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566 lines
17 KiB
566 lines
17 KiB
//========= 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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#include "cbase.h" |
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#include "c_baseanimatingoverlay.h" |
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#include "bone_setup.h" |
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#include "tier0/vprof.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "datacache/imdlcache.h" |
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#include "eventlist.h" |
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#include "dt_utlvector_recv.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 r_sequence_debug; |
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C_BaseAnimatingOverlay::C_BaseAnimatingOverlay() |
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{ |
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// FIXME: where does this initialization go now? |
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//for ( int i=0; i < MAX_OVERLAYS; i++ ) |
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//{ |
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// memset( &m_Layer[i], 0, sizeof(m_Layer[0]) ); |
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// m_Layer[i].m_nOrder = MAX_OVERLAYS; |
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//} |
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// FIXME: where does this initialization go now? |
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// AddVar( m_Layer, &m_iv_AnimOverlay, LATCH_ANIMATION_VAR ); |
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} |
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#undef CBaseAnimatingOverlay |
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BEGIN_RECV_TABLE_NOBASE(CAnimationLayer, DT_Animationlayer) |
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RecvPropInt( RECVINFO_NAME(m_nSequence, m_nSequence)), |
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RecvPropFloat( RECVINFO_NAME(m_flCycle, m_flCycle)), |
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RecvPropFloat( RECVINFO_NAME(m_flPrevCycle, m_flPrevCycle)), |
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RecvPropFloat( RECVINFO_NAME(m_flWeight, m_flWeight)), |
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RecvPropInt( RECVINFO_NAME(m_nOrder, m_nOrder)) |
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END_RECV_TABLE() |
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const char *s_m_iv_AnimOverlayNames[C_BaseAnimatingOverlay::MAX_OVERLAYS] = |
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{ |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay00", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay01", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay02", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay03", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay04", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay05", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay06", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay07", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay08", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay09", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay10", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay11", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay12", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay13", |
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"C_BaseAnimatingOverlay::m_iv_AnimOverlay14" |
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}; |
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void ResizeAnimationLayerCallback( void *pStruct, int offsetToUtlVector, int len ) |
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{ |
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C_BaseAnimatingOverlay *pEnt = (C_BaseAnimatingOverlay*)pStruct; |
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CUtlVector < C_AnimationLayer > *pVec = &pEnt->m_AnimOverlay; |
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CUtlVector< CInterpolatedVar< C_AnimationLayer > > *pVecIV = &pEnt->m_iv_AnimOverlay; |
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Assert( (char*)pVec - (char*)pEnt == offsetToUtlVector ); |
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Assert( pVec->Count() == pVecIV->Count() ); |
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Assert( pVec->Count() <= C_BaseAnimatingOverlay::MAX_OVERLAYS ); |
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int diff = len - pVec->Count(); |
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if ( diff == 0 ) |
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return; |
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// remove all entries |
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for ( int i=0; i < pVec->Count(); i++ ) |
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{ |
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pEnt->RemoveVar( &pVec->Element( i ) ); |
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} |
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// adjust vector sizes |
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if ( diff > 0 ) |
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{ |
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pVec->AddMultipleToTail( diff ); |
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pVecIV->AddMultipleToTail( diff ); |
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} |
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else |
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{ |
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pVec->RemoveMultiple( len, -diff ); |
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pVecIV->RemoveMultiple( len, -diff ); |
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} |
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// Rebind all the variables in the ent's list. |
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for ( int i=0; i < len; i++ ) |
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{ |
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IInterpolatedVar *pWatcher = &pVecIV->Element( i ); |
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pWatcher->SetDebugName( s_m_iv_AnimOverlayNames[i] ); |
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pEnt->AddVar( &pVec->Element( i ), pWatcher, LATCH_ANIMATION_VAR, true ); |
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} |
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// FIXME: need to set historical values of nOrder in pVecIV to MAX_OVERLAY |
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} |
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BEGIN_RECV_TABLE_NOBASE( C_BaseAnimatingOverlay, DT_OverlayVars ) |
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RecvPropUtlVector( |
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RECVINFO_UTLVECTOR_SIZEFN( m_AnimOverlay, ResizeAnimationLayerCallback ), |
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C_BaseAnimatingOverlay::MAX_OVERLAYS, |
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RecvPropDataTable(NULL, 0, 0, &REFERENCE_RECV_TABLE( DT_Animationlayer ) ) ) |
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END_RECV_TABLE() |
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IMPLEMENT_CLIENTCLASS_DT( C_BaseAnimatingOverlay, DT_BaseAnimatingOverlay, CBaseAnimatingOverlay ) |
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RecvPropDataTable( "overlay_vars", 0, 0, &REFERENCE_RECV_TABLE( DT_OverlayVars ) ) |
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END_RECV_TABLE() |
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BEGIN_PREDICTION_DATA( C_BaseAnimatingOverlay ) |
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/* |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_nSequence, FIELD_INTEGER ), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_flCycle, FIELD_FLOAT ), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_flPlaybackRate, FIELD_FLOAT), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[0][2].m_flWeight, FIELD_FLOAT), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_nSequence, FIELD_INTEGER ), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_flCycle, FIELD_FLOAT ), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_flPlaybackRate, FIELD_FLOAT), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[1][2].m_flWeight, FIELD_FLOAT), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_nSequence, FIELD_INTEGER ), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_flCycle, FIELD_FLOAT ), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_flPlaybackRate, FIELD_FLOAT), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[2][2].m_flWeight, FIELD_FLOAT), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_nSequence, FIELD_INTEGER ), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_flCycle, FIELD_FLOAT ), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_flPlaybackRate, FIELD_FLOAT), |
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DEFINE_FIELD( C_BaseAnimatingOverlay, m_Layer[3][2].m_flWeight, FIELD_FLOAT), |
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*/ |
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END_PREDICTION_DATA() |
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C_AnimationLayer* C_BaseAnimatingOverlay::GetAnimOverlay( int i ) |
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{ |
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Assert( i >= 0 && i < MAX_OVERLAYS ); |
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return &m_AnimOverlay[i]; |
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} |
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void C_BaseAnimatingOverlay::SetNumAnimOverlays( int num ) |
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{ |
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if ( m_AnimOverlay.Count() < num ) |
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{ |
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m_AnimOverlay.AddMultipleToTail( num - m_AnimOverlay.Count() ); |
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} |
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else if ( m_AnimOverlay.Count() > num ) |
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{ |
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m_AnimOverlay.RemoveMultiple( num, m_AnimOverlay.Count() - num ); |
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} |
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} |
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int C_BaseAnimatingOverlay::GetNumAnimOverlays() const |
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{ |
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return m_AnimOverlay.Count(); |
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} |
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void C_BaseAnimatingOverlay::GetRenderBounds( Vector& theMins, Vector& theMaxs ) |
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{ |
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BaseClass::GetRenderBounds( theMins, theMaxs ); |
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if ( !IsRagdoll() ) |
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{ |
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CStudioHdr *pStudioHdr = GetModelPtr(); |
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if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() ) |
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return; |
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int nSequences = pStudioHdr->GetNumSeq(); |
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int i; |
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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_flWeight > 0.0) |
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{ |
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if ( m_AnimOverlay[i].m_nSequence >= nSequences ) |
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{ |
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continue; |
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} |
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mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_AnimOverlay[i].m_nSequence ); |
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VectorMin( seqdesc.bbmin, theMins, theMins ); |
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VectorMax( seqdesc.bbmax, theMaxs, theMaxs ); |
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} |
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} |
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} |
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} |
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void C_BaseAnimatingOverlay::CheckForLayerChanges( CStudioHdr *hdr, float currentTime ) |
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{ |
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bool bLayersChanged = false; |
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// FIXME: damn, there has to be a better way than this. |
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int i; |
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for (i = 0; i < m_iv_AnimOverlay.Count(); i++) |
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{ |
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CDisableRangeChecks disableRangeChecks; |
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int iHead, iPrev1, iPrev2; |
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m_iv_AnimOverlay[i].GetInterpolationInfo( currentTime, &iHead, &iPrev1, &iPrev2 ); |
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// fake up previous cycle values. |
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float t0; |
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C_AnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 ); |
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// reset previous |
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float t1; |
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C_AnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 ); |
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// reset previous previous |
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float t2; |
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C_AnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 ); |
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if ( pHead && pPrev1 && pHead->m_nSequence != pPrev1->m_nSequence ) |
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{ |
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bLayersChanged = true; |
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#if 1 // _DEBUG |
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if (/* Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex()) |
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{ |
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DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t0, hdr->pSeqdesc( pHead->m_nSequence ).pszLabel(), (float)pHead->m_flCycle, (float)pHead->m_flWeight, i ); |
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DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t1, hdr->pSeqdesc( pPrev1->m_nSequence ).pszLabel(), (float)pPrev1->m_flCycle, (float)pPrev1->m_flWeight, i ); |
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if (pPrev2) |
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DevMsgRT( "(%7.4f : %30s : %5.3f : %4.2f : %1d)\n", t2, hdr->pSeqdesc( pPrev2->m_nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev2->m_flWeight, i ); |
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} |
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#endif |
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if (pPrev1) |
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{ |
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pPrev1->m_nSequence = pHead->m_nSequence; |
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pPrev1->m_flCycle = pHead->m_flPrevCycle; |
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pPrev1->m_flWeight = pHead->m_flWeight; |
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} |
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if (pPrev2) |
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{ |
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float num = 0; |
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if ( fabs( t0 - t1 ) > 0.001f ) |
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num = (t2 - t1) / (t0 - t1); |
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pPrev2->m_nSequence = pHead->m_nSequence; |
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float flTemp; |
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if (IsSequenceLooping( hdr, pHead->m_nSequence )) |
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{ |
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flTemp = LoopingLerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle ); |
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} |
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else |
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{ |
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flTemp = Lerp( num, (float)pHead->m_flPrevCycle, (float)pHead->m_flCycle ); |
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} |
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pPrev2->m_flCycle = flTemp; |
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pPrev2->m_flWeight = pHead->m_flWeight; |
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} |
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/* |
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if (stricmp( r_seq_overlay_debug.GetString(), hdr->name ) == 0) |
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{ |
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DevMsgRT( "(%30s %6.2f : %6.2f : %6.2f)\n", hdr->pSeqdesc( pHead->nSequence ).pszLabel(), (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle ); |
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} |
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*/ |
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m_iv_AnimOverlay[i].SetLooping( IsSequenceLooping( hdr, pHead->m_nSequence ) ); |
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m_iv_AnimOverlay[i].Interpolate( currentTime ); |
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// reset event indexes |
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m_flOverlayPrevEventCycle[i] = pHead->m_flPrevCycle - 0.01; |
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} |
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} |
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if (bLayersChanged) |
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{ |
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// render bounds may have changed |
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UpdateVisibility(); |
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} |
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} |
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void C_BaseAnimatingOverlay::AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime ) |
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{ |
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BaseClass::AccumulateLayers( boneSetup, pos, q, currentTime ); |
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int i; |
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// resort the layers |
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int layer[MAX_OVERLAYS]; |
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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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/* |
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Assert( layer[m_AnimOverlay[i].m_nOrder] == MAX_OVERLAYS ); |
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layer[m_AnimOverlay[i].m_nOrder] = i; |
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*/ |
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// hacky code until initialization of new layers is finished |
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if (layer[m_AnimOverlay[i].m_nOrder] != MAX_OVERLAYS) |
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{ |
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m_AnimOverlay[i].m_nOrder = MAX_OVERLAYS; |
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} |
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else |
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{ |
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layer[m_AnimOverlay[i].m_nOrder] = i; |
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} |
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} |
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} |
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CheckForLayerChanges( boneSetup.GetStudioHdr(), currentTime ); |
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int nSequences = boneSetup.GetStudioHdr()->GetNumSeq(); |
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// add in the overlay layers |
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int j; |
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for (j = 0; j < MAX_OVERLAYS; j++) |
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{ |
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i = layer[ j ]; |
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if (i < m_AnimOverlay.Count()) |
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{ |
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if ( m_AnimOverlay[i].m_nSequence >= nSequences ) |
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{ |
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continue; |
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} |
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/* |
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DevMsgRT( 1 , "%.3f %.3f %.3f\n", currentTime, fWeight, dadt ); |
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debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -j - 1, 0, |
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"%2d(%s) : %6.2f : %6.2f", |
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m_AnimOverlay[i].m_nSequence, |
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hdr->pSeqdesc( m_AnimOverlay[i].m_nSequence )->pszLabel(), |
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m_AnimOverlay[i].m_flCycle, |
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m_AnimOverlay[i].m_flWeight |
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); |
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*/ |
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m_AnimOverlay[i].BlendWeight(); |
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float fWeight = m_AnimOverlay[i].m_flWeight; |
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if (fWeight > 0) |
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{ |
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// check to see if the sequence changed |
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// FIXME: move this to somewhere more reasonable |
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// do a nice spline interpolation of the values |
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// if ( m_AnimOverlay[i].m_nSequence != m_iv_AnimOverlay.GetPrev( i )->nSequence ) |
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float fCycle = m_AnimOverlay[ i ].m_flCycle; |
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fCycle = ClampCycle( fCycle, IsSequenceLooping( m_AnimOverlay[i].m_nSequence ) ); |
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if (fWeight > 1) |
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fWeight = 1; |
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boneSetup.AccumulatePose( pos, q, m_AnimOverlay[i].m_nSequence, fCycle, fWeight, currentTime, m_pIk ); |
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#if 1 // _DEBUG |
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if (/* Q_stristr( hdr->pszName(), r_sequence_debug.GetString()) != NULL || */ r_sequence_debug.GetInt() == entindex()) |
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{ |
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if (1) |
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{ |
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DevMsgRT( "%8.4f : %30s : %5.3f : %4.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i ); |
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} |
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else |
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{ |
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int iHead, iPrev1, iPrev2; |
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m_iv_AnimOverlay[i].GetInterpolationInfo( currentTime, &iHead, &iPrev1, &iPrev2 ); |
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// fake up previous cycle values. |
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float t0; |
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C_AnimationLayer *pHead = m_iv_AnimOverlay[i].GetHistoryValue( iHead, t0 ); |
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// reset previous |
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float t1; |
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C_AnimationLayer *pPrev1 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev1, t1 ); |
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// reset previous previous |
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float t2; |
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C_AnimationLayer *pPrev2 = m_iv_AnimOverlay[i].GetHistoryValue( iPrev2, t2 ); |
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if ( pHead && pPrev1 && pPrev2 ) |
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{ |
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DevMsgRT( "%6.2f : %30s %6.2f (%6.2f:%6.2f:%6.2f) : %6.2f (%6.2f:%6.2f:%6.2f) : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), |
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fCycle, (float)pPrev2->m_flCycle, (float)pPrev1->m_flCycle, (float)pHead->m_flCycle, |
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fWeight, (float)pPrev2->m_flWeight, (float)pPrev1->m_flWeight, (float)pHead->m_flWeight, |
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i ); |
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} |
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else |
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{ |
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DevMsgRT( "%6.2f : %30s %6.2f : %6.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i ); |
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} |
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} |
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} |
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#endif |
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//#define DEBUG_TF2_OVERLAYS |
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#if defined( DEBUG_TF2_OVERLAYS ) |
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engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", boneSetup.GetStudioHdr()->pSeqdesc( m_AnimOverlay[i].m_nSequence ).pszLabel(), fCycle, fWeight, i ); |
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} |
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else |
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{ |
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engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i ); |
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#endif |
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} |
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} |
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#if defined( DEBUG_TF2_OVERLAYS ) |
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else |
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{ |
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engine->Con_NPrintf( 10 + j, "%30s %6.2f : %6.2f : %1d", " ", 0.f, 0.f, i ); |
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} |
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#endif |
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} |
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} |
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void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr ) |
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{ |
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if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() ) |
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return; |
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MDLCACHE_CRITICAL_SECTION(); |
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int nSequences = pStudioHdr->GetNumSeq(); |
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BaseClass::DoAnimationEvents( pStudioHdr ); |
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bool watch = false; // Q_strstr( hdr->name, "rifle" ) ? true : false; |
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CheckForLayerChanges( pStudioHdr, gpGlobals->curtime ); // !!! |
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int j; |
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for (j = 0; j < m_AnimOverlay.Count(); j++) |
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{ |
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if ( m_AnimOverlay[j].m_nSequence >= nSequences ) |
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{ |
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continue; |
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} |
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mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( m_AnimOverlay[j].m_nSequence ); |
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if ( seqdesc.numevents == 0 ) |
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continue; |
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// stalled? |
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if (m_AnimOverlay[j].m_flCycle == m_flOverlayPrevEventCycle[j]) |
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continue; |
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bool bLoopingSequence = IsSequenceLooping( m_AnimOverlay[j].m_nSequence ); |
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bool bLooped = false; |
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//in client code, m_flOverlayPrevEventCycle is set to -1 when we first start an overlay, looping or not |
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if ( bLoopingSequence && |
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m_flOverlayPrevEventCycle[j] > 0.0f && |
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m_AnimOverlay[j].m_flCycle <= m_flOverlayPrevEventCycle[j] ) |
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{ |
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if (m_flOverlayPrevEventCycle[j] - m_AnimOverlay[j].m_flCycle > 0.5) |
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{ |
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bLooped = true; |
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} |
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else |
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{ |
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// things have backed up, which is bad since it'll probably result in a hitch in the animation playback |
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// but, don't play events again for the same time slice |
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return; |
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} |
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} |
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mstudioevent_t *pevent = seqdesc.pEvent( 0 ); |
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// This makes sure events that occur at the end of a sequence occur are |
|
// sent before events that occur at the beginning of a sequence. |
|
if (bLooped) |
|
{ |
|
for (int i = 0; i < (int)seqdesc.numevents; i++) |
|
{ |
|
// ignore all non-client-side events |
|
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM ) |
|
{ |
|
if ( !( pevent[i].type & AE_TYPE_CLIENT ) ) |
|
continue; |
|
} |
|
else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system |
|
continue; |
|
|
|
if ( pevent[i].cycle <= m_flOverlayPrevEventCycle[j] ) |
|
continue; |
|
|
|
if ( watch ) |
|
{ |
|
Msg( "%i FE %i Looped cycle %f, prev %f ev %f (time %.3f)\n", |
|
gpGlobals->tickcount, |
|
pevent[i].event, |
|
pevent[i].cycle, |
|
m_flOverlayPrevEventCycle[j], |
|
(float)m_AnimOverlay[j].m_flCycle, |
|
gpGlobals->curtime ); |
|
} |
|
|
|
|
|
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() ); |
|
} |
|
|
|
// Necessary to get the next loop working |
|
m_flOverlayPrevEventCycle[j] = -0.01; |
|
} |
|
|
|
for (int i = 0; i < (int)seqdesc.numevents; i++) |
|
{ |
|
if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM ) |
|
{ |
|
if ( !( pevent[i].type & AE_TYPE_CLIENT ) ) |
|
continue; |
|
} |
|
else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system |
|
continue; |
|
|
|
if ( (pevent[i].cycle > m_flOverlayPrevEventCycle[j] && pevent[i].cycle <= m_AnimOverlay[j].m_flCycle) ) |
|
{ |
|
if ( watch ) |
|
{ |
|
Msg( "%i (seq: %d) FE %i Normal cycle %f, prev %f ev %f (time %.3f)\n", |
|
gpGlobals->tickcount, |
|
m_AnimOverlay[j].m_nSequence.GetRaw(), |
|
pevent[i].event, |
|
pevent[i].cycle, |
|
m_flOverlayPrevEventCycle[j], |
|
(float)m_AnimOverlay[j].m_flCycle, |
|
gpGlobals->curtime ); |
|
} |
|
|
|
FireEvent( GetAbsOrigin(), GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() ); |
|
} |
|
} |
|
|
|
m_flOverlayPrevEventCycle[j] = m_AnimOverlay[j].m_flCycle; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CStudioHdr *C_BaseAnimatingOverlay::OnNewModel() |
|
{ |
|
CStudioHdr *hdr = BaseClass::OnNewModel(); |
|
|
|
// Clear out animation layers |
|
for ( int i=0; i < m_AnimOverlay.Count(); i++ ) |
|
{ |
|
m_AnimOverlay[i].Reset(); |
|
m_AnimOverlay[i].m_nOrder = MAX_OVERLAYS; |
|
} |
|
|
|
return hdr; |
|
}
|
|
|