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324 lines
6.7 KiB
324 lines
6.7 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tfc_playeranimstate.h"
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#include "base_playeranimstate.h"
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#include "tier0/vprof.h"
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#include "animation.h"
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#include "studio.h"
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#include "apparent_velocity_helper.h"
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#include "utldict.h"
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#ifdef CLIENT_DLL
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#include "c_tfc_player.h"
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#else
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#include "tfc_player.h"
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#endif
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// When moving this fast, he plays run anim.
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#define ARBITRARY_RUN_SPEED 175.0f
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#define MAX_STANDING_RUN_SPEED 320
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#define MAX_CROUCHED_RUN_SPEED 110
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// ------------------------------------------------------------------------------------------------ //
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// CPlayerAnimState declaration.
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// ------------------------------------------------------------------------------------------------ //
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class CTFCPlayerAnimState : public ITFCPlayerAnimState, public CBasePlayerAnimState
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{
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public:
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DECLARE_CLASS( CTFCPlayerAnimState, CBasePlayerAnimState );
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CTFCPlayerAnimState();
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void InitTFC( CTFCPlayer *pPlayer );
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// This is called by both the client and the server in the same way to trigger events for
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// players firing, jumping, throwing grenades, etc.
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virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData );
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virtual int CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight );
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virtual float SetOuterBodyYaw( float flValue );
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virtual Activity CalcMainActivity();
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virtual float GetCurrentMaxGroundSpeed();
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virtual void ClearAnimationState();
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virtual bool ShouldUpdateAnimState();
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private:
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const char* GetWeaponSuffix();
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bool HandleJumping();
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bool HandleDeath( Activity *deathActivity );
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private:
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CTFCPlayer *m_pOuterTFC;
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bool m_bJumping;
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bool m_bFirstJumpFrame;
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float m_flJumpStartTime;
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bool m_bFiring;
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float m_flFireStartTime;
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bool m_bDying;
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Activity m_DeathActivity;
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};
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ITFCPlayerAnimState* CreatePlayerAnimState( CTFCPlayer *pPlayer )
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{
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CTFCPlayerAnimState *pRet = new CTFCPlayerAnimState;
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pRet->InitTFC( pPlayer );
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return pRet;
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}
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// ----------------------------------------------------------------------------- //
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// CTFCPlayerAnimState implementation.
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// ----------------------------------------------------------------------------- //
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CTFCPlayerAnimState::CTFCPlayerAnimState()
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{
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m_pOuterTFC = NULL;
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m_bJumping = false;
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m_bFirstJumpFrame = false;
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m_bFiring = false;
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}
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void CTFCPlayerAnimState::InitTFC( CTFCPlayer *pPlayer )
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{
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m_pOuterTFC = pPlayer;
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CModAnimConfig config;
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config.m_flMaxBodyYawDegrees = 30;
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config.m_LegAnimType = LEGANIM_GOLDSRC;
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config.m_bUseAimSequences = true;
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BaseClass::Init( pPlayer, config );
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}
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const char* CTFCPlayerAnimState::GetWeaponSuffix()
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{
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CBaseCombatWeapon *pWeapon = m_pOuterTFC->GetActiveWeapon();
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if ( pWeapon )
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return pWeapon->GetWpnData().szAnimationPrefix;
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else
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return "shotgun";
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}
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int CTFCPlayerAnimState::CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight )
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{
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const char *pWeaponSuffix = GetWeaponSuffix();
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if ( !pWeaponSuffix )
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return 0;
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// Are we aiming or firing?
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const char *pAimOrShoot = "aim";
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if ( m_bFiring )
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pAimOrShoot = "shoot";
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// Are we standing or crouching?
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int iSequence = 0;
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const char *pPrefix = "ref";
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if ( m_bDying )
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{
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// While dying, only play the main sequence.. don't layer this one on top.
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*flAimSequenceWeight = 0;
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}
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else
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{
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switch ( GetCurrentMainSequenceActivity() )
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{
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case ACT_CROUCHIDLE:
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case ACT_RUN_CROUCH:
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pPrefix = "crouch";
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break;
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}
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}
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iSequence = CalcSequenceIndex( "%s_%s_%s", pPrefix, pAimOrShoot, pWeaponSuffix );
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// Check if we're done firing.
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if ( m_bFiring )
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{
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float dur = m_pOuterTFC->SequenceDuration( iSequence );
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*flCycle = (gpGlobals->curtime - m_flFireStartTime) / dur;
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if ( *flCycle >= 1 )
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{
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*flCycle = 1;
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m_bFiring = false;
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}
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}
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return iSequence;
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}
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void CTFCPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
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{
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if ( event == PLAYERANIMEVENT_JUMP )
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{
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// Main animation goes to ACT_HOP.
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m_bJumping = true;
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m_bFirstJumpFrame = true;
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m_flJumpStartTime = gpGlobals->curtime;
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}
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else if ( event == PLAYERANIMEVENT_FIRE_GUN )
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{
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// The middle part of the aim layer sequence becomes "shoot" until that animation is complete.
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m_bFiring = true;
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m_flFireStartTime = gpGlobals->curtime;
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}
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else if ( event == PLAYERANIMEVENT_DIE )
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{
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m_bFiring = m_bJumping = false;
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m_bDying = true;
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Activity acts[] =
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{
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ACT_DIESIMPLE,
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ACT_DIEBACKWARD,
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ACT_DIEFORWARD,
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ACT_DIE_HEADSHOT,
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ACT_DIE_GUTSHOT
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};
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m_DeathActivity = acts[ RandomInt( 0, ARRAYSIZE( acts ) - 1 ) ];
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RestartMainSequence(); // Play a death animation.
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}
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}
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float CTFCPlayerAnimState::SetOuterBodyYaw( float flValue )
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{
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m_pOuterTFC->SetBoneController( 0, flValue );
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return flValue;
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}
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bool CTFCPlayerAnimState::HandleJumping()
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{
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if ( m_bJumping )
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{
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if ( m_bFirstJumpFrame )
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{
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m_bFirstJumpFrame = false;
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RestartMainSequence(); // Reset the animation.
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}
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// Don't check if he's on the ground for a sec.. sometimes the client still has the
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// on-ground flag set right when the message comes in.
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if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f )
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{
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if ( m_pOuterTFC->GetFlags() & FL_ONGROUND )
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{
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m_bJumping = false;
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RestartMainSequence(); // Reset the animation.
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}
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}
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}
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// Are we still jumping? If so, keep playing the jump animation.
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return m_bJumping;
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}
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bool CTFCPlayerAnimState::HandleDeath( Activity *deathActivity )
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{
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if ( m_bDying )
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{
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if ( m_pOuterTFC->IsAlive() )
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{
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m_bDying = false;
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}
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else
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{
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*deathActivity = m_DeathActivity;
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}
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}
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return m_bDying;
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}
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Activity CTFCPlayerAnimState::CalcMainActivity()
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{
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Activity deathActivity = ACT_IDLE;
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if ( HandleDeath( &deathActivity ) )
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{
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return deathActivity;
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}
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else if ( HandleJumping() )
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{
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return ACT_HOP;
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}
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else
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{
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Activity idealActivity = ACT_IDLE;
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float flOuterSpeed = GetOuterXYSpeed();
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if ( m_pOuterTFC->GetFlags() & FL_DUCKING )
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{
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if ( flOuterSpeed > 0.1f )
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idealActivity = ACT_RUN_CROUCH;
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else
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idealActivity = ACT_CROUCHIDLE;
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}
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else
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{
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if ( flOuterSpeed > 0.1f )
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{
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if ( flOuterSpeed > ARBITRARY_RUN_SPEED )
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idealActivity = ACT_RUN;
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else
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idealActivity = ACT_WALK;
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}
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else
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{
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idealActivity = ACT_IDLE;
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}
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}
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return idealActivity;
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}
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}
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float CTFCPlayerAnimState::GetCurrentMaxGroundSpeed()
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{
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Activity act = GetCurrentMainSequenceActivity();
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if ( act == ACT_CROUCHIDLE || act == ACT_RUN_CROUCH )
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return MAX_CROUCHED_RUN_SPEED;
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else
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return MAX_STANDING_RUN_SPEED;
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}
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void CTFCPlayerAnimState::ClearAnimationState()
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{
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m_bJumping = false;
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m_bFiring = false;
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m_bDying = false;
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BaseClass::ClearAnimationState();
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}
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bool CTFCPlayerAnimState::ShouldUpdateAnimState()
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{
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return true;
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}
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