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1167 lines
30 KiB
1167 lines
30 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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// $NoKeywords: $
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//
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//===========================================================================//
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#include "cbase.h"
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#include "animation.h"
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#include "studio.h"
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#include "bone_setup.h"
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#include "ai_basenpc.h"
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#include "npcevent.h"
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#include "saverestore_utlvector.h"
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#include "dt_utlvector_send.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar ai_sequence_debug;
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BEGIN_SIMPLE_DATADESC( CAnimationLayer )
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// DEFINE_FIELD( m_pOwnerEntity, CBaseAnimatingOverlay ),
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DEFINE_FIELD( m_fFlags, FIELD_INTEGER ),
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DEFINE_FIELD( m_bSequenceFinished, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bLooping, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nSequence, FIELD_INTEGER ),
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DEFINE_FIELD( m_flCycle, FIELD_FLOAT ),
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DEFINE_FIELD( m_flPrevCycle, FIELD_FLOAT ),
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DEFINE_FIELD( m_flPlaybackRate, FIELD_FLOAT),
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DEFINE_FIELD( m_flWeight, FIELD_FLOAT),
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DEFINE_FIELD( m_flBlendIn, FIELD_FLOAT ),
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DEFINE_FIELD( m_flBlendOut, FIELD_FLOAT ),
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DEFINE_FIELD( m_flKillRate, FIELD_FLOAT ),
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DEFINE_FIELD( m_flKillDelay, FIELD_FLOAT ),
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DEFINE_CUSTOM_FIELD( m_nActivity, ActivityDataOps() ),
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DEFINE_FIELD( m_nPriority, FIELD_INTEGER ),
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DEFINE_FIELD( m_nOrder, FIELD_INTEGER ),
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DEFINE_FIELD( m_flLastEventCheck, FIELD_FLOAT ),
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DEFINE_FIELD( m_flLastAccess, FIELD_TIME ),
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DEFINE_FIELD( m_flLayerAnimtime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flLayerFadeOuttime, FIELD_FLOAT ),
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END_DATADESC()
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BEGIN_DATADESC( CBaseAnimatingOverlay )
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DEFINE_UTLVECTOR( m_AnimOverlay, FIELD_EMBEDDED ),
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// DEFINE_FIELD( m_nActiveLayers, FIELD_INTEGER ),
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// DEFINE_FIELD( m_nActiveBaseLayers, FIELD_INTEGER ),
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END_DATADESC()
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#define ORDER_BITS 4
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#define WEIGHT_BITS 8
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BEGIN_SEND_TABLE_NOBASE(CAnimationLayer, DT_Animationlayer)
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SendPropInt (SENDINFO(m_nSequence), ANIMATION_SEQUENCE_BITS,SPROP_UNSIGNED),
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SendPropFloat (SENDINFO(m_flCycle), ANIMATION_CYCLE_BITS, SPROP_ROUNDDOWN, 0.0f, 1.0f),
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SendPropFloat (SENDINFO(m_flPrevCycle), ANIMATION_CYCLE_BITS, SPROP_ROUNDDOWN, 0.0f, 1.0f),
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SendPropFloat (SENDINFO(m_flWeight), WEIGHT_BITS, 0, 0.0f, 1.0f),
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SendPropInt (SENDINFO(m_nOrder), ORDER_BITS, SPROP_UNSIGNED),
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END_SEND_TABLE()
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BEGIN_SEND_TABLE_NOBASE( CBaseAnimatingOverlay, DT_OverlayVars )
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SendPropUtlVector(
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SENDINFO_UTLVECTOR( m_AnimOverlay ),
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CBaseAnimatingOverlay::MAX_OVERLAYS, // max elements
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SendPropDataTable( NULL, 0, &REFERENCE_SEND_TABLE( DT_Animationlayer ) ) )
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END_SEND_TABLE()
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IMPLEMENT_SERVERCLASS_ST( CBaseAnimatingOverlay, DT_BaseAnimatingOverlay )
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// These are in their own separate data table so CCSPlayer can exclude all of these.
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SendPropDataTable( "overlay_vars", 0, &REFERENCE_SEND_TABLE( DT_OverlayVars ) )
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END_SEND_TABLE()
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CAnimationLayer::CAnimationLayer( )
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{
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Init( NULL );
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}
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void CAnimationLayer::Init( CBaseAnimatingOverlay *pOverlay )
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{
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m_pOwnerEntity = pOverlay;
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m_fFlags = 0;
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m_flWeight = 0;
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m_flCycle = 0;
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m_flPrevCycle = 0;
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m_bSequenceFinished = false;
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m_nActivity = ACT_INVALID;
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m_nSequence = 0;
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m_nPriority = 0;
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m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS );
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m_flBlendIn = 0.0;
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m_flBlendOut = 0.0;
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m_flKillRate = 100.0;
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m_flKillDelay = 0.0;
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m_flPlaybackRate = 1.0;
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m_flLastEventCheck = 0.0;
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m_flLastAccess = gpGlobals->curtime;
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m_flLayerAnimtime = 0;
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m_flLayerFadeOuttime = 0;
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}
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//------------------------------------------------------------------------------
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// Purpose :
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CAnimationLayer::StudioFrameAdvance( float flInterval, CBaseAnimating *pOwner )
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{
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float flCycleRate = pOwner->GetSequenceCycleRate( m_nSequence );
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m_flPrevCycle = m_flCycle;
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m_flCycle += flInterval * flCycleRate * m_flPlaybackRate;
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if (m_flCycle < 0.0)
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{
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if (m_bLooping)
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{
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m_flCycle -= (int)(m_flCycle);
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}
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else
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{
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m_flCycle = 0;
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}
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}
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else if (m_flCycle >= 1.0)
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{
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m_bSequenceFinished = true;
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if (m_bLooping)
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{
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m_flCycle -= (int)(m_flCycle);
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}
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else
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{
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m_flCycle = 1.0;
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}
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}
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if (IsAutoramp())
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{
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m_flWeight = 1;
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// blend in?
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if ( m_flBlendIn != 0.0f )
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{
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if (m_flCycle < m_flBlendIn)
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{
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m_flWeight = m_flCycle / m_flBlendIn;
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}
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}
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// blend out?
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if ( m_flBlendOut != 0.0f )
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{
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if (m_flCycle > 1.0 - m_flBlendOut)
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{
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m_flWeight = (1.0 - m_flCycle) / m_flBlendOut;
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}
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}
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m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight;
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if (m_nSequence == 0)
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m_flWeight = 0;
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}
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}
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//------------------------------------------------------------------------------
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bool CAnimationLayer::IsAbandoned( void )
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{
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if (IsActive() && !IsAutokill() && !IsKillMe() && m_flLastAccess > 0.0 && (gpGlobals->curtime - m_flLastAccess > 0.2))
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return true;
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else
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return false;
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}
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void CAnimationLayer::MarkActive( void )
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{
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m_flLastAccess = gpGlobals->curtime;
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}
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//------------------------------------------------------------------------------
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void CBaseAnimatingOverlay::VerifyOrder( void )
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{
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#ifdef _DEBUG
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int i, j;
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// test sorting of the layers
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int layer[MAX_OVERLAYS];
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int maxOrder = -1;
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for (i = 0; i < MAX_OVERLAYS; i++)
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{
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layer[i] = MAX_OVERLAYS;
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}
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for (i = 0; i < m_AnimOverlay.Count(); i++)
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{
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if (m_AnimOverlay[ i ].m_nOrder < MAX_OVERLAYS)
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{
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j = m_AnimOverlay[ i ].m_nOrder;
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Assert( layer[j] == MAX_OVERLAYS );
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layer[j] = i;
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if (j > maxOrder)
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maxOrder = j;
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}
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}
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// make sure they're sequential
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// Aim layers are allowed to have gaps, and we are moving aim blending to server
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// for ( i = 0; i <= maxOrder; i++ )
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// {
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// Assert( layer[i] != MAX_OVERLAYS);
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// }
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/*
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for ( i = 0; i < MAX_OVERLAYS; i++ )
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{
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int j = layer[i];
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if (j != MAX_OVERLAYS)
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{
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char tempstr[512];
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Q_snprintf( tempstr, sizeof( tempstr ),"%d : %d :%.2f :%d:%d:%.1f",
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j,
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m_AnimOverlay[ j ].m_nSequence,
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m_AnimOverlay[ j ].m_flWeight,
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m_AnimOverlay[ j ].IsActive(),
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m_AnimOverlay[ j ].IsKillMe(),
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m_AnimOverlay[ j ].m_flKillDelay
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);
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EntityText( i, tempstr, 0.1 );
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}
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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 : advance the animation frame up to the current time
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// if an flInterval is passed in, only advance animation that number of seconds
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CBaseAnimatingOverlay::StudioFrameAdvance ()
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{
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float flAdvance = GetAnimTimeInterval();
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VerifyOrder();
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BaseClass::StudioFrameAdvance();
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for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
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{
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CAnimationLayer *pLayer = &m_AnimOverlay[i];
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if (pLayer->IsActive())
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{
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// Assert( !m_AnimOverlay[ i ].IsAbandoned() );
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if (pLayer->IsKillMe())
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{
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if (pLayer->m_flKillDelay > 0)
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{
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pLayer->m_flKillDelay -= flAdvance;
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pLayer->m_flKillDelay = clamp( pLayer->m_flKillDelay, 0.0f, 1.0f );
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}
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else if (pLayer->m_flWeight != 0.0f)
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{
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// give it at least one frame advance cycle to propagate 0.0 to client
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pLayer->m_flWeight -= pLayer->m_flKillRate * flAdvance;
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pLayer->m_flWeight = clamp( (float) pLayer->m_flWeight, 0.0f, 1.0f );
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}
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else
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{
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// shift the other layers down in order
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if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
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{
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Msg("removing %d (%d): %s : %5.3f (%.3f)\n", i, pLayer->m_nOrder.Get(), GetSequenceName( pLayer->m_nSequence ), pLayer->m_flCycle.Get(), pLayer->m_flWeight.Get() );
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}
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FastRemoveLayer( i );
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// needs at least one thing cycle dead to trigger sequence change
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pLayer->Dying();
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continue;
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}
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}
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pLayer->StudioFrameAdvance( flAdvance, this );
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if ( pLayer->m_bSequenceFinished && (pLayer->IsAutokill()) )
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{
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pLayer->m_flWeight = 0.0f;
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pLayer->KillMe();
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}
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}
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else if (pLayer->IsDying())
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{
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pLayer->Dead();
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}
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else if (pLayer->m_flWeight > 0.0)
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{
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// Now that the server blends, it is turning off layers all the time. Having a weight left over
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// when you're no longer marked as active is now harmless and commonplace. Just clean up.
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pLayer->Init( this );
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pLayer->Dying();
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}
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}
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if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
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{
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for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
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{
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if (m_AnimOverlay[ i ].IsActive())
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{
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/*
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if (m_AnimOverlay[ i ].IsAbandoned())
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{
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Msg(" %d abandoned %.2f (%.2f)\n", i, gpGlobals->curtime, m_AnimOverlay[ i ].m_flLastAccess );
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}
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*/
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Msg(" %d (%d): %s : %5.3f (%.3f)\n", i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() );
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}
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}
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}
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VerifyOrder();
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}
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//=========================================================
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// DispatchAnimEvents
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//=========================================================
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void CBaseAnimatingOverlay::DispatchAnimEvents ( CBaseAnimating *eventHandler )
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{
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BaseClass::DispatchAnimEvents( eventHandler );
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for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
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{
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if (m_AnimOverlay[ i ].IsActive())
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{
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m_AnimOverlay[ i ].DispatchAnimEvents( eventHandler, this );
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}
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}
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}
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void CAnimationLayer::DispatchAnimEvents( CBaseAnimating *eventHandler, CBaseAnimating *pOwner )
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{
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animevent_t event;
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CStudioHdr *pstudiohdr = pOwner->GetModelPtr( );
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if ( !pstudiohdr )
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{
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Assert(!"CBaseAnimating::DispatchAnimEvents: model missing");
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return;
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}
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if ( !pstudiohdr->SequencesAvailable() )
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{
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return;
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}
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if ( m_nSequence >= pstudiohdr->GetNumSeq() )
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return;
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// don't fire if here are no events
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if ( pstudiohdr->pSeqdesc( m_nSequence ).numevents == 0 )
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{
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return;
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}
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// look from when it last checked to some short time in the future
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float flCycleRate = pOwner->GetSequenceCycleRate( m_nSequence ) * m_flPlaybackRate;
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float flStart = m_flLastEventCheck;
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float flEnd = m_flCycle;
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if (!m_bLooping)
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{
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// fire off events early
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float flLastVisibleCycle = 1.0f - (pstudiohdr->pSeqdesc( m_nSequence ).fadeouttime) * flCycleRate;
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if (flEnd >= flLastVisibleCycle || flEnd < 0.0)
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{
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m_bSequenceFinished = true;
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flEnd = 1.0f;
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}
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}
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m_flLastEventCheck = flEnd;
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/*
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if (pOwner->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
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{
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Msg( "%s:%s : checking %.2f %.2f (%d)\n", STRING(pOwner->GetModelName()), pstudiohdr->pSeqdesc( m_nSequence ).pszLabel(), flStart, flEnd, m_bSequenceFinished );
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}
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*/
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// FIXME: does not handle negative framerates!
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int index = 0;
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while ( (index = GetAnimationEvent( pstudiohdr, m_nSequence, &event, flStart, flEnd, index ) ) != 0 )
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||
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{
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event.pSource = pOwner;
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// calc when this event should happen
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||
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if (flCycleRate > 0.0)
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||
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{
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float flCycle = event.cycle;
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if (flCycle > m_flCycle)
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||
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{
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||
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flCycle = flCycle - 1.0;
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}
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||
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event.eventtime = pOwner->m_flAnimTime + (flCycle - m_flCycle) / flCycleRate + pOwner->GetAnimTimeInterval();
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||
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}
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|
// Msg( "dispatch %d (%d : %.2f)\n", index - 1, event.event, event.eventtime );
|
||
|
eventHandler->HandleAnimEvent( &event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void CBaseAnimatingOverlay::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], int boneMask )
|
||
|
{
|
||
|
if(!pStudioHdr)
|
||
|
{
|
||
|
Assert(!"CBaseAnimating::GetSkeleton() without a model");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (!pStudioHdr->SequencesAvailable())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
IBoneSetup boneSetup( pStudioHdr, boneMask, GetPoseParameterArray() );
|
||
|
boneSetup.InitPose( pos, q );
|
||
|
|
||
|
boneSetup.AccumulatePose( pos, q, GetSequence(), GetCycle(), 1.0, gpGlobals->curtime, m_pIk );
|
||
|
|
||
|
// sort the layers
|
||
|
int layer[MAX_OVERLAYS] = {};
|
||
|
int i;
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
layer[i] = MAX_OVERLAYS;
|
||
|
}
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
CAnimationLayer &pLayer = m_AnimOverlay[i];
|
||
|
if( (pLayer.m_flWeight > 0) && pLayer.IsActive() && pLayer.m_nOrder >= 0 && pLayer.m_nOrder < m_AnimOverlay.Count())
|
||
|
{
|
||
|
layer[pLayer.m_nOrder] = i;
|
||
|
}
|
||
|
}
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
if (layer[i] >= 0 && layer[i] < m_AnimOverlay.Count())
|
||
|
{
|
||
|
CAnimationLayer &pLayer = m_AnimOverlay[layer[i]];
|
||
|
// UNDONE: Is it correct to use overlay weight for IK too?
|
||
|
boneSetup.AccumulatePose( pos, q, pLayer.m_nSequence, pLayer.m_flCycle, pLayer.m_flWeight, gpGlobals->curtime, m_pIk );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_pIk )
|
||
|
{
|
||
|
CIKContext auto_ik;
|
||
|
auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, 0, boneMask );
|
||
|
boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, NULL );
|
||
|
}
|
||
|
boneSetup.CalcBoneAdj( pos, q, GetEncodedControllerArray() );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: zero's out all non-restore safe fields
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::OnRestore( )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// force order of unused layers to current MAX_OVERLAYS
|
||
|
// and Tracker 48843 (Alyx skating after restore) restore the owner entity ptr (otherwise the network layer won't get NetworkStateChanged signals until the layer is re-Init()'ed
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
m_AnimOverlay[i].m_pOwnerEntity = this;
|
||
|
|
||
|
if ( !m_AnimOverlay[i].IsActive())
|
||
|
{
|
||
|
m_AnimOverlay[i].m_nOrder.Set( MAX_OVERLAYS );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// get rid of all layers that shouldn't be restored
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
if ( ( m_AnimOverlay[i].IsActive() && (m_AnimOverlay[i].m_fFlags & ANIM_LAYER_DONTRESTORE) ) ||
|
||
|
( GetModelPtr() && !IsValidSequence(m_AnimOverlay[i].m_nSequence) ) )
|
||
|
{
|
||
|
FastRemoveLayer( i );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::OnRestore();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseAnimatingOverlay::AddGestureSequence( int sequence, bool autokill /*= true*/ )
|
||
|
{
|
||
|
int i = AddLayeredSequence( sequence, 0 );
|
||
|
// No room?
|
||
|
if ( IsValidLayer( i ) )
|
||
|
{
|
||
|
SetLayerAutokill( i, autokill );
|
||
|
}
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseAnimatingOverlay::AddGestureSequence( int nSequence, float flDuration, bool autokill /*= true*/ )
|
||
|
{
|
||
|
int iLayer = AddGestureSequence( nSequence, autokill );
|
||
|
Assert( iLayer != -1 );
|
||
|
|
||
|
if (iLayer >= 0 && flDuration > 0)
|
||
|
{
|
||
|
m_AnimOverlay[iLayer].m_flPlaybackRate = SequenceDuration( nSequence ) / flDuration;
|
||
|
}
|
||
|
return iLayer;
|
||
|
}
|
||
|
|
||
|
//------------------------------------------------------------------------------
|
||
|
// Purpose :
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//------------------------------------------------------------------------------
|
||
|
int CBaseAnimatingOverlay::AddGesture( Activity activity, bool autokill /*= true*/ )
|
||
|
{
|
||
|
if ( IsPlayingGesture( activity ) )
|
||
|
{
|
||
|
return FindGestureLayer( activity );
|
||
|
}
|
||
|
|
||
|
int seq = SelectWeightedSequence( activity );
|
||
|
if ( seq <= 0 )
|
||
|
{
|
||
|
const char *actname = CAI_BaseNPC::GetActivityName( activity );
|
||
|
DevMsg( "CBaseAnimatingOverlay::AddGesture: model %s missing activity %s\n", STRING(GetModelName()), actname );
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
int i = AddGestureSequence( seq, autokill );
|
||
|
Assert( i != -1 );
|
||
|
if ( i != -1 )
|
||
|
{
|
||
|
m_AnimOverlay[ i ].m_nActivity = activity;
|
||
|
}
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
|
||
|
int CBaseAnimatingOverlay::AddGesture( Activity activity, float flDuration, bool autokill /*= true*/ )
|
||
|
{
|
||
|
int iLayer = AddGesture( activity, autokill );
|
||
|
SetLayerDuration( iLayer, flDuration );
|
||
|
|
||
|
return iLayer;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void CBaseAnimatingOverlay::SetLayerDuration( int iLayer, float flDuration )
|
||
|
{
|
||
|
if (IsValidLayer( iLayer ) && flDuration > 0)
|
||
|
{
|
||
|
m_AnimOverlay[iLayer].m_flPlaybackRate = SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ) / flDuration;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
float CBaseAnimatingOverlay::GetLayerDuration( int iLayer )
|
||
|
{
|
||
|
if (IsValidLayer( iLayer ))
|
||
|
{
|
||
|
if (m_AnimOverlay[iLayer].m_flPlaybackRate != 0.0f)
|
||
|
{
|
||
|
return (1.0 - m_AnimOverlay[iLayer].m_flCycle) * SequenceDuration( m_AnimOverlay[iLayer].m_nSequence ) / m_AnimOverlay[iLayer].m_flPlaybackRate;
|
||
|
}
|
||
|
return SequenceDuration( m_AnimOverlay[iLayer].m_nSequence );
|
||
|
}
|
||
|
return 0.0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseAnimatingOverlay::AddLayeredSequence( int sequence, int iPriority )
|
||
|
{
|
||
|
int i = AllocateLayer( iPriority );
|
||
|
// No room?
|
||
|
if ( IsValidLayer( i ) )
|
||
|
{
|
||
|
m_AnimOverlay[i].m_flCycle = 0;
|
||
|
m_AnimOverlay[i].m_flPrevCycle = 0;
|
||
|
m_AnimOverlay[i].m_flPlaybackRate = 1.0;
|
||
|
m_AnimOverlay[i].m_nActivity = ACT_INVALID;
|
||
|
m_AnimOverlay[i].m_nSequence = sequence;
|
||
|
m_AnimOverlay[i].m_flWeight = 1.0f;
|
||
|
m_AnimOverlay[i].m_flBlendIn = 0.0f;
|
||
|
m_AnimOverlay[i].m_flBlendOut = 0.0f;
|
||
|
m_AnimOverlay[i].m_bSequenceFinished = false;
|
||
|
m_AnimOverlay[i].m_flLastEventCheck = 0;
|
||
|
m_AnimOverlay[i].m_bLooping = ((GetSequenceFlags( GetModelPtr(), sequence ) & STUDIO_LOOPING) != 0);
|
||
|
if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
|
||
|
{
|
||
|
Msg("%5.3f : adding %d (%d): %s : %5.3f (%.3f)\n", gpGlobals->curtime, i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseAnimatingOverlay::IsValidLayer( int iLayer )
|
||
|
{
|
||
|
return (iLayer >= 0 && iLayer < m_AnimOverlay.Count() && m_AnimOverlay[iLayer].IsActive());
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseAnimatingOverlay::AllocateLayer( int iPriority )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// look for an open slot and for existing layers that are lower priority
|
||
|
int iNewOrder = 0;
|
||
|
int iOpenLayer = -1;
|
||
|
int iNumOpen = 0;
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
if ( m_AnimOverlay[i].IsActive() )
|
||
|
{
|
||
|
if (m_AnimOverlay[i].m_nPriority <= iPriority)
|
||
|
{
|
||
|
iNewOrder = MAX( iNewOrder, m_AnimOverlay[i].m_nOrder + 1 );
|
||
|
}
|
||
|
}
|
||
|
else if (m_AnimOverlay[ i ].IsDying())
|
||
|
{
|
||
|
// skip
|
||
|
}
|
||
|
else if (iOpenLayer == -1)
|
||
|
{
|
||
|
iOpenLayer = i;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iNumOpen++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (iOpenLayer == -1)
|
||
|
{
|
||
|
if (m_AnimOverlay.Count() >= MAX_OVERLAYS)
|
||
|
{
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
iOpenLayer = m_AnimOverlay.AddToTail();
|
||
|
m_AnimOverlay[iOpenLayer].Init( this );
|
||
|
}
|
||
|
|
||
|
// make sure there's always an empty unused layer so that history slots will be available on the client when it is used
|
||
|
if (iNumOpen == 0)
|
||
|
{
|
||
|
if (m_AnimOverlay.Count() < MAX_OVERLAYS)
|
||
|
{
|
||
|
i = m_AnimOverlay.AddToTail();
|
||
|
m_AnimOverlay[i].Init( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
if ( m_AnimOverlay[i].m_nOrder >= iNewOrder && m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS)
|
||
|
{
|
||
|
m_AnimOverlay[i].m_nOrder++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_AnimOverlay[iOpenLayer].m_fFlags = ANIM_LAYER_ACTIVE;
|
||
|
m_AnimOverlay[iOpenLayer].m_nOrder = iNewOrder;
|
||
|
m_AnimOverlay[iOpenLayer].m_nPriority = iPriority;
|
||
|
|
||
|
m_AnimOverlay[iOpenLayer].MarkActive();
|
||
|
VerifyOrder();
|
||
|
|
||
|
return iOpenLayer;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerPriority( int iLayer, int iPriority )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (m_AnimOverlay[iLayer].m_nPriority == iPriority)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// look for an open slot and for existing layers that are lower priority
|
||
|
int i;
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
if ( m_AnimOverlay[i].IsActive() )
|
||
|
{
|
||
|
if (m_AnimOverlay[i].m_nOrder > m_AnimOverlay[iLayer].m_nOrder)
|
||
|
{
|
||
|
m_AnimOverlay[i].m_nOrder--;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int iNewOrder = 0;
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
if ( i != iLayer && m_AnimOverlay[i].IsActive() )
|
||
|
{
|
||
|
if (m_AnimOverlay[i].m_nPriority <= iPriority)
|
||
|
{
|
||
|
iNewOrder = MAX( iNewOrder, m_AnimOverlay[i].m_nOrder + 1 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
if ( i != iLayer && m_AnimOverlay[i].IsActive() )
|
||
|
{
|
||
|
if ( m_AnimOverlay[i].m_nOrder >= iNewOrder)
|
||
|
{
|
||
|
m_AnimOverlay[i].m_nOrder++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_AnimOverlay[iLayer].m_nOrder = iNewOrder;
|
||
|
m_AnimOverlay[iLayer].m_nPriority = iPriority;
|
||
|
m_AnimOverlay[iLayer].MarkActive( );
|
||
|
|
||
|
VerifyOrder();
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : activity -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseAnimatingOverlay::FindGestureLayer( Activity activity )
|
||
|
{
|
||
|
for (int i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
if ( !(m_AnimOverlay[i].IsActive()) )
|
||
|
continue;
|
||
|
|
||
|
if ( m_AnimOverlay[i].IsKillMe() )
|
||
|
continue;
|
||
|
|
||
|
if ( m_AnimOverlay[i].m_nActivity == ACT_INVALID )
|
||
|
continue;
|
||
|
|
||
|
if ( m_AnimOverlay[i].m_nActivity == activity )
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : activity -
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseAnimatingOverlay::IsPlayingGesture( Activity activity )
|
||
|
{
|
||
|
return FindGestureLayer( activity ) != -1 ? true : false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : activity -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::RestartGesture( Activity activity, bool addifmissing /*=true*/, bool autokill /*=true*/ )
|
||
|
{
|
||
|
int idx = FindGestureLayer( activity );
|
||
|
if ( idx == -1 )
|
||
|
{
|
||
|
if ( addifmissing )
|
||
|
{
|
||
|
AddGesture( activity, autokill );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_AnimOverlay[ idx ].m_flCycle = 0.0f;
|
||
|
m_AnimOverlay[ idx ].m_flPrevCycle = 0.0f;
|
||
|
m_AnimOverlay[ idx ].m_flLastEventCheck = 0.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : activity -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::RemoveGesture( Activity activity )
|
||
|
{
|
||
|
int iLayer = FindGestureLayer( activity );
|
||
|
if ( iLayer == -1 )
|
||
|
return;
|
||
|
|
||
|
RemoveLayer( iLayer );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::RemoveAllGestures( void )
|
||
|
{
|
||
|
for (int i = 0; i < m_AnimOverlay.Count(); i++)
|
||
|
{
|
||
|
RemoveLayer( i );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerCycle( int iLayer, float flCycle )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
if (!m_AnimOverlay[iLayer].m_bLooping)
|
||
|
{
|
||
|
flCycle = clamp( flCycle, 0.0f, 1.0f );
|
||
|
}
|
||
|
m_AnimOverlay[iLayer].m_flCycle = flCycle;
|
||
|
m_AnimOverlay[iLayer].MarkActive( );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerCycle( int iLayer, float flCycle, float flPrevCycle )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
if (!m_AnimOverlay[iLayer].m_bLooping)
|
||
|
{
|
||
|
flCycle = clamp( flCycle, 0.0f, 1.0f );
|
||
|
flPrevCycle = clamp( flPrevCycle, 0.0f, 1.0f );
|
||
|
}
|
||
|
m_AnimOverlay[iLayer].m_flCycle = flCycle;
|
||
|
m_AnimOverlay[iLayer].m_flPrevCycle = flPrevCycle;
|
||
|
m_AnimOverlay[iLayer].m_flLastEventCheck = flPrevCycle;
|
||
|
m_AnimOverlay[iLayer].MarkActive( );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerCycle( int iLayer, float flCycle, float flPrevCycle, float flLastEventCheck )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
if (!m_AnimOverlay[iLayer].m_bLooping)
|
||
|
{
|
||
|
flCycle = clamp( flCycle, 0.0f, 1.0f );
|
||
|
flPrevCycle = clamp( flPrevCycle, 0.0f, 1.0f );
|
||
|
}
|
||
|
m_AnimOverlay[iLayer].m_flCycle = flCycle;
|
||
|
m_AnimOverlay[iLayer].m_flPrevCycle = flPrevCycle;
|
||
|
m_AnimOverlay[iLayer].m_flLastEventCheck = flLastEventCheck;
|
||
|
m_AnimOverlay[iLayer].MarkActive( );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CBaseAnimatingOverlay::GetLayerCycle( int iLayer )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return 0.0;
|
||
|
|
||
|
return m_AnimOverlay[iLayer].m_flCycle;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerPlaybackRate( int iLayer, float flPlaybackRate )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
Assert( flPlaybackRate > -1.0 && flPlaybackRate < 40.0);
|
||
|
|
||
|
m_AnimOverlay[iLayer].m_flPlaybackRate = flPlaybackRate;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerWeight( int iLayer, float flWeight )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
flWeight = clamp( flWeight, 0.0f, 1.0f );
|
||
|
m_AnimOverlay[iLayer].m_flWeight = flWeight;
|
||
|
m_AnimOverlay[iLayer].MarkActive( );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CBaseAnimatingOverlay::GetLayerWeight( int iLayer )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return 0.0;
|
||
|
|
||
|
return m_AnimOverlay[iLayer].m_flWeight;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerBlendIn( int iLayer, float flBlendIn )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
m_AnimOverlay[iLayer].m_flBlendIn = flBlendIn;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerBlendOut( int iLayer, float flBlendOut )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
m_AnimOverlay[iLayer].m_flBlendOut = flBlendOut;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerAutokill( int iLayer, bool bAutokill )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
if (bAutokill)
|
||
|
{
|
||
|
m_AnimOverlay[iLayer].m_fFlags |= ANIM_LAYER_AUTOKILL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_AnimOverlay[iLayer].m_fFlags &= ~ANIM_LAYER_AUTOKILL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerLooping( int iLayer, bool bLooping )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
m_AnimOverlay[iLayer].m_bLooping = bLooping;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::SetLayerNoRestore( int iLayer, bool bNoRestore )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
if (bNoRestore)
|
||
|
{
|
||
|
m_AnimOverlay[iLayer].m_fFlags |= ANIM_LAYER_DONTRESTORE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_AnimOverlay[iLayer].m_fFlags &= ~ANIM_LAYER_DONTRESTORE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Activity CBaseAnimatingOverlay::GetLayerActivity( int iLayer )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
{
|
||
|
return ACT_INVALID;
|
||
|
}
|
||
|
|
||
|
return m_AnimOverlay[iLayer].m_nActivity;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseAnimatingOverlay::GetLayerSequence( int iLayer )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
{
|
||
|
return ACT_INVALID;
|
||
|
}
|
||
|
|
||
|
return m_AnimOverlay[iLayer].m_nSequence;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseAnimatingOverlay::RemoveLayer( int iLayer, float flKillRate, float flKillDelay )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
if (flKillRate > 0)
|
||
|
{
|
||
|
m_AnimOverlay[iLayer].m_flKillRate = m_AnimOverlay[iLayer].m_flWeight / flKillRate;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_AnimOverlay[iLayer].m_flKillRate = 100;
|
||
|
}
|
||
|
|
||
|
m_AnimOverlay[iLayer].m_flKillDelay = flKillDelay;
|
||
|
|
||
|
m_AnimOverlay[iLayer].KillMe();
|
||
|
}
|
||
|
|
||
|
void CBaseAnimatingOverlay::FastRemoveLayer( int iLayer )
|
||
|
{
|
||
|
if (!IsValidLayer( iLayer ))
|
||
|
return;
|
||
|
|
||
|
// shift the other layers down in order
|
||
|
for (int j = 0; j < m_AnimOverlay.Count(); j++ )
|
||
|
{
|
||
|
if ((m_AnimOverlay[ j ].IsActive()) && m_AnimOverlay[ j ].m_nOrder > m_AnimOverlay[ iLayer ].m_nOrder)
|
||
|
{
|
||
|
m_AnimOverlay[ j ].m_nOrder--;
|
||
|
}
|
||
|
}
|
||
|
m_AnimOverlay[ iLayer ].Init( this );
|
||
|
|
||
|
VerifyOrder();
|
||
|
}
|
||
|
|
||
|
CAnimationLayer *CBaseAnimatingOverlay::GetAnimOverlay( int iIndex )
|
||
|
{
|
||
|
iIndex = clamp( iIndex, 0, m_AnimOverlay.Count()-1 );
|
||
|
|
||
|
return &m_AnimOverlay[iIndex];
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseAnimatingOverlay::SetNumAnimOverlays( int num )
|
||
|
{
|
||
|
if ( m_AnimOverlay.Count() < num )
|
||
|
{
|
||
|
m_AnimOverlay.AddMultipleToTail( num - m_AnimOverlay.Count() );
|
||
|
}
|
||
|
else if ( m_AnimOverlay.Count() > num )
|
||
|
{
|
||
|
m_AnimOverlay.RemoveMultiple( num, m_AnimOverlay.Count() - num );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CBaseAnimatingOverlay::HasActiveLayer( void )
|
||
|
{
|
||
|
for (int j = 0; j < m_AnimOverlay.Count(); j++ )
|
||
|
{
|
||
|
if ( m_AnimOverlay[ j ].IsActive() )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|