Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_SCENEENTITY_H
#define C_SCENEENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "ichoreoeventcallback.h"
#include "choreoscene.h"
class C_SceneEntity : public C_BaseEntity, public IChoreoEventCallback
{
friend class CChoreoEventCallback;
public:
DECLARE_CLASS( C_SceneEntity, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_SceneEntity( void );
~C_SceneEntity( void );
// From IChoreoEventCallback
virtual void StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual bool CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void StopClientOnlyScene();
virtual void SetupClientOnlyScene( const char *pszFilename, C_BaseFlex *pOwner = NULL , bool bMultiplayer = false );
virtual void ClientThink();
void OnResetClientTime();
CHandle< C_BaseFlex > GetActor( int i ){ return ( i < m_hActorList.Count() ) ? m_hActorList[i] : NULL; }
virtual void DispatchStartSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel );
virtual void DispatchEndSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
bool IsClientOnly( void ){ return m_bClientOnly; }
private:
void ResetActorFlexesForScene();
// Scene load/unload
CChoreoScene *LoadScene( const char *filename );
void LoadSceneFromFile( const char *filename );
void UnloadScene( void );
void PrefetchAnimBlocks( CChoreoScene *pScene );
C_BaseFlex *FindNamedActor( CChoreoActor *pChoreoActor );
virtual void DispatchStartFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchProcessGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartSequence( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchProcessSequence( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndSequence( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
void DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event );
char const *GetSceneFileName();
void DoThink( float frametime );
void ClearSceneEvents( CChoreoScene *scene, bool canceled );
void SetCurrentTime( float t, bool forceClientSync );
bool GetHWMorphSceneFileName( const char *pFilename, char *pHWMFilename );
private:
void CheckQueuedEvents();
void WipeQueuedEvents();
void QueueStartEvent( float starttime, CChoreoScene *scene, CChoreoEvent *event );
bool m_bIsPlayingBack;
bool m_bPaused;
bool m_bMultiplayer;
float m_flCurrentTime;
float m_flForceClientTime;
int m_nSceneStringIndex;
bool m_bClientOnly;
CHandle< C_BaseFlex > m_hOwner; // if set, this overrides the m_hActorList in FindNamedActor()
CUtlVector< CHandle< C_BaseFlex > > m_hActorList;
private:
bool m_bWasPlaying;
CChoreoScene *m_pScene;
struct QueuedEvents_t
{
float starttime;
CChoreoScene *scene;
CChoreoEvent *event;
};
CUtlVector< QueuedEvents_t > m_QueuedEvents;
};
//-----------------------------------------------------------------------------
// Binary compiled VCDs get their strings from a pool
//-----------------------------------------------------------------------------
class CChoreoStringPool : public IChoreoStringPool
{
public:
short FindOrAddString( const char *pString )
{
// huh?, no compilation at run time, only fetches
Assert( 0 );
return -1;
}
bool GetString( short stringId, char *buff, int buffSize );
};
#endif // C_SCENEENTITY_H