[ SYSTEM_ACTIONSLOT ]->UpdateControlPoints( pStudioHdr, pWorldMatrix, vecAttachments );
}
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::UpdateTauntEffects(
IMatRenderContext *pRenderContext,
CStudioHdr *pStudioHdr,
MDLHandle_t mdlHandle,
matrix3x4_t *pWorldMatrix
) {
if ( !m_bDrawTauntParticles )
return;
if ( !m_aParticleSystems[SYSTEM_TAUNT] )
return;
// Check if refire is needed
if ( m_flTauntParticleRefireRate > 0 && m_flTauntParticleRefireTime < gpGlobals->curtime )
{
m_flTauntParticleRefireTime = gpGlobals->curtime + m_flTauntParticleRefireRate;
// safe off current particle name
CUtlString strParticleName = m_aParticleSystems[SYSTEM_TAUNT]->m_pParticleSystem->GetName();
// remove old particle
SafeDeleteParticleData( &m_aParticleSystems[SYSTEM_TAUNT] );
// create new particle
m_aParticleSystems[SYSTEM_TAUNT] = CreateParticleData( strParticleName.String() );
}
matrix3x4_t matAttachToWorld;
SetIdentityMatrix( matAttachToWorld );
CUtlVector< int > vecAttachments;
m_aParticleSystems[SYSTEM_TAUNT]->UpdateControlPoints( pStudioHdr, &matAttachToWorld, vecAttachments, 0, m_vecPlayerPos );
}
//-----------------------------------------------------------------------------
// Called Externally
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::SetEyeGlowEffect( const char *pEffectName, Vector vColor1, Vector vColor2, bool bForceUpdate, bool bPlaySparks )
{
m_vEyeGlowColor1 = vColor1;
m_vEyeGlowColor2 = vColor2;
m_bPlaySparks = bPlaySparks;
if ( bForceUpdate )
{
m_bUpdateEyeGlows = true;
}
if ( !pEffectName )
{
if ( m_pszEyeGlowParticleName[0] != '\0' )
{
m_bUpdateEyeGlows = true;
}
m_pszEyeGlowParticleName[0] = '\0';
}
else if ( !FStrEq( m_pszEyeGlowParticleName, pEffectName) )
{
V_strcpy_safe( m_pszEyeGlowParticleName, pEffectName );
m_bUpdateEyeGlows = true;
}
}
//-----------------------------------------------------------------------------
// Purpose: clear all particles
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::InvalidateParticleEffects()
{
for ( int i=0; i<ARRAYSIZE(m_aParticleSystems); ++i )
{
if ( m_aParticleSystems[i] )
{
SafeDeleteParticleData( &m_aParticleSystems[i] );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
if ( !event || !event->GetActive() )
return;
CChoreoActor *actor = event->GetActor();
if ( actor && !actor->GetActive() )
return;
CChoreoChannel *channel = event->GetChannel();
if ( channel && !channel->GetActive() )
return;
//Msg( "Got STARTEVENT at %.2f\n", currenttime );
//Msg( "%8.4f: start %s\n", currenttime, event->GetDescription() );
switch ( event->GetType() )
{
case CChoreoEvent::SEQUENCE:
ProcessSequence( scene, event );
break;
case CChoreoEvent::SPEAK:
{
if ( m_bDisableSpeakEvent )
return;
// FIXME: dB hack. soundlevel needs to be moved into inside of wav?
soundlevel_t iSoundlevel = SNDLVL_TALKING;
if ( event->GetParameters2() )
{
iSoundlevel = (soundlevel_t)atoi( event->GetParameters2() );
if ( iSoundlevel == SNDLVL_NONE )
{
iSoundlevel = SNDLVL_TALKING;
}
}
float time_in_past = currenttime - event->GetStartTime() ;
float soundtime = gpGlobals->curtime - time_in_past;
EmitSound_t es;
es.m_nChannel = CHAN_VOICE;
es.m_flVolume = 1;
es.m_SoundLevel = iSoundlevel;
es.m_flSoundTime = soundtime;
es.m_bEmitCloseCaption = false;
es.m_pSoundName = event->GetParameters();
C_RecipientFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_UI_PANEL, es );
}
break;
case CChoreoEvent::STOPPOINT:
{
// Nothing, this is a symbolic event for keeping the vcd alive for ramping out after the last true event
//ClearScene();
}
break;
case CChoreoEvent::LOOP:
ProcessLoop( scene, event );
break;
// Not supported in TF2's model previews
case CChoreoEvent::SUBSCENE:
case CChoreoEvent::SECTION:
{
Assert(0);
}
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
if ( !event || !event->GetActive() )
return;
CChoreoActor *actor = event->GetActor();
if ( actor && !actor->GetActive() )
return;
CChoreoChannel *channel = event->GetChannel();
if ( channel && !channel->GetActive() )
return;
//Msg( "Got ENDEVENT at %.2f\n", currenttime );
//Msg( "%8.4f: end %s %i\n", currenttime, event->GetDescription(), event->GetType() );
switch ( event->GetType() )
{
case CChoreoEvent::SUBSCENE:
{
// Not supported in TF2's model previews
Assert(0);
}
break;
case CChoreoEvent::SPEAK:
{
}
break;
case CChoreoEvent::STOPPOINT:
{
//SetSequenceLayers( NULL, 0 );
//ClearScene();
}
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
if ( !event || !event->GetActive() )
return;
CChoreoActor *actor = event->GetActor();
if ( actor && !actor->GetActive() )
return;
CChoreoChannel *channel = event->GetChannel();
if ( channel && !channel->GetActive() )
return;
//Msg("PROCESSEVENT at %.2f\n", currenttime );
switch( event->GetType() )
{
case CChoreoEvent::EXPRESSION:
if ( !m_bShouldRunFlexEvents )
{
ProcessFlexSettingSceneEvent( scene, event );
}
break;
case CChoreoEvent::FLEXANIMATION:
if ( m_bShouldRunFlexEvents )
{
ProcessFlexAnimation( scene, event );
}
break;
case CChoreoEvent::SEQUENCE:
case CChoreoEvent::SPEAK:
case CChoreoEvent::STOPPOINT:
// Nothing
break;
// Not supported in TF2's model previews
case CChoreoEvent::LOOKAT:
case CChoreoEvent::FACE:
case CChoreoEvent::SUBSCENE:
case CChoreoEvent::MOVETO:
case CChoreoEvent::INTERRUPT:
case CChoreoEvent::PERMIT_RESPONSES:
case CChoreoEvent::GESTURE:
Assert(0);
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPlayerModelPanel::CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Apply a sequence
// Input : *event -
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ProcessSequence( CChoreoScene *scene, CChoreoEvent *event )
{
Assert( event->GetType() == CChoreoEvent::SEQUENCE );
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
if ( !event->GetActor() )
return;
int iSequence = LookupSequence( &studioHdr, event->GetParameters() );
if (iSequence < 0)
return;
// making sure the mdl has correct playback rate
mstudioseqdesc_t &seqdesc = studioHdr.pSeqdesc( iSequence );
mstudioanimdesc_t &animdesc = studioHdr.pAnimdesc( studioHdr.iRelativeAnim( iSequence, seqdesc.anim(0,0) ) );
m_RootMDL.m_MDL.m_flPlaybackRate = animdesc.fps;
MDLSquenceLayer_t tmpSequenceLayers[1];
tmpSequenceLayers[0].m_nSequenceIndex = iSequence;
tmpSequenceLayers[0].m_flWeight = 1.0;
tmpSequenceLayers[0].m_bNoLoop = true;
tmpSequenceLayers[0].m_flCycleBeganAt = m_RootMDL.m_MDL.m_flTime;
SetSequenceLayers( tmpSequenceLayers, 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scene -
// *event -
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ProcessLoop( CChoreoScene *scene, CChoreoEvent *event )
{
Assert( event->GetType() == CChoreoEvent::LOOP );
float backtime = (float)atof( event->GetParameters() );
bool process = true;
int counter = event->GetLoopCount();
if ( counter != -1 )
{
int remaining = event->GetNumLoopsRemaining();
if ( remaining <= 0 )
{
process = false;
}
else
{
event->SetNumLoopsRemaining( --remaining );
}
}
if ( !process )
return;
//Msg("LOOP: %.2f (%.2f)\n", m_flSceneTime, scene->GetTime() );
float flPrevTime = m_flSceneTime;
scene->LoopToTime( backtime );
m_flSceneTime = backtime;
//Msg(" -> %.2f (%.2f)\n", m_flSceneTime, scene->GetTime() );
float flDelta = flPrevTime - backtime;
//Msg(" -> Delta %.2f\n", flDelta );
// If we're running noloop sequences, we need to push out their begin time, so they keep playing
for ( int i = 0; i < m_nNumSequenceLayers; i++ )
{
if ( m_SequenceLayers[i].m_bNoLoop )
{
m_SequenceLayers[i].m_flCycleBeganAt += flDelta;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
LocalFlexController_t CTFPlayerModelPanel::GetNumFlexControllers( void )
{
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
return studioHdr.numflexcontrollers();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFPlayerModelPanel::GetFlexDescFacs( int iFlexDesc )
{
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
mstudioflexdesc_t *pflexdesc = studioHdr.pFlexdesc( iFlexDesc );
return pflexdesc->pszFACS( );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFPlayerModelPanel::GetFlexControllerName( LocalFlexController_t iFlexController )
{
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
mstudioflexcontroller_t *pflexcontroller = studioHdr.pFlexcontroller( iFlexController );
return pflexcontroller->pszName( );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFPlayerModelPanel::GetFlexControllerType( LocalFlexController_t iFlexController )
{
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
mstudioflexcontroller_t *pflexcontroller = studioHdr.pFlexcontroller( iFlexController );
return pflexcontroller->pszType( );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
LocalFlexController_t CTFPlayerModelPanel::FindFlexController( const char *szName )
{
for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
{
if (stricmp( GetFlexControllerName( i ), szName ) == 0)
{
return i;
}
}
// AssertMsg( 0, UTIL_VarArgs( "flexcontroller %s couldn't be mapped!!!\n", szName ) );
return LocalFlexController_t(-1);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::SetFlexWeight( LocalFlexController_t index, float value )
{
if (index >= 0 && index < GetNumFlexControllers())
{
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
mstudioflexcontroller_t *pflexcontroller = studioHdr.pFlexcontroller( index );
if (pflexcontroller->max != pflexcontroller->min)
{
value = (value - pflexcontroller->min) / (pflexcontroller->max - pflexcontroller->min);
value = clamp( value, 0.0f, 1.0f );
}
m_flexWeight[ index ] = value;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFPlayerModelPanel::GetFlexWeight( LocalFlexController_t index )
{
if (index >= 0 && index < GetNumFlexControllers())
{
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
mstudioflexcontroller_t *pflexcontroller = studioHdr.pFlexcontroller( index );
if (pflexcontroller->max != pflexcontroller->min)
{
return m_flexWeight[index] * (pflexcontroller->max - pflexcontroller->min) + pflexcontroller->min;
}
return m_flexWeight[index];
}
return 0.0;
}
//-----------------------------------------------------------------------------
// Purpose: During paint, apply the flex weights to the model
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::SetupFlexWeights( void )
{
if ( m_RootMDL.m_MDL.GetMDL() == MDLHANDLE_INVALID )
return;
// initialize the models local to global flex controller mappings
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
if (studioHdr.pFlexcontroller( LocalFlexController_t(0) )->localToGlobal == -1)
{
for ( LocalFlexController_t i = LocalFlexController_t(0); i < studioHdr.numflexcontrollers(); i++)
{
int j = C_BaseFlex::AddGlobalFlexController( studioHdr.pFlexcontroller( i )->pszName() );
studioHdr.pFlexcontroller( i )->localToGlobal = j;
}
}
int iControllers = GetNumFlexControllers();
for ( int j = 0; j < iControllers; j++ )
{
m_RootMDL.m_MDL.m_pFlexControls[j] = 0;
}
LocalFlexController_t i;
// Decay to neutral
for ( i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
{
SetFlexWeight( i, GetFlexWeight( i ) * 0.95 );
}
// Run scene
if ( m_pScene )
{
m_bShouldRunFlexEvents = true;
m_pScene->Think( m_flSceneTime );
}
// get the networked flexweights and convert them from 0..1 to real dynamic range
for (i = LocalFlexController_t(0); i < studioHdr.numflexcontrollers(); i++)
{
mstudioflexcontroller_t *pflex = studioHdr.pFlexcontroller( i );
m_RootMDL.m_MDL.m_pFlexControls[pflex->localToGlobal] = m_flexWeight[i];
// rescale
m_RootMDL.m_MDL.m_pFlexControls[pflex->localToGlobal] = m_RootMDL.m_MDL.m_pFlexControls[pflex->localToGlobal] * (pflex->max - pflex->min) + pflex->min;
}
if ( m_pScene )
{
m_bShouldRunFlexEvents = false;
m_pScene->Think( m_flSceneTime );
}
ProcessVisemes( m_PhonemeClasses );
if ( m_pScene )
{
// Advance time
if ( m_flLastTickTime < FLT_EPSILON )
{
m_flLastTickTime = m_RootMDL.m_MDL.m_flTime - 0.1;
}
m_flSceneTime += (m_RootMDL.m_MDL.m_flTime - m_flLastTickTime);
m_flLastTickTime = m_RootMDL.m_MDL.m_flTime;
if ( m_flSceneEndTime > FLT_EPSILON && m_flSceneTime > m_flSceneEndTime )
{
bool bLoopScene = m_bLoopScene;
char filename[MAX_PATH];
V_strcpy_safe( filename, m_pScene->GetFilename() );
SetSequenceLayers( NULL, 0 );
ClearScene();
if ( bLoopScene )
{
m_pScene = LoadSceneForModel( filename, this, &m_flSceneEndTime );
}
else
{
m_pszVCD = NULL;
}
}
}
}
extern CFlexSceneFileManager g_FlexSceneFileManager;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ProcessExpression( CChoreoScene *scene, CChoreoEvent *event )
{
// Flexanimations have to have an end time!!!
if ( !event->HasEndTime() )
return;
// Look up the actual strings
const char *scenefile = event->GetParameters();
const char *name = event->GetParameters2();
// Have to find both strings
if ( scenefile && name )
{
// Find the scene file
const flexsettinghdr_t *pExpHdr = ( const flexsettinghdr_t * )g_FlexSceneFileManager.FindSceneFile( this, scenefile, true );
if ( pExpHdr )
{
float scenetime = scene->GetTime();
float flIntensity = event->GetIntensity( scenetime );
int i;
const flexsetting_t *pSetting = NULL;
// Find the named setting in the base
for ( i = 0; i < pExpHdr->numflexsettings; i++ )
{
pSetting = pExpHdr->pSetting( i );
if ( !pSetting )
continue;
if ( !V_stricmp( pSetting->pszName(), name ) )
break;
}
if ( i>=pExpHdr->numflexsettings )
return;
flexweight_t *pWeights = NULL;
int truecount = pSetting->psetting( (byte *)pExpHdr, 0, &pWeights );
if ( !pWeights )
return;
for (i = 0; i < truecount; i++, pWeights++)
{
int j = FlexControllerLocalToGlobal( pExpHdr, pWeights->key );
float s = clamp( pWeights->influence * flIntensity, 0.0f, 1.0f );
m_RootMDL.m_MDL.m_pFlexControls[ j ] = m_RootMDL.m_MDL.m_pFlexControls[j] * (1.0f - s) + pWeights->weight * s;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ProcessFlexSettingSceneEvent( CChoreoScene *scene, CChoreoEvent *event )
{
// Flexanimations have to have an end time!!!
if ( !event->HasEndTime() )
return;
VPROF( "C_BaseFlex::ProcessFlexSettingSceneEvent" );
// Look up the actual strings
const char *scenefile = event->GetParameters();
const char *name = event->GetParameters2();
// Have to find both strings
if ( scenefile && name )
{
// Find the scene file
const flexsettinghdr_t *pExpHdr = ( const flexsettinghdr_t * )g_FlexSceneFileManager.FindSceneFile( this, scenefile, true );
if ( pExpHdr )
{
float scenetime = scene->GetTime();
float scale = event->GetIntensity( scenetime );
// Add the named expression
AddFlexSetting( name, scale, pExpHdr );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *expr -
// scale -
// *pSettinghdr -
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::AddFlexSetting( const char *expr, float scale, const flexsettinghdr_t *pSettinghdr )
{
int i;
const flexsetting_t *pSetting = NULL;
// Find the named setting in the base
for ( i = 0; i < pSettinghdr->numflexsettings; i++ )
{
pSetting = pSettinghdr->pSetting( i );
if ( !pSetting )
continue;
const char *name = pSetting->pszName();
if ( !V_stricmp( name, expr ) )
break;
}
if ( i>=pSettinghdr->numflexsettings )
{
return;
}
flexweight_t *pWeights = NULL;
int truecount = pSetting->psetting( (byte *)pSettinghdr, 0, &pWeights );
if ( !pWeights )
return;
for (i = 0; i < truecount; i++, pWeights++)
{
// Translate to local flex controller
// this is translating from the settings's local index to the models local index
int index = FlexControllerLocalToGlobal( pSettinghdr, pWeights->key );
// blend scaled weighting in to total (post networking g_flexweight!!!!)
float s = clamp( scale * pWeights->influence, 0.0f, 1.0f );
m_RootMDL.m_MDL.m_pFlexControls[index] = m_RootMDL.m_MDL.m_pFlexControls[index] * (1.0f - s) + pWeights->weight * s;
for ( int iMergeMDL=0; iMergeMDL<m_aMergeMDLs.Count(); ++iMergeMDL )
{
m_aMergeMDLs[iMergeMDL].m_MDL.m_pFlexControls[index] = m_aMergeMDLs[iMergeMDL].m_MDL.m_pFlexControls[index] * (1.0f - s) + pWeights->weight * s;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Apply flexanimation to actor's face
// Input : *event -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ProcessFlexAnimation( CChoreoScene *scene, CChoreoEvent *event )
{
Assert( event->GetType() == CChoreoEvent::FLEXANIMATION );
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
CStudioHdr *hdr = &studioHdr;
if ( !hdr )
return;
if ( !event->GetTrackLookupSet() )
{
// Create lookup data
for ( int i = 0; i < event->GetNumFlexAnimationTracks(); i++ )
{
CFlexAnimationTrack *track = event->GetFlexAnimationTrack( i );
if ( !track )
continue;
if ( track->IsComboType() )
{
char name[ 512 ];
Q_strncpy( name, "right_" ,sizeof(name));
Q_strncat( name, track->GetFlexControllerName(),sizeof(name), COPY_ALL_CHARACTERS );
track->SetFlexControllerIndex( MAX( FindFlexController( name ), LocalFlexController_t(0) ), 0, 0 );
Q_strncpy( name, "left_" ,sizeof(name));
Q_strncat( name, track->GetFlexControllerName(),sizeof(name), COPY_ALL_CHARACTERS );
track->SetFlexControllerIndex( MAX( FindFlexController( name ), LocalFlexController_t(0) ), 0, 1 );
}
else
{
track->SetFlexControllerIndex( MAX( FindFlexController( (char *)track->GetFlexControllerName() ), LocalFlexController_t(0)), 0 );
}
}
event->SetTrackLookupSet( true );
}
float scenetime = scene->GetTime();
float weight = event->GetIntensity( scenetime );
// Iterate animation tracks
for ( int i = 0; i < event->GetNumFlexAnimationTracks(); i++ )
{
CFlexAnimationTrack *track = event->GetFlexAnimationTrack( i );
if ( !track )
continue;
// Disabled
if ( !track->IsTrackActive() )
continue;
// Map track flex controller to global name
if ( track->IsComboType() )
{
for ( int side = 0; side < 2; side++ )
{
LocalFlexController_t controller = track->GetRawFlexControllerIndex( side );
// Get spline intensity for controller
float flIntensity = track->GetIntensity( scenetime, side );
if ( controller >= LocalFlexController_t(0) )
{
float orig = GetFlexWeight( controller );
float value = orig * (1 - weight) + flIntensity * weight;
SetFlexWeight( controller, value );
}
}
}
else
{
LocalFlexController_t controller = track->GetRawFlexControllerIndex( 0 );
// Get spline intensity for controller
float flIntensity = track->GetIntensity( scenetime, 0 );
if ( controller >= LocalFlexController_t(0) )
{
float orig = GetFlexWeight( controller );
float value = orig * (1 - weight) + flIntensity * weight;
SetFlexWeight( controller, value );
}
}
}
}
extern ConVar g_CV_PhonemeDelay;
extern ConVar g_CV_PhonemeFilter;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ProcessVisemes( Emphasized_Phoneme *classes )
{
// Any sounds being played?
if ( !MouthInfo().IsActive() )
return;
// Multiple phoneme tracks can overlap, look across all such tracks.
for ( int source = 0 ; source < MouthInfo().GetNumVoiceSources(); source++ )
{
CVoiceData *vd = MouthInfo().GetVoiceSource( source );
if ( !vd || vd->ShouldIgnorePhonemes() )
continue;
CSentence *sentence = engine->GetSentence( vd->GetSource() );
if ( !sentence )
continue;
float sentence_length = engine->GetSentenceLength( vd->GetSource() );
float timesincestart = vd->GetElapsedTime();
// This sound should be done...why hasn't it been removed yet???
if ( timesincestart >= ( sentence_length + 2.0f ) )
continue;
// Adjust actual time
float t = timesincestart - g_CV_PhonemeDelay.GetFloat();
// Get box filter duration
float dt = g_CV_PhonemeFilter.GetFloat();
// Streaming sounds get an additional delay...
/*
// Tracker 20534: Probably not needed any more with the async sound stuff that
// we now have (we don't have a disk i/o hitch on startup which might have been
// messing up the startup timing a bit )
bool streaming = engine->IsStreaming( vd->m_pAudioSource );
if ( streaming )
{
t -= g_CV_PhonemeDelayStreaming.GetFloat();
}
*/
// Assume sound has been playing for a while...
bool juststarted = false;
// Get intensity setting for this time (from spline)
float emphasis_intensity = sentence->GetIntensity( t, sentence_length );
// Blend and add visemes together
AddVisemesForSentence( classes, emphasis_intensity, sentence, t, dt, juststarted );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::AddVisemesForSentence( Emphasized_Phoneme *classes, float emphasis_intensity, CSentence *sentence, float t, float dt, bool juststarted )
{
int pcount = sentence->GetRuntimePhonemeCount();
for ( int k = 0; k < pcount; k++ )
{
const CBasePhonemeTag *phoneme = sentence->GetRuntimePhoneme( k );
if (t > phoneme->GetStartTime() && t < phoneme->GetEndTime())
{
bool bCrossfade = true;
if (bCrossfade)
{
if (k < pcount-1)
{
const CBasePhonemeTag *next = sentence->GetRuntimePhoneme( k + 1 );
// if I have a neighbor
if ( next )
{
// and they're touching
if (next->GetStartTime() == phoneme->GetEndTime() )
{
// no gap, so increase the blend length to the end of the next phoneme, as long as it's not longer than the current phoneme
dt = MAX( dt, MIN( next->GetEndTime() - t, phoneme->GetEndTime() - phoneme->GetStartTime() ) );
}
else
{
// dead space, so increase the blend length to the start of the next phoneme, as long as it's not longer than the current phoneme
dt = MAX( dt, MIN( next->GetStartTime() - t, phoneme->GetEndTime() - phoneme->GetStartTime() ) );
}
}
else
{
// last phoneme in list, increase the blend length to the length of the current phoneme
dt = MAX( dt, phoneme->GetEndTime() - phoneme->GetStartTime() );
}
}
}
}
float t1 = ( phoneme->GetStartTime() - t) / dt;
float t2 = ( phoneme->GetEndTime() - t) / dt;
if (t1 < 1.0 && t2 > 0)
{
float scale;
// clamp
if (t2 > 1)
t2 = 1;
if (t1 < 0)
t1 = 0;
// FIXME: simple box filter. Should use something fancier
scale = (t2 - t1);
AddViseme( classes, emphasis_intensity, phoneme->GetPhonemeCode(), scale, juststarted );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *classes -
// phoneme -
// scale -
// newexpression -
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::AddViseme( Emphasized_Phoneme *classes, float emphasis_intensity, int phoneme, float scale, bool newexpression )
{
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
CStudioHdr *hdr = &studioHdr;
if ( !hdr )
return;
int type;
// Setup weights for any emphasis blends
bool skip = SetupEmphasisBlend( classes, phoneme );
phoneme = 230;
scale = 1.0;
// Uh-oh, missing or unknown phoneme???
if ( skip )
{
return;
}
// Compute blend weights
ComputeBlendedSetting( classes, emphasis_intensity );
for ( type = 0; type < NUM_PHONEME_CLASSES; type++ )
{
Emphasized_Phoneme *info = &classes[ type ];
if ( !info->valid || info->amount == 0.0f )
continue;
const flexsettinghdr_t *actual_flexsetting_header = info->base;
const flexsetting_t *pSetting = actual_flexsetting_header->pIndexedSetting( phoneme );
if (!pSetting)
{
continue;
}
flexweight_t *pWeights = NULL;
int truecount = pSetting->psetting( (byte *)actual_flexsetting_header, 0, &pWeights );
if ( pWeights )
{
for ( int i = 0; i < truecount; i++)
{
// Translate to global controller number
int j = FlexControllerLocalToGlobal( actual_flexsetting_header, pWeights->key );
// Add scaled weighting in
if ( pWeights->weight > 0 )
{
m_RootMDL.m_MDL.m_pFlexControls[j] += info->amount * scale * pWeights->weight;
}
// Go to next setting
pWeights++;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: A lot of the one time setup and also resets amount to 0.0f default
// for strong/weak/normal tracks
// Returning true == skip this phoneme
// Input : *classes -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTFPlayerModelPanel::SetupEmphasisBlend( Emphasized_Phoneme *classes, int phoneme )
{
int i;
bool skip = false;
for ( i = 0; i < NUM_PHONEME_CLASSES; i++ )
{
Emphasized_Phoneme *info = &classes[ i ];
// Assume it's bogus
info->valid = false;
info->amount = 0.0f;
// One time setup
if ( !info->basechecked )
{
info->basechecked = true;
info->base = (flexsettinghdr_t *)g_FlexSceneFileManager.FindSceneFile( this, info->classname, false );
}
info->exp = NULL;
if ( info->base )
{
Assert( info->base->id == ('V' << 16) + ('F' << 8) + ('E') );
info->exp = info->base->pIndexedSetting( phoneme );
}
if ( info->required && ( !info->base || !info->exp ) )
{
skip = true;
break;
}
if ( info->exp )
{
info->valid = true;
}
}
return skip;
}
#define STRONG_CROSSFADE_START 0.60f
#define WEAK_CROSSFADE_START 0.40f
//-----------------------------------------------------------------------------
// Purpose:
// Here's the formula
// 0.5 is neutral 100 % of the default setting
// Crossfade starts at STRONG_CROSSFADE_START and is full at STRONG_CROSSFADE_END
// If there isn't a strong then the intensity of the underlying phoneme is fixed at 2 x STRONG_CROSSFADE_START
// so we don't get huge numbers
// Input : *classes -
// emphasis_intensity -
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::ComputeBlendedSetting( Emphasized_Phoneme *classes, float emphasis_intensity )
{
// See which blends are available for the current phoneme
bool has_weak = classes[ PHONEME_CLASS_WEAK ].valid;
bool has_strong = classes[ PHONEME_CLASS_STRONG ].valid;
// Better have phonemes in general
Assert( classes[ PHONEME_CLASS_NORMAL ].valid );
if ( emphasis_intensity > STRONG_CROSSFADE_START )
{
if ( has_strong )
{
// Blend in some of strong
float dist_remaining = 1.0f - emphasis_intensity;
float frac = dist_remaining / ( 1.0f - STRONG_CROSSFADE_START );
classes[ PHONEME_CLASS_NORMAL ].amount = (frac) * 2.0f * STRONG_CROSSFADE_START;
classes[ PHONEME_CLASS_STRONG ].amount = 1.0f - frac;
}
else
{
emphasis_intensity = MIN( emphasis_intensity, STRONG_CROSSFADE_START );
classes[ PHONEME_CLASS_NORMAL ].amount = 2.0f * emphasis_intensity;
}
}
else if ( emphasis_intensity < WEAK_CROSSFADE_START )
{
if ( has_weak )
{
// Blend in some weak
float dist_remaining = WEAK_CROSSFADE_START - emphasis_intensity;
float frac = dist_remaining / ( WEAK_CROSSFADE_START );
classes[ PHONEME_CLASS_NORMAL ].amount = (1.0f - frac) * 2.0f * WEAK_CROSSFADE_START;
classes[ PHONEME_CLASS_WEAK ].amount = frac;
}
else
{
emphasis_intensity = MAX( emphasis_intensity, WEAK_CROSSFADE_START );
classes[ PHONEME_CLASS_NORMAL ].amount = 2.0f * emphasis_intensity;
}
}
else
{
// Assume 0.5 (neutral) becomes a scaling of 1.0f
classes[ PHONEME_CLASS_NORMAL ].amount = 2.0f * emphasis_intensity;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::InitPhonemeMappings( void )
{
CStudioHdr studioHdr( GetStudioHdr(), g_pMDLCache );
if ( studioHdr.IsValid() )
{
char szBasename[MAX_PATH];
Q_StripExtension( studioHdr.pszName(), szBasename, sizeof( szBasename ) );
char szExpressionName[MAX_PATH];
Q_snprintf( szExpressionName, sizeof( szExpressionName ), "%s/phonemes/phonemes", szBasename );
if ( g_FlexSceneFileManager.FindSceneFile( this, szExpressionName, false ) )
{
SetupMappings( szExpressionName );
return;
}
}
SetupMappings( "phonemes" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::SetupMappings( char const *pchFileRoot )
{
// Fill in phoneme class lookup
memset( m_PhonemeClasses, 0, sizeof( m_PhonemeClasses ) );
Emphasized_Phoneme *normal = &m_PhonemeClasses[ PHONEME_CLASS_NORMAL ];
Q_snprintf( normal->classname, sizeof( normal->classname ), "%s", pchFileRoot );
normal->required = true;
Emphasized_Phoneme *weak = &m_PhonemeClasses[ PHONEME_CLASS_WEAK ];
Q_snprintf( weak->classname, sizeof( weak->classname ), "%s_weak", pchFileRoot );
Emphasized_Phoneme *strong = &m_PhonemeClasses[ PHONEME_CLASS_STRONG ];
Q_snprintf( strong->classname, sizeof( strong->classname ), "%s_strong", pchFileRoot );
}
//-----------------------------------------------------------------------------
// Purpose: Since everyone shared a pSettinghdr now, we need to set up the localtoglobal mapping per entity, but
// we just do this in memory with an array of integers (could be shorts, I suppose)
// Input : *pSettinghdr -
//-----------------------------------------------------------------------------
void CTFPlayerModelPanel::EnsureTranslations( const flexsettinghdr_t *pSettinghdr )
{
Assert( pSettinghdr );
FS_LocalToGlobal_t entry( pSettinghdr );
unsigned short idx = m_LocalToGlobal.Find( entry );
if ( idx != m_LocalToGlobal.InvalidIndex() )
return;
entry.SetCount( pSettinghdr->numkeys );
for ( int i = 0; i < pSettinghdr->numkeys; ++i )
{
entry.m_Mapping[ i ] = C_BaseFlex::AddGlobalFlexController( pSettinghdr->pLocalName( i ) );
}
m_LocalToGlobal.Insert( entry );
}
//-----------------------------------------------------------------------------
// Purpose: Look up instance specific mapping
// Input : *pSettinghdr -
// key -
// Output : int
//-----------------------------------------------------------------------------
int CTFPlayerModelPanel::FlexControllerLocalToGlobal( const flexsettinghdr_t *pSettinghdr, int key )
{
FS_LocalToGlobal_t entry( pSettinghdr );
int idx = m_LocalToGlobal.Find( entry );
if ( idx == m_LocalToGlobal.InvalidIndex() )
{
// This should never happen!!!
Assert( 0 );
Warning( "Unable to find mapping for flexcontroller %i, settings %p on CTFPlayerModelPanel\n", key, pSettinghdr );
EnsureTranslations( pSettinghdr );
idx = m_LocalToGlobal.Find( entry );
if ( idx == m_LocalToGlobal.InvalidIndex() )
{
Error( "CTFPlayerModelPanel::FlexControllerLocalToGlobal failed!\n" );
}
}
FS_LocalToGlobal_t& result = m_LocalToGlobal[ idx ];
// Validate lookup
Assert( result.m_nCount != 0 && key < result.m_nCount );
int index = result.m_Mapping[ key ];
return index;
}