You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
310 lines
8.2 KiB
310 lines
8.2 KiB
3 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "tier0/vprof.h"
|
||
|
#include "animation.h"
|
||
|
#include "studio.h"
|
||
|
#include "apparent_velocity_helper.h"
|
||
|
#include "utldict.h"
|
||
|
#include "portal_playeranimstate.h"
|
||
|
#include "base_playeranimstate.h"
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
#include "c_portal_player.h"
|
||
|
#include "c_weapon_portalgun.h"
|
||
|
#else
|
||
|
#include "portal_player.h"
|
||
|
#include "weapon_portalgun.h"
|
||
|
#endif
|
||
|
|
||
|
#define PORTAL_RUN_SPEED 320.0f
|
||
|
#define PORTAL_CROUCHWALK_SPEED 110.0f
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPlayer -
|
||
|
// Output : CMultiPlayerAnimState*
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CPortalPlayerAnimState* CreatePortalPlayerAnimState( CPortal_Player *pPlayer )
|
||
|
{
|
||
|
// Setup the movement data.
|
||
|
MultiPlayerMovementData_t movementData;
|
||
|
movementData.m_flBodyYawRate = 720.0f;
|
||
|
movementData.m_flRunSpeed = PORTAL_RUN_SPEED;
|
||
|
movementData.m_flWalkSpeed = -1;
|
||
|
movementData.m_flSprintSpeed = -1.0f;
|
||
|
|
||
|
// Create animation state for this player.
|
||
|
CPortalPlayerAnimState *pRet = new CPortalPlayerAnimState( pPlayer, movementData );
|
||
|
|
||
|
// Specific Portal player initialization.
|
||
|
pRet->InitPortal( pPlayer );
|
||
|
|
||
|
return pRet;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CPortalPlayerAnimState::CPortalPlayerAnimState()
|
||
|
{
|
||
|
m_pPortalPlayer = NULL;
|
||
|
|
||
|
// Don't initialize Portal specific variables here. Init them in InitPortal()
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pPlayer -
|
||
|
// &movementData -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CPortalPlayerAnimState::CPortalPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData )
|
||
|
: CMultiPlayerAnimState( pPlayer, movementData )
|
||
|
{
|
||
|
m_pPortalPlayer = NULL;
|
||
|
|
||
|
// Don't initialize Portal specific variables here. Init them in InitPortal()
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CPortalPlayerAnimState::~CPortalPlayerAnimState()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Initialize Portal specific animation state.
|
||
|
// Input : *pPlayer -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPortalPlayerAnimState::InitPortal( CPortal_Player *pPlayer )
|
||
|
{
|
||
|
m_pPortalPlayer = pPlayer;
|
||
|
m_bInAirWalk = false;
|
||
|
m_flHoldDeployedPoseUntilTime = 0.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPortalPlayerAnimState::ClearAnimationState( void )
|
||
|
{
|
||
|
m_bInAirWalk = false;
|
||
|
|
||
|
BaseClass::ClearAnimationState();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : actDesired -
|
||
|
// Output : Activity
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Activity CPortalPlayerAnimState::TranslateActivity( Activity actDesired )
|
||
|
{
|
||
|
Activity translateActivity = BaseClass::TranslateActivity( actDesired );
|
||
|
|
||
|
if ( GetPortalPlayer()->GetActiveWeapon() )
|
||
|
{
|
||
|
translateActivity = GetPortalPlayer()->GetActiveWeapon()->ActivityOverride( translateActivity, NULL );
|
||
|
}
|
||
|
|
||
|
return translateActivity;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : event -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPortalPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
|
||
|
{
|
||
|
Activity iWeaponActivity = ACT_INVALID;
|
||
|
|
||
|
switch( event )
|
||
|
{
|
||
|
case PLAYERANIMEVENT_ATTACK_PRIMARY:
|
||
|
case PLAYERANIMEVENT_ATTACK_SECONDARY:
|
||
|
{
|
||
|
CPortal_Player *pPlayer = GetPortalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
CWeaponPortalBase *pWpn = pPlayer->GetActivePortalWeapon();
|
||
|
|
||
|
if ( pWpn )
|
||
|
{
|
||
|
// Weapon primary fire.
|
||
|
if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
|
||
|
{
|
||
|
RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE );
|
||
|
}
|
||
|
|
||
|
iWeaponActivity = ACT_VM_PRIMARYATTACK;
|
||
|
}
|
||
|
else // unarmed player
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
{
|
||
|
BaseClass::DoAnimationEvent( event, nData );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
// Make the weapon play the animation as well
|
||
|
if ( iWeaponActivity != ACT_INVALID )
|
||
|
{
|
||
|
CBaseCombatWeapon *pWeapon = GetPortalPlayer()->GetActiveWeapon();
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
pWeapon->SendWeaponAnim( iWeaponActivity );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPortalPlayerAnimState::Teleport( const Vector *pNewOrigin, const QAngle *pNewAngles, CPortal_Player* pPlayer )
|
||
|
{
|
||
|
QAngle absangles = pPlayer->GetAbsAngles();
|
||
|
m_angRender = absangles;
|
||
|
m_angRender.x = m_angRender.z = 0.0f;
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
// Snap the yaw pose parameter lerping variables to face new angles.
|
||
|
m_flCurrentFeetYaw = m_flGoalFeetYaw = m_flEyeYaw = pPlayer->EyeAngles()[YAW];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *idealActivity -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPortalPlayerAnimState::HandleMoving( Activity &idealActivity )
|
||
|
{
|
||
|
float flSpeed = GetOuterXYSpeed();
|
||
|
|
||
|
// If we move, cancel the deployed anim hold
|
||
|
if ( flSpeed > MOVING_MINIMUM_SPEED )
|
||
|
{
|
||
|
m_flHoldDeployedPoseUntilTime = 0.0;
|
||
|
idealActivity = ACT_MP_RUN;
|
||
|
}
|
||
|
|
||
|
else if ( m_flHoldDeployedPoseUntilTime > gpGlobals->curtime )
|
||
|
{
|
||
|
// Unless we move, hold the deployed pose for a number of seconds after being deployed
|
||
|
idealActivity = ACT_MP_DEPLOYED_IDLE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return BaseClass::HandleMoving( idealActivity );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *idealActivity -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CPortalPlayerAnimState::HandleDucking( Activity &idealActivity )
|
||
|
{
|
||
|
if ( GetBasePlayer()->m_Local.m_bDucking || GetBasePlayer()->m_Local.m_bDucked )
|
||
|
{
|
||
|
if ( GetOuterXYSpeed() < MOVING_MINIMUM_SPEED )
|
||
|
{
|
||
|
idealActivity = ACT_MP_CROUCH_IDLE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
idealActivity = ACT_MP_CROUCHWALK;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
bool CPortalPlayerAnimState::HandleJumping( Activity &idealActivity )
|
||
|
{
|
||
|
Vector vecVelocity;
|
||
|
GetOuterAbsVelocity( vecVelocity );
|
||
|
|
||
|
if ( ( vecVelocity.z > 300.0f || m_bInAirWalk ) )
|
||
|
{
|
||
|
// Check to see if we were in an airwalk and now we are basically on the ground.
|
||
|
if ( GetBasePlayer()->GetFlags() & FL_ONGROUND )
|
||
|
{
|
||
|
m_bInAirWalk = false;
|
||
|
RestartMainSequence();
|
||
|
RestartGesture( GESTURE_SLOT_JUMP, ACT_MP_JUMP_LAND );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// In an air walk.
|
||
|
idealActivity = ACT_MP_AIRWALK;
|
||
|
m_bInAirWalk = true;
|
||
|
}
|
||
|
}
|
||
|
// Jumping.
|
||
|
else
|
||
|
{
|
||
|
if ( m_bJumping )
|
||
|
{
|
||
|
if ( m_bFirstJumpFrame )
|
||
|
{
|
||
|
m_bFirstJumpFrame = false;
|
||
|
RestartMainSequence(); // Reset the animation.
|
||
|
}
|
||
|
|
||
|
// Don't check if he's on the ground for a sec.. sometimes the client still has the
|
||
|
// on-ground flag set right when the message comes in.
|
||
|
else if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f )
|
||
|
{
|
||
|
if ( GetBasePlayer()->GetFlags() & FL_ONGROUND )
|
||
|
{
|
||
|
m_bJumping = false;
|
||
|
RestartMainSequence();
|
||
|
RestartGesture( GESTURE_SLOT_JUMP, ACT_MP_JUMP_LAND );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we're still jumping
|
||
|
if ( m_bJumping )
|
||
|
{
|
||
|
idealActivity = ACT_MP_JUMP_START;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_bJumping || m_bInAirWalk )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|