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