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:
//
//=============================================================================//
#ifndef TF_PLAYERANIMSTATE_H
#define TF_PLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "studio.h"
#if defined( CLIENT_DLL )
#define CBaseTFPlayer C_BaseTFPlayer
#endif
class CPlayerAnimState
{
public:
enum
{
TURN_NONE = 0,
TURN_LEFT,
TURN_RIGHT
};
CPlayerAnimState( CBaseTFPlayer *outer );
Activity BodyYawTranslateActivity( Activity activity );
void Update();
const QAngle& GetRenderAngles();
void GetPoseParameters( float poseParameter[MAXSTUDIOPOSEPARAM] );
CBaseTFPlayer *GetOuter();
private:
void GetOuterAbsVelocity( Vector& vel );
int ConvergeAngles( float goal,float maxrate, float dt, float& current );
void EstimateYaw( void );
void ComputePoseParam_BodyYaw( void );
void ComputePoseParam_BodyPitch( void );
void ComputePoseParam_BodyLookYaw( void );
void ComputePlaybackRate();
CBaseTFPlayer *m_pOuter;
float m_flGaitYaw;
float m_flStoredCycle;
// The following variables are used for tweaking the yaw of the upper body when standing still and
// making sure that it smoothly blends in and out once the player starts moving
// Direction feet were facing when we stopped moving
float m_flGoalFeetYaw;
float m_flCurrentFeetYaw;
float m_flCurrentTorsoYaw;
// To check if they are rotating in place
float m_flLastYaw;
// Time when we stopped moving
float m_flLastTurnTime;
// One of the above enums
int m_nTurningInPlace;
QAngle m_angRender;
};
#endif // TF_PLAYERANIMSTATE_H