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. ============//
#include "cbase.h"
#include "NextBot.h"
#include "headless_hatman.h"
#include "headless_hatman_body.h"
//-------------------------------------------------------------------------------------------
CHeadlessHatmanBody::CHeadlessHatmanBody( INextBot *bot ) : IBody( bot )
{
m_moveXPoseParameter = -1;
m_moveYPoseParameter = -1;
m_currentActivity = -1;
}
//-------------------------------------------------------------------------------------------
bool CHeadlessHatmanBody::StartActivity( Activity act, unsigned int flags )
{
CBaseCombatCharacter *me = (CBaseCombatCharacter *)GetBot()->GetEntity();
int animSequence = ::SelectWeightedSequence( me->GetModelPtr(), act, me->GetSequence() );
if ( animSequence )
{
m_currentActivity = act;
me->SetSequence( animSequence );
me->SetPlaybackRate( 1.0f );
me->SetCycle( 0 );
me->ResetSequenceInfo();
return true;
}
return false;
}
//-------------------------------------------------------------------------------------------
void CHeadlessHatmanBody::Update( void )
{
CBaseCombatCharacter *me = (CBaseCombatCharacter *)GetBot()->GetEntity();
if ( m_moveXPoseParameter < 0 )
{
m_moveXPoseParameter = me->LookupPoseParameter( "move_x" );
}
if ( m_moveYPoseParameter < 0 )
{
m_moveYPoseParameter = me->LookupPoseParameter( "move_y" );
}
// Update the pose parameters
float speed = GetBot()->GetLocomotionInterface()->GetGroundSpeed(); // me->GetAbsVelocity().Length();
if ( speed < 0.01f )
{
// stopped
if ( m_moveXPoseParameter >= 0 )
{
me->SetPoseParameter( m_moveXPoseParameter, 0.0f );
}
if ( m_moveYPoseParameter >= 0 )
{
me->SetPoseParameter( m_moveYPoseParameter, 0.0f );
}
}
else
{
Vector forward, right, up;
me->GetVectors( &forward, &right, &up );
const Vector &motionVector = GetBot()->GetLocomotionInterface()->GetGroundMotionVector();
// move_x == 1.0 at full forward motion and -1.0 in full reverse
if ( m_moveXPoseParameter >= 0 )
{
float forwardVel = DotProduct( motionVector, forward );
me->SetPoseParameter( m_moveXPoseParameter, forwardVel );
}
if ( m_moveYPoseParameter >= 0 )
{
float sideVel = DotProduct( motionVector, right );
me->SetPoseParameter( m_moveYPoseParameter, sideVel );
}
}
// adjust animation speed to actual movement speed
if ( me->m_flGroundSpeed > 0.0f )
{
// Clamp playback rate to avoid datatable warnings. Anything faster would look silly, anyway.
float playbackRate = clamp( speed / me->m_flGroundSpeed, -4.f, 12.f );
me->SetPlaybackRate( playbackRate );
}
// move the animation ahead in time
me->StudioFrameAdvance();
me->DispatchAnimEvents( me );
}
//---------------------------------------------------------------------------------------------
// return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface)
unsigned int CHeadlessHatmanBody::GetSolidMask( void ) const
{
return MASK_NPCSOLID | CONTENTS_PLAYERCLIP;
}