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