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2083 lines
64 KiB
2083 lines
64 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "tier0/vprof.h" |
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#include "animation.h" |
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#include "studio.h" |
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#include "apparent_velocity_helper.h" |
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#include "utldict.h" |
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#include "multiplayer_animstate.h" |
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#include "activitylist.h" |
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#ifdef CLIENT_DLL |
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#include "c_baseplayer.h" |
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#include "engine/ivdebugoverlay.h" |
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#include "filesystem.h" |
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#include "eventlist.h" |
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ConVar anim_showmainactivity( "anim_showmainactivity", "0", FCVAR_CHEAT, "Show the idle, walk, run, and/or sprint activities." ); |
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#else |
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#include "player.h" |
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#endif |
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL) |
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#include "tf_gamerules.h" |
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#endif |
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#ifndef CALL_ATTRIB_HOOK_FLOAT_ON_OTHER |
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#define CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( o, r, n ) |
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#endif |
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#define MOVING_MINIMUM_SPEED 0.5f |
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ConVar anim_showstate( "anim_showstate", "-1", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Show the (client) animation state for the specified entity (-1 for none)." ); |
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ConVar anim_showstatelog( "anim_showstatelog", "0", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both." ); |
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ConVar mp_showgestureslots( "mp_showgestureslots", "-1", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Show multiplayer client/server gesture slot information for the specified player index (-1 for no one)." ); |
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ConVar mp_slammoveyaw( "mp_slammoveyaw", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Force movement yaw along an animation path." ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pPlayer - |
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// &movementData - |
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//----------------------------------------------------------------------------- |
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CMultiPlayerAnimState::CMultiPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData ) |
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#ifdef CLIENT_DLL |
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: m_iv_flMaxGroundSpeed( "CMultiPlayerAnimState::m_iv_flMaxGroundSpeed" ) |
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#endif |
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{ |
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// Pose parameters. |
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m_bPoseParameterInit = false; |
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m_PoseParameterData.Init(); |
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m_DebugAnimData.Init(); |
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m_pPlayer = NULL; |
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m_angRender.Init(); |
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m_bCurrentFeetYawInitialized = false; |
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m_flLastAnimationStateClearTime = 0.0f; |
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m_flEyeYaw = 0.0f; |
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m_flEyePitch = 0.0f; |
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m_flGoalFeetYaw = 0.0f; |
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m_flCurrentFeetYaw = 0.0f; |
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m_flLastAimTurnTime = 0.0f; |
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// Jumping. |
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m_bJumping = false; |
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m_flJumpStartTime = 0.0f; |
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m_bFirstJumpFrame = false; |
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// Swimming |
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m_bInSwim = false; |
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m_bFirstSwimFrame = true; |
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// Dying |
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m_bDying = false; |
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m_bFirstDyingFrame = true; |
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m_eCurrentMainSequenceActivity = ACT_INVALID; |
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m_nSpecificMainSequence = -1; |
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// Weapon data. |
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m_hActiveWeapon = NULL; |
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// Ground speed interpolators. |
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#ifdef CLIENT_DLL |
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m_iv_flMaxGroundSpeed.Setup( &m_flMaxGroundSpeed, LATCH_ANIMATION_VAR | INTERPOLATE_LINEAR_ONLY ); |
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m_flLastGroundSpeedUpdateTime = 0.0f; |
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#endif |
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m_flMaxGroundSpeed = 0.0f; |
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m_bForceAimYaw = false; |
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Init( pPlayer, movementData ); |
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// movement playback options |
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m_nMovementSequence = -1; |
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m_LegAnimType = LEGANIM_9WAY; |
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InitGestureSlots(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : - |
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//----------------------------------------------------------------------------- |
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CMultiPlayerAnimState::~CMultiPlayerAnimState() |
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{ |
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ShutdownGestureSlots(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pPlayer - |
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// &movementData - |
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//----------------------------------------------------------------------------- |
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void CMultiPlayerAnimState::Init( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData ) |
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{ |
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// Get the player this animation data works on. |
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m_pPlayer = pPlayer; |
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// Copy the movement data. |
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memcpy( &m_MovementData, &movementData, sizeof( MultiPlayerMovementData_t ) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : - |
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//----------------------------------------------------------------------------- |
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void CMultiPlayerAnimState::ClearAnimationState() |
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{ |
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// Reset state. |
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m_bJumping = false; |
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m_bDying = false; |
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m_bCurrentFeetYawInitialized = false; |
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m_flLastAnimationStateClearTime = gpGlobals->curtime; |
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m_nSpecificMainSequence = -1; |
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ResetGestureSlots(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : event - |
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//----------------------------------------------------------------------------- |
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void CMultiPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) |
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{ |
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switch( event ) |
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{ |
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case PLAYERANIMEVENT_ATTACK_PRIMARY: |
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{ |
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// Weapon primary fire. |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE ); |
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break; |
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} |
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case PLAYERANIMEVENT_ATTACK_SECONDARY: |
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{ |
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// Weapon secondary fire. |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_SECONDARYFIRE ); |
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break; |
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} |
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case PLAYERANIMEVENT_ATTACK_GRENADE: |
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{ |
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// Grenade throw. |
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RestartGesture( GESTURE_SLOT_GRENADE, ACT_MP_ATTACK_STAND_GRENADE ); |
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break; |
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} |
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case PLAYERANIMEVENT_RELOAD: |
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{ |
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// Weapon reload. |
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if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) |
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{ |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH ); |
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} |
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else if ( m_bInSwim ) |
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{ |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_SWIM ); |
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} |
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else |
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{ |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND ); |
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} |
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// Set the modified reload playback rate |
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float flPlaybackRate = 1.0f; |
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL) |
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBasePlayer(), flPlaybackRate, mult_reload_time ); |
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBasePlayer(), flPlaybackRate, mult_reload_time_hidden ); |
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBasePlayer(), flPlaybackRate, fast_reload ); |
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#endif |
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m_aGestureSlots[ GESTURE_SLOT_ATTACK_AND_RELOAD ].m_pAnimLayer->m_flPlaybackRate = flPlaybackRate; |
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break; |
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} |
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case PLAYERANIMEVENT_RELOAD_LOOP: |
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{ |
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// Weapon reload. |
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if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) |
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{ |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_LOOP ); |
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} |
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else if ( m_bInSwim ) |
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{ |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_SWIM_LOOP ); |
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} |
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else |
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{ |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_LOOP ); |
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} |
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// Set the modified reload playback rate |
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float flPlaybackRate = 1.0f; |
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL) |
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBasePlayer(), flPlaybackRate, mult_reload_time ); |
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBasePlayer(), flPlaybackRate, mult_reload_time_hidden ); |
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBasePlayer(), flPlaybackRate, fast_reload ); |
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#endif |
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m_aGestureSlots[ GESTURE_SLOT_ATTACK_AND_RELOAD ].m_pAnimLayer->m_flPlaybackRate = flPlaybackRate; |
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break; |
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} |
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case PLAYERANIMEVENT_RELOAD_END: |
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{ |
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// Weapon reload. |
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if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) |
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{ |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_END ); |
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} |
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else if ( m_bInSwim ) |
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{ |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_SWIM_END ); |
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} |
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else |
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{ |
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RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_END ); |
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} |
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// Set the modified reload playback rate |
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float flPlaybackRate = 1.0f; |
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#if defined(TF_CLIENT_DLL) || defined(TF_DLL) |
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBasePlayer(), flPlaybackRate, mult_reload_time ); |
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBasePlayer(), flPlaybackRate, mult_reload_time_hidden ); |
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBasePlayer(), flPlaybackRate, fast_reload ); |
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#endif |
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m_aGestureSlots[ GESTURE_SLOT_ATTACK_AND_RELOAD ].m_pAnimLayer->m_flPlaybackRate = flPlaybackRate; |
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break; |
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} |
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case PLAYERANIMEVENT_JUMP: |
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{ |
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// Jump. |
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m_bJumping = true; |
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m_bFirstJumpFrame = true; |
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m_flJumpStartTime = gpGlobals->curtime; |
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RestartMainSequence(); |
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break; |
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} |
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case PLAYERANIMEVENT_DIE: |
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{ |
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// Should be here - not supporting this yet! |
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Assert( 0 ); |
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// Start playing the death animation |
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m_bDying = true; |
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RestartMainSequence(); |
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break; |
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} |
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case PLAYERANIMEVENT_SPAWN: |
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{ |
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// Player has respawned. Clear flags. |
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ClearAnimationState(); |
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break; |
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} |
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case PLAYERANIMEVENT_SNAP_YAW: |
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m_PoseParameterData.m_flLastAimTurnTime = 0.0f; |
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break; |
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case PLAYERANIMEVENT_CUSTOM: |
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{ |
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Activity iIdealActivity = TranslateActivity( (Activity)nData ); |
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m_nSpecificMainSequence = GetBasePlayer()->SelectWeightedSequence( iIdealActivity ); |
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RestartMainSequence(); |
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} |
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break; |
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case PLAYERANIMEVENT_CUSTOM_GESTURE: |
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// Weapon primary fire. |
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RestartGesture( GESTURE_SLOT_CUSTOM, (Activity)nData ); |
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break; |
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case PLAYERANIMEVENT_CUSTOM_SEQUENCE: |
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m_nSpecificMainSequence = nData; |
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RestartMainSequence(); |
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break; |
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case PLAYERANIMEVENT_CUSTOM_GESTURE_SEQUENCE: |
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// Weapon primary fire. |
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// RestartGestureSequence( nData, false ); |
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break; |
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case PLAYERANIMEVENT_FLINCH_CHEST: |
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PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_CHEST ); |
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break; |
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case PLAYERANIMEVENT_FLINCH_HEAD: |
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PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_HEAD ); |
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break; |
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case PLAYERANIMEVENT_FLINCH_LEFTARM: |
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PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_LEFTARM ); |
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break; |
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case PLAYERANIMEVENT_FLINCH_RIGHTARM: |
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PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_RIGHTARM ); |
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break; |
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case PLAYERANIMEVENT_FLINCH_LEFTLEG: |
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PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_LEFTLEG ); |
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break; |
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case PLAYERANIMEVENT_FLINCH_RIGHTLEG: |
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PlayFlinchGesture( ACT_MP_GESTURE_FLINCH_RIGHTLEG ); |
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break; |
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default: |
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break; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CMultiPlayerAnimState::PlayFlinchGesture( Activity iActivity ) |
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{ |
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if ( !IsGestureSlotActive( GESTURE_SLOT_FLINCH ) ) |
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{ |
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// See if we have the custom flinch. If not, revert to chest |
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if ( iActivity != ACT_MP_GESTURE_FLINCH_CHEST && GetBasePlayer()->SelectWeightedSequence( iActivity ) == -1 ) |
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{ |
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RestartGesture( GESTURE_SLOT_FLINCH, ACT_MP_GESTURE_FLINCH_CHEST ); |
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} |
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else |
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{ |
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RestartGesture( GESTURE_SLOT_FLINCH, iActivity ); |
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} |
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} |
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} |
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//============================================================================= |
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// |
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// Multiplayer gesture code. |
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// |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CMultiPlayerAnimState::InitGestureSlots( void ) |
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{ |
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// Setup the number of gesture slots. |
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m_aGestureSlots.AddMultipleToTail( GESTURE_SLOT_COUNT ); |
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// Assign all of the the CAnimationLayer pointers to null early in case we bail. |
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for ( int iGesture = 0; iGesture < GESTURE_SLOT_COUNT; ++iGesture ) |
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{ |
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m_aGestureSlots[iGesture].m_pAnimLayer = NULL; |
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} |
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// Get the base player. |
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CBasePlayer *pPlayer = GetBasePlayer(); |
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// Set the number of animation overlays we will use. |
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pPlayer->SetNumAnimOverlays( GESTURE_SLOT_COUNT ); |
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for ( int iGesture = 0; iGesture < GESTURE_SLOT_COUNT; ++iGesture ) |
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{ |
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m_aGestureSlots[iGesture].m_pAnimLayer = pPlayer->GetAnimOverlay( iGesture ); |
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if ( !m_aGestureSlots[iGesture].m_pAnimLayer ) |
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return false; |
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ResetGestureSlot( iGesture ); |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CMultiPlayerAnimState::ShutdownGestureSlots( void ) |
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{ |
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// Clean up the gesture slots. |
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m_aGestureSlots.Purge(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CMultiPlayerAnimState::ResetGestureSlots( void ) |
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{ |
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// Clear out all the gesture slots. |
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for ( int iGesture = 0; iGesture < GESTURE_SLOT_COUNT; ++iGesture ) |
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{ |
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ResetGestureSlot( iGesture ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CMultiPlayerAnimState::ResetGestureSlot( int iGestureSlot ) |
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{ |
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// Sanity Check |
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Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT ); |
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if ( !VerifyAnimLayerInSlot( iGestureSlot ) ) |
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return; |
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GestureSlot_t *pGestureSlot = &m_aGestureSlots[iGestureSlot]; |
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if ( pGestureSlot ) |
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{ |
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#ifdef CLIENT_DLL |
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// briefly set to 1.0 so we catch the events, before we reset the slot |
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pGestureSlot->m_pAnimLayer->m_flCycle = 1.0; |
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RunGestureSlotAnimEventsToCompletion( pGestureSlot ); |
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#endif |
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pGestureSlot->m_iGestureSlot = GESTURE_SLOT_INVALID; |
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pGestureSlot->m_iActivity = ACT_INVALID; |
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pGestureSlot->m_bAutoKill = false; |
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pGestureSlot->m_bActive = false; |
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if ( pGestureSlot->m_pAnimLayer ) |
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{ |
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pGestureSlot->m_pAnimLayer->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); |
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#ifdef CLIENT_DLL |
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pGestureSlot->m_pAnimLayer->Reset(); |
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#endif |
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} |
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} |
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} |
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#ifdef CLIENT_DLL |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CMultiPlayerAnimState::RunGestureSlotAnimEventsToCompletion( GestureSlot_t *pGesture ) |
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{ |
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CBasePlayer *pPlayer = GetBasePlayer(); |
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if( !pPlayer ) |
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return; |
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// Get the studio header for the player. |
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CStudioHdr *pStudioHdr = pPlayer->GetModelPtr(); |
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if ( !pStudioHdr ) |
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return; |
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|
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// Do all the anim events between previous cycle and 1.0, inclusive |
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mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( pGesture->m_pAnimLayer->m_nSequence ); |
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if ( seqdesc.numevents > 0 ) |
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{ |
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mstudioevent_t *pevent = seqdesc.pEvent( 0 ); |
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for (int i = 0; i < (int)seqdesc.numevents; i++) |
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{ |
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if ( pevent[i].type & AE_TYPE_NEWEVENTSYSTEM ) |
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{ |
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if ( !( pevent[i].type & AE_TYPE_CLIENT ) ) |
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continue; |
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} |
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else if ( pevent[i].event < 5000 ) //Adrian - Support the old event system |
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continue; |
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if ( pevent[i].cycle > pGesture->m_pAnimLayer->m_flPrevCycle && |
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pevent[i].cycle <= pGesture->m_pAnimLayer->m_flCycle ) |
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{ |
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pPlayer->FireEvent( pPlayer->GetAbsOrigin(), pPlayer->GetAbsAngles(), pevent[ i ].event, pevent[ i ].pszOptions() ); |
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} |
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} |
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} |
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} |
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|
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#endif |
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|
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//----------------------------------------------------------------------------- |
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// Purpose: |
|
//----------------------------------------------------------------------------- |
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bool CMultiPlayerAnimState::IsGestureSlotActive( int iGestureSlot ) |
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{ |
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// Sanity Check |
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Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT ); |
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return m_aGestureSlots[iGestureSlot].m_bActive; |
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} |
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|
|
|
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//----------------------------------------------------------------------------- |
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// Purpose: Track down a crash |
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//----------------------------------------------------------------------------- |
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bool CMultiPlayerAnimState::VerifyAnimLayerInSlot( int iGestureSlot ) |
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{ |
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if ( iGestureSlot < 0 || iGestureSlot >= GESTURE_SLOT_COUNT ) |
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{ |
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return false; |
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} |
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|
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if ( GetBasePlayer()->GetNumAnimOverlays() < iGestureSlot + 1 ) |
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{ |
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AssertMsg2( false, "Player %d doesn't have gesture slot %d any more.", GetBasePlayer()->entindex(), iGestureSlot ); |
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Msg( "Player %d doesn't have gesture slot %d any more.\n", GetBasePlayer()->entindex(), iGestureSlot ); |
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m_aGestureSlots[iGestureSlot].m_pAnimLayer = NULL; |
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return false; |
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} |
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|
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CAnimationLayer *pExpected = GetBasePlayer()->GetAnimOverlay( iGestureSlot ); |
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if ( m_aGestureSlots[iGestureSlot].m_pAnimLayer != pExpected ) |
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{ |
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AssertMsg3( false, "Gesture slot %d pointing to wrong address %p. Updating to new address %p.", iGestureSlot, m_aGestureSlots[iGestureSlot].m_pAnimLayer, pExpected ); |
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Msg( "Gesture slot %d pointing to wrong address %p. Updating to new address %p.\n", iGestureSlot, m_aGestureSlots[iGestureSlot].m_pAnimLayer, pExpected ); |
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m_aGestureSlots[iGestureSlot].m_pAnimLayer = pExpected; |
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} |
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|
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return true; |
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} |
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|
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//----------------------------------------------------------------------------- |
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// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CMultiPlayerAnimState::IsGestureSlotPlaying( int iGestureSlot, Activity iGestureActivity ) |
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{ |
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// Sanity Check |
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Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT ); |
|
|
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// Check to see if the slot is active. |
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if ( !IsGestureSlotActive( iGestureSlot ) ) |
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return false; |
|
|
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return ( m_aGestureSlots[iGestureSlot].m_iActivity == iGestureActivity ); |
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} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::RestartGesture( int iGestureSlot, Activity iGestureActivity, bool bAutoKill ) |
|
{ |
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// Sanity Check |
|
Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT ); |
|
|
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if ( !VerifyAnimLayerInSlot( iGestureSlot ) ) |
|
return; |
|
|
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if ( !IsGestureSlotPlaying( iGestureSlot, iGestureActivity ) ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
if ( IsGestureSlotActive( iGestureSlot ) ) |
|
{ |
|
GestureSlot_t *pGesture = &m_aGestureSlots[iGestureSlot]; |
|
if ( pGesture && pGesture->m_pAnimLayer ) |
|
{ |
|
pGesture->m_pAnimLayer->m_flCycle = 1.0; // run until the end |
|
RunGestureSlotAnimEventsToCompletion( &m_aGestureSlots[iGestureSlot] ); |
|
} |
|
} |
|
#endif |
|
|
|
Activity iIdealGestureActivity = TranslateActivity( iGestureActivity ); |
|
AddToGestureSlot( iGestureSlot, iIdealGestureActivity, bAutoKill ); |
|
return; |
|
} |
|
|
|
// Reset the cycle = restart the gesture. |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flCycle = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPrevCycle = 0.0f; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::AddToGestureSlot( int iGestureSlot, Activity iGestureActivity, bool bAutoKill ) |
|
{ |
|
// Sanity Check |
|
Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT ); |
|
|
|
CBasePlayer *pPlayer = GetBasePlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
// Make sure we have a valid animation layer to fill out. |
|
if ( !m_aGestureSlots[iGestureSlot].m_pAnimLayer ) |
|
return; |
|
|
|
if ( !VerifyAnimLayerInSlot( iGestureSlot ) ) |
|
return; |
|
|
|
// Get the sequence. |
|
int iGestureSequence = pPlayer->SelectWeightedSequence( iGestureActivity ); |
|
if ( iGestureSequence <= 0 ) |
|
return; |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
// Setup the gesture. |
|
m_aGestureSlots[iGestureSlot].m_iGestureSlot = iGestureSlot; |
|
m_aGestureSlots[iGestureSlot].m_iActivity = iGestureActivity; |
|
m_aGestureSlots[iGestureSlot].m_bAutoKill = bAutoKill; |
|
m_aGestureSlots[iGestureSlot].m_bActive = true; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nSequence = iGestureSequence; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nOrder = iGestureSlot; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flWeight = 1.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPlaybackRate = 1.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flCycle = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPrevCycle = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerAnimtime = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerFadeOuttime = 0.0f; |
|
|
|
pPlayer->m_flOverlayPrevEventCycle[iGestureSlot] = -1.0; |
|
|
|
#else |
|
|
|
// Setup the gesture. |
|
m_aGestureSlots[iGestureSlot].m_iGestureSlot = iGestureSlot; |
|
m_aGestureSlots[iGestureSlot].m_iActivity = iGestureActivity; |
|
m_aGestureSlots[iGestureSlot].m_bAutoKill = bAutoKill; |
|
m_aGestureSlots[iGestureSlot].m_bActive = true; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nActivity = iGestureActivity; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nOrder = iGestureSlot; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nPriority = 0; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flCycle = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPrevCycle = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPlaybackRate = 1.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nActivity = iGestureActivity; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nSequence = iGestureSequence; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flWeight = 1.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flBlendIn = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flBlendOut = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_bSequenceFinished = false; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLastEventCheck = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLastEventCheck = gpGlobals->curtime; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_bLooping = false;//( ( GetSequenceFlags( GetModelPtr(), iGestureSequence ) & STUDIO_LOOPING ) != 0); |
|
if ( bAutoKill ) |
|
{ |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags |= ANIM_LAYER_AUTOKILL; |
|
} |
|
else |
|
{ |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags &= ~ANIM_LAYER_AUTOKILL; |
|
} |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags |= ANIM_LAYER_ACTIVE; |
|
|
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::AddVCDSequenceToGestureSlot( int iGestureSlot, int iGestureSequence, float flCycle, bool bAutoKill ) |
|
{ |
|
// Sanity Check |
|
Assert( iGestureSlot >= 0 && iGestureSlot < GESTURE_SLOT_COUNT ); |
|
|
|
CBasePlayer *pPlayer = GetBasePlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
// Make sure we have a valid animation layer to fill out. |
|
if ( !m_aGestureSlots[iGestureSlot].m_pAnimLayer ) |
|
return; |
|
|
|
if ( !VerifyAnimLayerInSlot( iGestureSlot ) ) |
|
return; |
|
|
|
// Set the activity. |
|
Activity iGestureActivity = ACT_MP_VCD; |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
// Setup the gesture. |
|
m_aGestureSlots[iGestureSlot].m_iGestureSlot = iGestureSlot; |
|
m_aGestureSlots[iGestureSlot].m_iActivity = iGestureActivity; |
|
m_aGestureSlots[iGestureSlot].m_bAutoKill = bAutoKill; |
|
m_aGestureSlots[iGestureSlot].m_bActive = true; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nSequence = iGestureSequence; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nOrder = iGestureSlot; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flWeight = 1.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPlaybackRate = 1.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flCycle = flCycle; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPrevCycle = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerAnimtime = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerFadeOuttime = 0.0f; |
|
|
|
pPlayer->m_flOverlayPrevEventCycle[iGestureSlot] = -1.0; |
|
|
|
#else |
|
|
|
// Setup the gesture. |
|
m_aGestureSlots[iGestureSlot].m_iGestureSlot = iGestureSlot; |
|
m_aGestureSlots[iGestureSlot].m_iActivity = iGestureActivity; |
|
m_aGestureSlots[iGestureSlot].m_bAutoKill = bAutoKill; |
|
m_aGestureSlots[iGestureSlot].m_bActive = true; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nActivity = iGestureActivity; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nOrder = iGestureSlot; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nPriority = 0; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flCycle = flCycle; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPrevCycle = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flPlaybackRate = 1.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nActivity = iGestureActivity; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_nSequence = iGestureSequence; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flWeight = 1.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flBlendIn = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flBlendOut = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_bSequenceFinished = false; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLastEventCheck = 0.0f; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLastEventCheck = gpGlobals->curtime; |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_bLooping = false;//( ( GetSequenceFlags( GetModelPtr(), iGestureSequence ) & STUDIO_LOOPING ) != 0); |
|
if ( bAutoKill ) |
|
{ |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags |= ANIM_LAYER_AUTOKILL; |
|
} |
|
else |
|
{ |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags &= ~ANIM_LAYER_AUTOKILL; |
|
} |
|
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_fFlags |= ANIM_LAYER_ACTIVE; |
|
|
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CAnimationLayer* CMultiPlayerAnimState::GetGestureSlotLayer( int iGestureSlot ) |
|
{ |
|
return m_aGestureSlots[iGestureSlot].m_pAnimLayer; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ShowDebugInfo( void ) |
|
{ |
|
if ( anim_showstate.GetInt() == GetBasePlayer()->entindex() ) |
|
{ |
|
DebugShowAnimStateForPlayer( GetBasePlayer()->IsServer() ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Cancel the current gesture and restart the main sequence. |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::RestartMainSequence( void ) |
|
{ |
|
CBaseAnimatingOverlay *pPlayer = GetBasePlayer(); |
|
if ( pPlayer ) |
|
{ |
|
pPlayer->m_flAnimTime = gpGlobals->curtime; |
|
pPlayer->SetCycle( 0 ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *idealActivity - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CMultiPlayerAnimState::HandleJumping( Activity &idealActivity ) |
|
{ |
|
if ( m_bJumping ) |
|
{ |
|
if ( m_bFirstJumpFrame ) |
|
{ |
|
m_bFirstJumpFrame = false; |
|
RestartMainSequence(); // Reset the animation. |
|
} |
|
|
|
// Check to see if we hit water and stop jumping animation. |
|
if ( GetBasePlayer()->GetWaterLevel() >= WL_Waist ) |
|
{ |
|
m_bJumping = false; |
|
RestartMainSequence(); |
|
} |
|
// 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(); |
|
} |
|
} |
|
} |
|
if ( m_bJumping ) |
|
{ |
|
idealActivity = ACT_MP_JUMP; |
|
return true; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *idealActivity - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CMultiPlayerAnimState::HandleDucking( Activity &idealActivity ) |
|
{ |
|
if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) |
|
{ |
|
if ( GetOuterXYSpeed() > MOVING_MINIMUM_SPEED ) |
|
{ |
|
idealActivity = ACT_MP_CROUCHWALK; |
|
} |
|
else |
|
{ |
|
idealActivity = ACT_MP_CROUCH_IDLE; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : &idealActivity - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CMultiPlayerAnimState::HandleSwimming( Activity &idealActivity ) |
|
{ |
|
if ( GetBasePlayer()->GetWaterLevel() >= WL_Waist ) |
|
{ |
|
if ( m_bFirstSwimFrame ) |
|
{ |
|
// Reset the animation. |
|
RestartMainSequence(); |
|
m_bFirstSwimFrame = false; |
|
} |
|
|
|
idealActivity = ACT_MP_SWIM; |
|
m_bInSwim = true; |
|
return true; |
|
} |
|
else |
|
{ |
|
m_bInSwim = false; |
|
|
|
if ( !m_bFirstSwimFrame ) |
|
{ |
|
m_bFirstSwimFrame = true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *idealActivity - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CMultiPlayerAnimState::HandleDying( Activity &idealActivity ) |
|
{ |
|
if ( m_bDying ) |
|
{ |
|
if ( m_bFirstDyingFrame ) |
|
{ |
|
// Reset the animation. |
|
RestartMainSequence(); |
|
m_bFirstDyingFrame = false; |
|
} |
|
|
|
idealActivity = ACT_DIESIMPLE; |
|
return true; |
|
} |
|
else |
|
{ |
|
if ( !m_bFirstDyingFrame ) |
|
{ |
|
m_bFirstDyingFrame = true; |
|
} |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *idealActivity - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CMultiPlayerAnimState::HandleMoving( Activity &idealActivity ) |
|
{ |
|
// In TF we run all the time now. |
|
float flSpeed = GetOuterXYSpeed(); |
|
|
|
if ( flSpeed > MOVING_MINIMUM_SPEED ) |
|
{ |
|
// Always assume a run. |
|
idealActivity = ACT_MP_RUN; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
// Output : Activity |
|
//----------------------------------------------------------------------------- |
|
Activity CMultiPlayerAnimState::CalcMainActivity() |
|
{ |
|
Activity idealActivity = ACT_MP_STAND_IDLE; |
|
|
|
if ( HandleJumping( idealActivity ) || |
|
HandleDucking( idealActivity ) || |
|
HandleSwimming( idealActivity ) || |
|
HandleDying( idealActivity ) ) |
|
{ |
|
// intentionally blank |
|
} |
|
else |
|
{ |
|
HandleMoving( idealActivity ); |
|
} |
|
|
|
ShowDebugInfo(); |
|
|
|
// Client specific. |
|
#ifdef CLIENT_DLL |
|
|
|
if ( anim_showmainactivity.GetBool() ) |
|
{ |
|
DebugShowActivity( idealActivity ); |
|
} |
|
|
|
#endif |
|
|
|
return idealActivity; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : actDesired - |
|
// Output : Activity |
|
//----------------------------------------------------------------------------- |
|
Activity CMultiPlayerAnimState::TranslateActivity( Activity actDesired ) |
|
{ |
|
// Translate activities for swimming. |
|
if ( m_bInSwim ) |
|
{ |
|
switch ( actDesired ) |
|
{ |
|
case ACT_MP_ATTACK_STAND_PRIMARYFIRE: { actDesired = ACT_MP_ATTACK_SWIM_PRIMARYFIRE; break; } |
|
case ACT_MP_ATTACK_STAND_SECONDARYFIRE: { actDesired = ACT_MP_ATTACK_SWIM_SECONDARYFIRE; break; } |
|
case ACT_MP_ATTACK_STAND_GRENADE: { actDesired = ACT_MP_ATTACK_SWIM_GRENADE; break; } |
|
case ACT_MP_RELOAD_STAND: { actDesired = ACT_MP_RELOAD_SWIM; break; } |
|
} |
|
} |
|
|
|
return actDesired; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
// Output : float |
|
//----------------------------------------------------------------------------- |
|
float CMultiPlayerAnimState::GetCurrentMaxGroundSpeed() |
|
{ |
|
CStudioHdr *pStudioHdr = GetBasePlayer()->GetModelPtr(); |
|
|
|
if ( pStudioHdr == NULL ) |
|
return 1.0f; |
|
|
|
float prevX = GetBasePlayer()->GetPoseParameter( m_PoseParameterData.m_iMoveX ); |
|
float prevY = GetBasePlayer()->GetPoseParameter( m_PoseParameterData.m_iMoveY ); |
|
|
|
float d = MAX( fabs( prevX ), fabs( prevY ) ); |
|
float newX, newY; |
|
if ( d == 0.0 ) |
|
{ |
|
newX = 1.0; |
|
newY = 0.0; |
|
} |
|
else |
|
{ |
|
newX = prevX / d; |
|
newY = prevY / d; |
|
} |
|
|
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, newX ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, newY ); |
|
|
|
float speed = GetBasePlayer()->GetSequenceGroundSpeed( GetBasePlayer()->GetSequence() ); |
|
|
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, prevX ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, prevY ); |
|
|
|
return speed; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *bIsMoving - |
|
// Output : float |
|
//----------------------------------------------------------------------------- |
|
float CMultiPlayerAnimState::CalcMovementSpeed( bool *bIsMoving ) |
|
{ |
|
// Get the player's current velocity and speed. |
|
Vector vecVelocity; |
|
GetOuterAbsVelocity( vecVelocity ); |
|
float flSpeed = vecVelocity.Length2D(); |
|
|
|
if ( flSpeed > MOVING_MINIMUM_SPEED ) |
|
{ |
|
*bIsMoving = true; |
|
return flSpeed; |
|
} |
|
|
|
*bIsMoving = false; |
|
return 0.0f; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *bIsMoving - |
|
// Output : float |
|
//----------------------------------------------------------------------------- |
|
float CMultiPlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving ) |
|
{ |
|
float flSpeed = CalcMovementSpeed( bIsMoving ); |
|
float flReturn = 1.0f; |
|
// If we are moving. |
|
if ( *bIsMoving ) |
|
{ |
|
// float flGroundSpeed = GetInterpolatedGroundSpeed(); |
|
float flGroundSpeed = GetCurrentMaxGroundSpeed(); |
|
if ( flGroundSpeed < 0.001f ) |
|
{ |
|
flReturn = 0.01f; |
|
} |
|
else |
|
{ |
|
// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below |
|
flReturn = flSpeed / flGroundSpeed; |
|
flReturn = clamp( flReturn, 0.01f, 10.0f ); |
|
} |
|
} |
|
|
|
return flReturn; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : float |
|
//----------------------------------------------------------------------------- |
|
float CMultiPlayerAnimState::GetInterpolatedGroundSpeed( void ) |
|
{ |
|
return m_flMaxGroundSpeed; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pStudioHdr - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr ) |
|
{ |
|
VPROF( "CBasePlayerAnimState::ComputeSequences" ); |
|
|
|
// Lower body (walk/run/idle). |
|
ComputeMainSequence(); |
|
|
|
// The groundspeed interpolator uses the main sequence info. |
|
UpdateInterpolators(); |
|
ComputeGestureSequence( pStudioHdr ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ComputeMainSequence() |
|
{ |
|
VPROF( "CBasePlayerAnimState::ComputeMainSequence" ); |
|
|
|
CBaseAnimatingOverlay *pPlayer = GetBasePlayer(); |
|
|
|
// Have our class or the mod-specific class determine what the current activity is. |
|
Activity idealActivity = CalcMainActivity(); |
|
|
|
#ifdef CLIENT_DLL |
|
Activity oldActivity = m_eCurrentMainSequenceActivity; |
|
#endif |
|
|
|
// Store our current activity so the aim and fire layers know what to do. |
|
m_eCurrentMainSequenceActivity = idealActivity; |
|
|
|
// Hook to force playback of a specific requested full-body sequence |
|
if ( m_nSpecificMainSequence >= 0 ) |
|
{ |
|
if ( pPlayer->GetSequence() != m_nSpecificMainSequence ) |
|
{ |
|
pPlayer->ResetSequence( m_nSpecificMainSequence ); |
|
ResetGroundSpeed(); |
|
return; |
|
} |
|
|
|
if ( !pPlayer->IsSequenceFinished() ) |
|
return; |
|
|
|
m_nSpecificMainSequence = -1; |
|
RestartMainSequence(); |
|
ResetGroundSpeed(); |
|
} |
|
|
|
// Export to our outer class.. |
|
int animDesired = SelectWeightedSequence( TranslateActivity( idealActivity ) ); |
|
if ( pPlayer->GetSequenceActivity( pPlayer->GetSequence() ) == pPlayer->GetSequenceActivity( animDesired ) ) |
|
return; |
|
|
|
if ( animDesired < 0 ) |
|
{ |
|
animDesired = 0; |
|
} |
|
|
|
pPlayer->ResetSequence( animDesired ); |
|
|
|
#ifdef CLIENT_DLL |
|
// If we went from idle to walk, reset the interpolation history. |
|
// Kind of hacky putting this here.. it might belong outside the base class. |
|
if ( (oldActivity == ACT_MP_CROUCH_IDLE || oldActivity == ACT_MP_STAND_IDLE || oldActivity == ACT_MP_DEPLOYED_IDLE || oldActivity == ACT_MP_CROUCH_DEPLOYED_IDLE ) && |
|
(idealActivity == ACT_MP_WALK || idealActivity == ACT_MP_CROUCHWALK ) ) |
|
{ |
|
ResetGroundSpeed(); |
|
} |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ResetGroundSpeed( void ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
m_flMaxGroundSpeed = GetCurrentMaxGroundSpeed(); |
|
m_iv_flMaxGroundSpeed.Reset(); |
|
m_iv_flMaxGroundSpeed.NoteChanged( gpGlobals->curtime, 0, false ); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::UpdateInterpolators() |
|
{ |
|
VPROF( "CBasePlayerAnimState::UpdateInterpolators" ); |
|
|
|
// First, figure out their current max speed based on their current activity. |
|
float flCurMaxSpeed = GetCurrentMaxGroundSpeed(); |
|
|
|
#ifdef CLIENT_DLL |
|
float flGroundSpeedInterval = 0.1; |
|
|
|
// Only update this 10x/sec so it has an interval to interpolate over. |
|
if ( gpGlobals->curtime - m_flLastGroundSpeedUpdateTime >= flGroundSpeedInterval ) |
|
{ |
|
m_flLastGroundSpeedUpdateTime = gpGlobals->curtime; |
|
|
|
m_flMaxGroundSpeed = flCurMaxSpeed; |
|
m_iv_flMaxGroundSpeed.NoteChanged( gpGlobals->curtime, flGroundSpeedInterval, false ); |
|
} |
|
|
|
m_iv_flMaxGroundSpeed.Interpolate( gpGlobals->curtime, flGroundSpeedInterval ); |
|
#else |
|
m_flMaxGroundSpeed = flCurMaxSpeed; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ComputeFireSequence( void ) |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pStudioHdr - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ComputeGestureSequence( CStudioHdr *pStudioHdr ) |
|
{ |
|
// Update all active gesture layers. |
|
for ( int iGesture = 0; iGesture < GESTURE_SLOT_COUNT; ++iGesture ) |
|
{ |
|
if ( !m_aGestureSlots[iGesture].m_bActive ) |
|
continue; |
|
|
|
if ( !VerifyAnimLayerInSlot( iGesture ) ) |
|
continue; |
|
|
|
UpdateGestureLayer( pStudioHdr, &m_aGestureSlots[iGesture] ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::UpdateGestureLayer( CStudioHdr *pStudioHdr, GestureSlot_t *pGesture ) |
|
{ |
|
// Sanity check. |
|
if ( !pStudioHdr || !pGesture ) |
|
return; |
|
|
|
CBasePlayer *pPlayer = GetBasePlayer(); |
|
if( !pPlayer ) |
|
return; |
|
|
|
#ifdef CLIENT_DLL |
|
|
|
// Get the current cycle. |
|
float flCycle = pGesture->m_pAnimLayer->m_flCycle; |
|
flCycle += pPlayer->GetSequenceCycleRate( pStudioHdr, pGesture->m_pAnimLayer->m_nSequence ) * gpGlobals->frametime * GetGesturePlaybackRate() * pGesture->m_pAnimLayer->m_flPlaybackRate; |
|
|
|
pGesture->m_pAnimLayer->m_flPrevCycle = pGesture->m_pAnimLayer->m_flCycle; |
|
pGesture->m_pAnimLayer->m_flCycle = flCycle; |
|
|
|
if( flCycle > 1.0f ) |
|
{ |
|
RunGestureSlotAnimEventsToCompletion( pGesture ); |
|
|
|
if ( pGesture->m_bAutoKill ) |
|
{ |
|
ResetGestureSlot( pGesture->m_iGestureSlot ); |
|
return; |
|
} |
|
else |
|
{ |
|
pGesture->m_pAnimLayer->m_flCycle = 1.0f; |
|
} |
|
} |
|
|
|
#else |
|
|
|
if ( pGesture->m_iActivity != ACT_INVALID && pGesture->m_pAnimLayer->m_nActivity == ACT_INVALID ) |
|
{ |
|
ResetGestureSlot( pGesture->m_iGestureSlot ); |
|
} |
|
|
|
#endif |
|
} |
|
|
|
extern ConVar mp_facefronttime; |
|
extern ConVar mp_feetyawrate; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : eyeYaw - |
|
// eyePitch - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::Update( float eyeYaw, float eyePitch ) |
|
{ |
|
// Profile the animation update. |
|
VPROF( "CMultiPlayerAnimState::Update" ); |
|
|
|
// Get the studio header for the player. |
|
CStudioHdr *pStudioHdr = GetBasePlayer()->GetModelPtr(); |
|
if ( !pStudioHdr ) |
|
return; |
|
|
|
// Check to see if we should be updating the animation state - dead, ragdolled? |
|
if ( !ShouldUpdateAnimState() ) |
|
{ |
|
ClearAnimationState(); |
|
return; |
|
} |
|
|
|
// Store the eye angles. |
|
m_flEyeYaw = AngleNormalize( eyeYaw ); |
|
m_flEyePitch = AngleNormalize( eyePitch ); |
|
|
|
// Compute the player sequences. |
|
ComputeSequences( pStudioHdr ); |
|
|
|
if ( SetupPoseParameters( pStudioHdr ) ) |
|
{ |
|
// Pose parameter - what direction are the player's legs running in. |
|
ComputePoseParam_MoveYaw( pStudioHdr ); |
|
|
|
// Pose parameter - Torso aiming (up/down). |
|
ComputePoseParam_AimPitch( pStudioHdr ); |
|
|
|
// Pose parameter - Torso aiming (rotation). |
|
ComputePoseParam_AimYaw( pStudioHdr ); |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
if ( C_BasePlayer::ShouldDrawLocalPlayer() ) |
|
{ |
|
GetBasePlayer()->SetPlaybackRate( 1.0f ); |
|
} |
|
#endif |
|
|
|
if( mp_showgestureslots.GetInt() == GetBasePlayer()->entindex() ) |
|
{ |
|
DebugGestureInfo(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CMultiPlayerAnimState::ShouldUpdateAnimState() |
|
{ |
|
// Don't update anim state if we're not visible |
|
if ( GetBasePlayer()->IsEffectActive( EF_NODRAW ) ) |
|
return false; |
|
|
|
// By default, don't update their animation state when they're dead because they're |
|
// either a ragdoll or they're not drawn. |
|
#ifdef CLIENT_DLL |
|
if ( GetBasePlayer()->IsDormant() ) |
|
return false; |
|
#endif |
|
|
|
return (GetBasePlayer()->IsAlive() || m_bDying); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CMultiPlayerAnimState::SetupPoseParameters( CStudioHdr *pStudioHdr ) |
|
{ |
|
// Check to see if this has already been done. |
|
if ( m_bPoseParameterInit ) |
|
return true; |
|
|
|
// Save off the pose parameter indices. |
|
if ( !pStudioHdr ) |
|
return false; |
|
|
|
m_bPoseParameterInit = true; |
|
|
|
// Look for the movement blenders. |
|
m_PoseParameterData.m_iMoveX = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "move_x" ); |
|
m_PoseParameterData.m_iMoveY = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "move_y" ); |
|
/* |
|
if ( ( m_PoseParameterData.m_iMoveX < 0 ) || ( m_PoseParameterData.m_iMoveY < 0 ) ) |
|
return false; |
|
*/ |
|
|
|
// Look for the aim pitch blender. |
|
m_PoseParameterData.m_iAimPitch = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "body_pitch" ); |
|
/* |
|
if ( m_PoseParameterData.m_iAimPitch < 0 ) |
|
return false; |
|
*/ |
|
|
|
// Look for aim yaw blender. |
|
m_PoseParameterData.m_iAimYaw = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "body_yaw" ); |
|
/* |
|
if ( m_PoseParameterData.m_iAimYaw < 0 ) |
|
return false; |
|
*/ |
|
|
|
m_PoseParameterData.m_iMoveYaw = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "move_yaw" ); |
|
m_PoseParameterData.m_iMoveScale = GetBasePlayer()->LookupPoseParameter( pStudioHdr, "move_scale" ); |
|
/* |
|
if ( ( m_PoseParameterData.m_iMoveYaw < 0 ) || ( m_PoseParameterData.m_iMoveScale < 0 ) ) |
|
return false; |
|
*/ |
|
|
|
return true; |
|
} |
|
|
|
float SnapYawTo( float flValue ) |
|
{ |
|
float flSign = 1.0f; |
|
if ( flValue < 0.0f ) |
|
{ |
|
flSign = -1.0f; |
|
flValue = -flValue; |
|
} |
|
|
|
if ( flValue < 23.0f ) |
|
{ |
|
flValue = 0.0f; |
|
} |
|
else if ( flValue < 67.0f ) |
|
{ |
|
flValue = 45.0f; |
|
} |
|
else if ( flValue < 113.0f ) |
|
{ |
|
flValue = 90.0f; |
|
} |
|
else if ( flValue < 157 ) |
|
{ |
|
flValue = 135.0f; |
|
} |
|
else |
|
{ |
|
flValue = 180.0f; |
|
} |
|
|
|
return ( flValue * flSign ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: double check that the movement animations actually have movement |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::DoMovementTest( CStudioHdr *pStudioHdr, float flX, float flY ) |
|
{ |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, flX ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, flY ); |
|
|
|
#ifdef STAGING_ONLY |
|
float flTestSpeed = GetBasePlayer()->GetSequenceGroundSpeed( m_nMovementSequence ); |
|
if ( flTestSpeed < 10.0f ) |
|
{ |
|
Warning( "%s : %s (X %.0f Y %.0f) missing movement\n", pStudioHdr->pszName(), GetBasePlayer()->GetSequenceName( m_nMovementSequence ), flX, flY ); |
|
} |
|
#endif |
|
|
|
/* |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, flX ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, flY ); |
|
float flDuration = GetBasePlayer()->SequenceDuration( m_nMovementSequence ); |
|
|
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, 1.0f ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, 0.0f ); |
|
float flForward = GetBasePlayer()->SequenceDuration( m_nMovementSequence ); |
|
|
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, 0.0f ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, 0.0f ); |
|
float flCenter = GetBasePlayer()->SequenceDuration( m_nMovementSequence ); |
|
|
|
if ( flDuration > flForward * 1.1f || flDuration < flForward * 0.9f ) |
|
{ |
|
Warning( "%s : %s (X %.0f Y %.0f) mismatched duration with forward %.1f vs %.1f\n", pStudioHdr->pszName(), GetBasePlayer()->GetSequenceName( m_nMovementSequence ), flX, flY, flDuration, flForward ); |
|
} |
|
|
|
if ( flDuration > flCenter * 1.1f || flDuration < flCenter * 0.9f ) |
|
{ |
|
Warning( "%s : %s (X %.0f Y %.0f) mismatched duration with center %.1f vs %.1f\n", pStudioHdr->pszName(), GetBasePlayer()->GetSequenceName( m_nMovementSequence ), flX, flY, flDuration, flCenter ); |
|
} |
|
*/ |
|
} |
|
|
|
|
|
void CMultiPlayerAnimState::DoMovementTest( CStudioHdr *pStudioHdr ) |
|
{ |
|
if ( m_LegAnimType == LEGANIM_9WAY ) |
|
{ |
|
DoMovementTest( pStudioHdr, -1.0f, -1.0f ); |
|
DoMovementTest( pStudioHdr, -1.0f, 0.0f ); |
|
DoMovementTest( pStudioHdr, -1.0f, 1.0f ); |
|
DoMovementTest( pStudioHdr, 0.0f, -1.0f ); |
|
DoMovementTest( pStudioHdr, 0.0f, 1.0f ); |
|
DoMovementTest( pStudioHdr, 1.0f, -1.0f ); |
|
DoMovementTest( pStudioHdr, 1.0f, 0.0f ); |
|
DoMovementTest( pStudioHdr, 1.0f, 1.0f ); |
|
} |
|
} |
|
|
|
void CMultiPlayerAnimState::GetMovementFlags( CStudioHdr *pStudioHdr ) |
|
{ |
|
if ( m_nMovementSequence == GetBasePlayer()->GetSequence() ) |
|
{ |
|
return; |
|
} |
|
|
|
m_nMovementSequence = GetBasePlayer()->GetSequence(); |
|
m_LegAnimType = LEGANIM_9WAY; |
|
|
|
KeyValues *seqKeyValues = GetBasePlayer()->GetSequenceKeyValues( m_nMovementSequence ); |
|
// Msg("sequence %d : %s (%d)\n", sequence, GetOuter()->GetSequenceName( sequence ), seqKeyValues != NULL ); |
|
if (seqKeyValues) |
|
{ |
|
KeyValues *pkvMovement = seqKeyValues->FindKey( "movement" ); |
|
if (pkvMovement) |
|
{ |
|
const char *szStyle = pkvMovement->GetString(); |
|
if ( V_stricmp( szStyle, "robot2" ) == 0 ) |
|
{ |
|
m_LegAnimType = LEGANIM_8WAY; |
|
} |
|
} |
|
seqKeyValues->deleteThis(); |
|
} |
|
|
|
// skip tests if it's not a movement animation |
|
if ( m_nMovementSequence < 0 || !( GetBasePlayer()->GetFlags() & FL_ONGROUND ) || pStudioHdr->pSeqdesc( m_nMovementSequence ).groupsize[0] == 1 ) |
|
{ |
|
return; |
|
} |
|
|
|
DoMovementTest( pStudioHdr ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pStudioHdr - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ) |
|
{ |
|
// Get the estimated movement yaw. |
|
EstimateYaw(); |
|
|
|
// Get the view yaw. |
|
float flAngle = AngleNormalize( m_flEyeYaw ); |
|
|
|
// Calc side to side turning - the view vs. movement yaw. |
|
float flYaw = flAngle - m_PoseParameterData.m_flEstimateYaw; |
|
flYaw = AngleNormalize( -flYaw ); |
|
|
|
// Get the current speed the character is running. |
|
bool bIsMoving; |
|
float flSpeed = CalcMovementSpeed( &bIsMoving ); |
|
|
|
// Setup the 9-way blend parameters based on our speed and direction. |
|
Vector2D vecCurrentMoveYaw( 0.0f, 0.0f ); |
|
if ( bIsMoving ) |
|
{ |
|
GetMovementFlags( pStudioHdr ); |
|
|
|
if ( mp_slammoveyaw.GetBool() ) |
|
{ |
|
flYaw = SnapYawTo( flYaw ); |
|
} |
|
|
|
if ( m_LegAnimType == LEGANIM_9WAY ) |
|
{ |
|
// convert YAW back into vector |
|
vecCurrentMoveYaw.x = cos( DEG2RAD( flYaw ) ); |
|
vecCurrentMoveYaw.y = -sin( DEG2RAD( flYaw ) ); |
|
// push edges out to -1 to 1 box |
|
float flInvScale = MAX( fabs( vecCurrentMoveYaw.x ), fabs( vecCurrentMoveYaw.y ) ); |
|
if ( flInvScale != 0.0f ) |
|
{ |
|
vecCurrentMoveYaw.x /= flInvScale; |
|
vecCurrentMoveYaw.y /= flInvScale; |
|
} |
|
|
|
// find what speed was actually authored |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, vecCurrentMoveYaw.x ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, vecCurrentMoveYaw.y ); |
|
float flMaxSpeed = GetBasePlayer()->GetSequenceGroundSpeed( GetBasePlayer()->GetSequence() ); |
|
|
|
// scale playback |
|
if ( flMaxSpeed > flSpeed ) |
|
{ |
|
vecCurrentMoveYaw.x *= flSpeed / flMaxSpeed; |
|
vecCurrentMoveYaw.y *= flSpeed / flMaxSpeed; |
|
} |
|
|
|
// Set the 9-way blend movement pose parameters. |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, vecCurrentMoveYaw.x ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, vecCurrentMoveYaw.y ); |
|
} |
|
else |
|
{ |
|
// find what speed was actually authored |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveYaw, flYaw ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveScale, 1.0f ); |
|
float flMaxSpeed = GetBasePlayer()->GetSequenceGroundSpeed( GetBasePlayer()->GetSequence() ); |
|
|
|
// scale playback |
|
if ( flMaxSpeed > flSpeed ) |
|
{ |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveScale, flSpeed / flMaxSpeed ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
// Set the 9-way blend movement pose parameters. |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveX, 0.0f ); |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iMoveY, 0.0f ); |
|
} |
|
|
|
m_DebugAnimData.m_vecMoveYaw = vecCurrentMoveYaw; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::EstimateYaw( void ) |
|
{ |
|
// Get the frame time. |
|
float flDeltaTime = gpGlobals->frametime; |
|
if ( flDeltaTime == 0.0f ) |
|
return; |
|
|
|
// Get the player's velocity and angles. |
|
Vector vecEstVelocity; |
|
GetOuterAbsVelocity( vecEstVelocity ); |
|
QAngle angles = GetBasePlayer()->GetLocalAngles(); |
|
|
|
// If we are not moving, sync up the feet and eyes slowly. |
|
if ( vecEstVelocity.x == 0.0f && vecEstVelocity.y == 0.0f ) |
|
{ |
|
float flYawDelta = angles[YAW] - m_PoseParameterData.m_flEstimateYaw; |
|
flYawDelta = AngleNormalize( flYawDelta ); |
|
|
|
if ( flDeltaTime < 0.25f ) |
|
{ |
|
flYawDelta *= ( flDeltaTime * 4.0f ); |
|
} |
|
else |
|
{ |
|
flYawDelta *= flDeltaTime; |
|
} |
|
|
|
m_PoseParameterData.m_flEstimateYaw += flYawDelta; |
|
AngleNormalize( m_PoseParameterData.m_flEstimateYaw ); |
|
} |
|
else |
|
{ |
|
m_PoseParameterData.m_flEstimateYaw = ( atan2( vecEstVelocity.y, vecEstVelocity.x ) * 180.0f / M_PI ); |
|
m_PoseParameterData.m_flEstimateYaw = clamp( m_PoseParameterData.m_flEstimateYaw, -180.0f, 180.0f ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ComputePoseParam_AimPitch( CStudioHdr *pStudioHdr ) |
|
{ |
|
// Get the view pitch. |
|
float flAimPitch = m_flEyePitch; |
|
|
|
// Set the aim pitch pose parameter and save. |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iAimPitch, -flAimPitch ); |
|
m_DebugAnimData.m_flAimPitch = flAimPitch; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr ) |
|
{ |
|
// Get the movement velocity. |
|
Vector vecVelocity; |
|
GetOuterAbsVelocity( vecVelocity ); |
|
|
|
// Check to see if we are moving. |
|
bool bMoving = ( vecVelocity.Length() > 1.0f ) ? true : false; |
|
|
|
// If we are moving or are prone and undeployed. |
|
if ( bMoving || m_bForceAimYaw ) |
|
{ |
|
// The feet match the eye direction when moving - the move yaw takes care of the rest. |
|
m_flGoalFeetYaw = m_flEyeYaw; |
|
} |
|
// Else if we are not moving. |
|
else |
|
{ |
|
// Initialize the feet. |
|
if ( m_PoseParameterData.m_flLastAimTurnTime <= 0.0f ) |
|
{ |
|
m_flGoalFeetYaw = m_flEyeYaw; |
|
m_flCurrentFeetYaw = m_flEyeYaw; |
|
m_PoseParameterData.m_flLastAimTurnTime = gpGlobals->curtime; |
|
} |
|
// Make sure the feet yaw isn't too far out of sync with the eye yaw. |
|
// TODO: Do something better here! |
|
else |
|
{ |
|
float flYawDelta = AngleNormalize( m_flGoalFeetYaw - m_flEyeYaw ); |
|
|
|
if ( fabs( flYawDelta ) > 45.0f/*m_AnimConfig.m_flMaxBodyYawDegrees*/ ) |
|
{ |
|
float flSide = ( flYawDelta > 0.0f ) ? -1.0f : 1.0f; |
|
m_flGoalFeetYaw += ( 45.0f/*m_AnimConfig.m_flMaxBodyYawDegrees*/ * flSide ); |
|
} |
|
} |
|
} |
|
|
|
// Fix up the feet yaw. |
|
m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw ); |
|
if ( m_flGoalFeetYaw != m_flCurrentFeetYaw ) |
|
{ |
|
if ( m_bForceAimYaw ) |
|
{ |
|
m_flCurrentFeetYaw = m_flGoalFeetYaw; |
|
} |
|
else |
|
{ |
|
ConvergeYawAngles( m_flGoalFeetYaw, /*DOD_BODYYAW_RATE*/720.0f, gpGlobals->frametime, m_flCurrentFeetYaw ); |
|
m_flLastAimTurnTime = gpGlobals->curtime; |
|
} |
|
} |
|
|
|
// Rotate the body into position. |
|
m_angRender[YAW] = m_flCurrentFeetYaw; |
|
|
|
// Find the aim(torso) yaw base on the eye and feet yaws. |
|
float flAimYaw = m_flEyeYaw - m_flCurrentFeetYaw; |
|
flAimYaw = AngleNormalize( flAimYaw ); |
|
|
|
// Set the aim yaw and save. |
|
GetBasePlayer()->SetPoseParameter( pStudioHdr, m_PoseParameterData.m_iAimYaw, -flAimYaw ); |
|
m_DebugAnimData.m_flAimYaw = flAimYaw; |
|
|
|
// Turn off a force aim yaw - either we have already updated or we don't need to. |
|
m_bForceAimYaw = false; |
|
|
|
#ifndef CLIENT_DLL |
|
QAngle angle = GetBasePlayer()->GetAbsAngles(); |
|
angle[YAW] = m_flCurrentFeetYaw; |
|
|
|
GetBasePlayer()->SetAbsAngles( angle ); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : flGoalYaw - |
|
// flYawRate - |
|
// flDeltaTime - |
|
// &flCurrentYaw - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::ConvergeYawAngles( float flGoalYaw, float flYawRate, float flDeltaTime, float &flCurrentYaw ) |
|
{ |
|
#define FADE_TURN_DEGREES 60.0f |
|
|
|
// Find the yaw delta. |
|
float flDeltaYaw = flGoalYaw - flCurrentYaw; |
|
float flDeltaYawAbs = fabs( flDeltaYaw ); |
|
flDeltaYaw = AngleNormalize( flDeltaYaw ); |
|
|
|
// Always do at least a bit of the turn (1%). |
|
float flScale = 1.0f; |
|
flScale = flDeltaYawAbs / FADE_TURN_DEGREES; |
|
flScale = clamp( flScale, 0.01f, 1.0f ); |
|
|
|
float flYaw = flYawRate * flDeltaTime * flScale; |
|
if ( flDeltaYawAbs < flYaw ) |
|
{ |
|
flCurrentYaw = flGoalYaw; |
|
} |
|
else |
|
{ |
|
float flSide = ( flDeltaYaw < 0.0f ) ? -1.0f : 1.0f; |
|
flCurrentYaw += ( flYaw * flSide ); |
|
} |
|
|
|
flCurrentYaw = AngleNormalize( flCurrentYaw ); |
|
|
|
#undef FADE_TURN_DEGREES |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
// Output : const QAngle& |
|
//----------------------------------------------------------------------------- |
|
const QAngle& CMultiPlayerAnimState::GetRenderAngles() |
|
{ |
|
return m_angRender; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : vel - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::GetOuterAbsVelocity( Vector& vel ) |
|
{ |
|
#if defined( CLIENT_DLL ) |
|
GetBasePlayer()->EstimateAbsVelocity( vel ); |
|
#else |
|
vel = GetBasePlayer()->GetAbsVelocity(); |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::Release( void ) |
|
{ |
|
delete this; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
// Output : float |
|
//----------------------------------------------------------------------------- |
|
float CMultiPlayerAnimState::GetOuterXYSpeed() |
|
{ |
|
Vector vel; |
|
GetOuterAbsVelocity( vel ); |
|
return vel.Length2D(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void Anim_StateLog( const char *pMsg, ... ) |
|
{ |
|
// Format the string. |
|
char str[4096]; |
|
va_list marker; |
|
va_start( marker, pMsg ); |
|
Q_vsnprintf( str, sizeof( str ), pMsg, marker ); |
|
va_end( marker ); |
|
|
|
// Log it? |
|
if ( anim_showstatelog.GetInt() == 1 || anim_showstatelog.GetInt() == 3 ) |
|
{ |
|
Msg( "%s", str ); |
|
} |
|
|
|
if ( anim_showstatelog.GetInt() > 1 ) |
|
{ |
|
// static FileHandle_t hFile = filesystem->Open( "AnimState.log", "wt" ); |
|
// filesystem->FPrintf( hFile, "%s", str ); |
|
// filesystem->Flush( hFile ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void Anim_StatePrintf( int iLine, const char *pMsg, ... ) |
|
{ |
|
// Format the string. |
|
char str[4096]; |
|
va_list marker; |
|
va_start( marker, pMsg ); |
|
Q_vsnprintf( str, sizeof( str ), pMsg, marker ); |
|
va_end( marker ); |
|
|
|
// Show it with Con_NPrintf. |
|
engine->Con_NPrintf( iLine, "%s", str ); |
|
|
|
// Log it. |
|
Anim_StateLog( "%s\n", str ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::DebugShowAnimStateForPlayer( bool bIsServer ) |
|
{ |
|
// Get the player's velocity. |
|
Vector vecVelocity; |
|
GetOuterAbsVelocity( vecVelocity ); |
|
|
|
// Start animation state logging. |
|
int iLine = 5; |
|
if ( bIsServer ) |
|
{ |
|
iLine = 12; |
|
} |
|
// Anim_StateLog( "-------------%s: frame %d -----------------\n", bIsServer ? "Server" : "Client", gpGlobals->framecount ); |
|
Anim_StatePrintf( iLine++, "-------------%s: frame %d -----------------\n", bIsServer ? "Server" : "Client", gpGlobals->framecount ); |
|
|
|
// Write out the main sequence and its data. |
|
Anim_StatePrintf( iLine++, "Main: %s, Cycle: %.2f\n", GetSequenceName( GetBasePlayer()->GetModelPtr(), GetBasePlayer()->GetSequence() ), GetBasePlayer()->GetCycle() ); |
|
|
|
#if 0 |
|
if ( m_bPlayingGesture ) |
|
{ |
|
Anim_StatePrintf( iLine++, "Gesture: %s, Cycle: %.2f\n", |
|
GetSequenceName( GetBasePlayer()->GetModelPtr(), m_iGestureSequence ), |
|
m_flGestureCycle ); |
|
} |
|
#endif |
|
|
|
// Write out the layers and their data. |
|
for ( int iAnim = 0; iAnim < GetBasePlayer()->GetNumAnimOverlays(); ++iAnim ) |
|
{ |
|
#ifdef CLIENT_DLL |
|
C_AnimationLayer *pLayer = GetBasePlayer()->GetAnimOverlay( iAnim ); |
|
if ( pLayer && ( pLayer->m_nOrder != CBaseAnimatingOverlay::MAX_OVERLAYS ) ) |
|
{ |
|
Anim_StatePrintf( iLine++, "Layer %s: Weight: %.2f, Cycle: %.2f", GetSequenceName( GetBasePlayer()->GetModelPtr(), pLayer->m_nSequence ), (float)pLayer->m_flWeight, (float)pLayer->m_flCycle ); |
|
} |
|
#else |
|
CAnimationLayer *pLayer = GetBasePlayer()->GetAnimOverlay( iAnim ); |
|
if ( pLayer && ( pLayer->m_nOrder != CBaseAnimatingOverlay::MAX_OVERLAYS ) ) |
|
{ |
|
Anim_StatePrintf( iLine++, "Layer %s: Weight: %.2f, Cycle: %.2f", GetSequenceName( GetBasePlayer()->GetModelPtr(), pLayer->m_nSequence ), (float)pLayer->m_flWeight, (float)pLayer->m_flCycle ); |
|
} |
|
#endif |
|
} |
|
|
|
// Write out the speed data. |
|
Anim_StatePrintf( iLine++, "Time: %.2f, Speed: %.2f, MaxSpeed: %.2f", gpGlobals->curtime, vecVelocity.Length2D(), GetCurrentMaxGroundSpeed() ); |
|
|
|
// Write out the 9-way blend data. |
|
Anim_StatePrintf( iLine++, "EntityYaw: %.2f, AimYaw: %.2f, AimPitch: %.2f, MoveX: %.2f, MoveY: %.2f", m_angRender[YAW], m_DebugAnimData.m_flAimYaw, m_DebugAnimData.m_flAimPitch, m_DebugAnimData.m_vecMoveYaw.x, m_DebugAnimData.m_vecMoveYaw.y ); |
|
|
|
// Anim_StateLog( "--------------------------------------------\n\n" ); |
|
Anim_StatePrintf( iLine++, "--------------------------------------------\n\n" ); |
|
|
|
DebugShowEyeYaw(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::DebugShowEyeYaw( void ) |
|
{ |
|
#ifdef _NDEBUG |
|
|
|
float flBaseSize = 10; |
|
float flHeight = 80; |
|
|
|
Vector vecPos = GetOuter()->GetAbsOrigin() + Vector( 0.0f, 0.0f, 3.0f ); |
|
QAngle angles( 0.0f, 0.0f, 0.0f ); |
|
|
|
angles[YAW] = m_flEyeYaw; |
|
|
|
Vector vecForward, vecRight, vecUp; |
|
AngleVectors( angles, &vecForward, &vecRight, &vecUp ); |
|
|
|
// Draw a red triangle on the ground for the eye yaw. |
|
debugoverlay->AddTriangleOverlay( ( vecPos + vecRight * flBaseSize / 2.0f ), |
|
( vecPos - vecRight * flBaseSize / 2.0f ), |
|
( vecPos + vecForward * flHeight, 255, 0, 0, 255, false, 0.01f ); |
|
|
|
#endif |
|
} |
|
|
|
#if defined( CLIENT_DLL ) |
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : activity - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::DebugShowActivity( Activity activity ) |
|
{ |
|
#ifdef _DEBUG |
|
|
|
const char *pszActivity = "other"; |
|
|
|
switch( activity ) |
|
{ |
|
case ACT_MP_STAND_IDLE: |
|
{ |
|
pszActivity = "idle"; |
|
break; |
|
} |
|
case ACT_MP_SPRINT: |
|
{ |
|
pszActivity = "sprint"; |
|
break; |
|
} |
|
case ACT_MP_WALK: |
|
{ |
|
pszActivity = "walk"; |
|
break; |
|
} |
|
case ACT_MP_RUN: |
|
{ |
|
pszActivity = "run"; |
|
break; |
|
} |
|
} |
|
|
|
Msg( "Activity: %s\n", pszActivity ); |
|
|
|
#endif |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : iStartLine - |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::DebugShowAnimState( int iStartLine ) |
|
{ |
|
Vector vOuterVel; |
|
GetOuterAbsVelocity( vOuterVel ); |
|
|
|
Anim_StateLog( "----------------- frame %d -----------------\n", gpGlobals->framecount ); |
|
|
|
int iLine = iStartLine; |
|
Anim_StatePrintf( iLine++, "main: %s, cycle: %.2f\n", GetSequenceName( GetBasePlayer()->GetModelPtr(), GetBasePlayer()->GetSequence() ), GetBasePlayer()->GetCycle() ); |
|
|
|
#if defined( CLIENT_DLL ) |
|
for ( int i=0; i < GetBasePlayer()->GetNumAnimOverlays()-1; i++ ) |
|
{ |
|
C_AnimationLayer *pLayer = GetBasePlayer()->GetAnimOverlay( i /*i+1?*/ ); |
|
Anim_StatePrintf( iLine++, "%s, weight: %.2f, cycle: %.2f, aim (%d)", |
|
pLayer->m_nOrder == CBaseAnimatingOverlay::MAX_OVERLAYS ? "--" : GetSequenceName( GetBasePlayer()->GetModelPtr(), pLayer->m_nSequence ), |
|
pLayer->m_nOrder == CBaseAnimatingOverlay::MAX_OVERLAYS ? -1 :(float)pLayer->m_flWeight, |
|
pLayer->m_nOrder == CBaseAnimatingOverlay::MAX_OVERLAYS ? -1 :(float)pLayer->m_flCycle, |
|
i |
|
); |
|
} |
|
#endif |
|
|
|
Anim_StatePrintf( iLine++, "vel: %.2f, time: %.2f, max: %.2f", |
|
vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed() ); |
|
|
|
// AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f", |
|
// m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y ); |
|
|
|
Anim_StateLog( "--------------------------------------------\n\n" ); |
|
|
|
// Draw a red triangle on the ground for the eye yaw. |
|
float flBaseSize = 10; |
|
float flHeight = 80; |
|
Vector vBasePos = GetBasePlayer()->GetAbsOrigin() + Vector( 0, 0, 3 ); |
|
QAngle angles( 0, 0, 0 ); |
|
angles[YAW] = m_flEyeYaw; |
|
Vector vForward, vRight, vUp; |
|
AngleVectors( angles, &vForward, &vRight, &vUp ); |
|
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 ); |
|
|
|
// Draw a blue triangle on the ground for the body yaw. |
|
angles[YAW] = m_angRender[YAW]; |
|
AngleVectors( angles, &vForward, &vRight, &vUp ); |
|
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 ); |
|
} |
|
|
|
// Debug! |
|
const char *s_aGestureSlotNames[GESTURE_SLOT_COUNT] = |
|
{ |
|
"Attack and Reload", |
|
"Grenade", |
|
"Jump", |
|
"Swim", |
|
"Flinch", |
|
"VCD", |
|
"Custom" |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::DebugGestureInfo( void ) |
|
{ |
|
CBasePlayer *pPlayer = GetBasePlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
int iLine = ( pPlayer->IsServer() ? 12 : ( 14 + GESTURE_SLOT_COUNT ) ); |
|
|
|
Anim_StatePrintf( iLine++, "%s\n", ( pPlayer->IsServer() ? "Server" : "Client" ) ); |
|
|
|
for ( int iGesture = 0; iGesture < GESTURE_SLOT_COUNT; ++iGesture ) |
|
{ |
|
GestureSlot_t *pGesture = &m_aGestureSlots[iGesture]; |
|
if ( pGesture ) |
|
{ |
|
if( pGesture->m_bActive ) |
|
{ |
|
Anim_StatePrintf( iLine++, "Gesture Slot %d(%s): %s %s(A:%s, C:%f P:%f)\n", |
|
iGesture, |
|
s_aGestureSlotNames[iGesture], |
|
ActivityList_NameForIndex( pGesture->m_iActivity ), |
|
GetSequenceName( pPlayer->GetModelPtr(), pGesture->m_pAnimLayer->m_nSequence ), |
|
( pGesture->m_bAutoKill ? "true" : "false" ), |
|
(float)pGesture->m_pAnimLayer->m_flCycle, (float)pGesture->m_pAnimLayer->m_flPlaybackRate ); |
|
} |
|
else |
|
{ |
|
Anim_StatePrintf( iLine++, "Gesture Slot %d(%s): NOT ACTIVE!\n", iGesture, s_aGestureSlotNames[iGesture] ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: New Model, init the pose parameters |
|
//----------------------------------------------------------------------------- |
|
void CMultiPlayerAnimState::OnNewModel( void ) |
|
{ |
|
m_bPoseParameterInit = false; |
|
m_PoseParameterData.Init(); |
|
ClearAnimationState(); |
|
}
|
|
|