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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_BASEANIMATING_H
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#define C_BASEANIMATING_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseentity.h"
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#include "studio.h"
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#include "utlvector.h"
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#include "ragdoll.h"
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#include "mouthinfo.h"
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// Shared activities
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#include "ai_activity.h"
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#include "animationlayer.h"
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#include "sequence_Transitioner.h"
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#include "bone_accessor.h"
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#include "bone_merge_cache.h"
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#include "ragdoll_shared.h"
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#include "tier0/threadtools.h"
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#include "datacache/idatacache.h"
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#define LIPSYNC_POSEPARAM_NAME "mouth"
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#define NUM_HITBOX_FIRES 10
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/*
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class C_BaseClientShader
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{
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virtual void RenderMaterial( C_BaseEntity *pEntity, int count, const vec4_t *verts, const vec4_t *normals, const vec2_t *texcoords, vec4_t *lightvalues );
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};
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*/
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class IRagdoll;
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class CIKContext;
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class CIKState;
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class ConVar;
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class C_RopeKeyframe;
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class CBoneBitList;
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class CBoneList;
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class KeyValues;
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class CJiggleBones;
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class IBoneSetup;
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FORWARD_DECLARE_HANDLE( memhandle_t );
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typedef unsigned short MDLHandle_t;
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extern ConVar vcollide_wireframe;
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struct ClientModelRenderInfo_t : public ModelRenderInfo_t
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{
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// Added space for lighting origin override. Just allocated space, need to set base pointer
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matrix3x4_t lightingOffset;
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// Added space for model to world matrix. Just allocated space, need to set base pointer
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matrix3x4_t modelToWorld;
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};
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struct RagdollInfo_t
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{
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bool m_bActive;
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float m_flSaveTime;
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int m_nNumBones;
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Vector m_rgBonePos[MAXSTUDIOBONES];
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Quaternion m_rgBoneQuaternion[MAXSTUDIOBONES];
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};
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class CAttachmentData
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{
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public:
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matrix3x4_t m_AttachmentToWorld;
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QAngle m_angRotation;
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Vector m_vOriginVelocity;
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int m_nLastFramecount : 31;
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int m_bAnglesComputed : 1;
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};
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typedef unsigned int ClientSideAnimationListHandle_t;
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#define INVALID_CLIENTSIDEANIMATION_LIST_HANDLE (ClientSideAnimationListHandle_t)~0
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class C_BaseAnimating : public C_BaseEntity, private IModelLoadCallback
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{
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public:
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DECLARE_CLASS( C_BaseAnimating, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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enum
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{
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NUM_POSEPAREMETERS = 24,
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NUM_BONECTRLS = 4
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};
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C_BaseAnimating();
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~C_BaseAnimating();
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virtual C_BaseAnimating* GetBaseAnimating() { return this; }
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bool UsesPowerOfTwoFrameBufferTexture( void );
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virtual bool Interpolate( float currentTime );
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virtual void Simulate();
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virtual void Release();
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float GetAnimTimeInterval( void ) const;
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virtual unsigned char GetClientSideFade( void );
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// Get bone controller values.
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virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
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virtual float SetBoneController ( int iController, float flValue );
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LocalFlexController_t GetNumFlexControllers( void );
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const char *GetFlexDescFacs( int iFlexDesc );
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const char *GetFlexControllerName( LocalFlexController_t iFlexController );
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const char *GetFlexControllerType( LocalFlexController_t iFlexController );
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virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
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// Computes a box that surrounds all hitboxes
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bool ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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bool ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Gets the hitbox-to-world transforms, returns false if there was a problem
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bool HitboxToWorldTransforms( matrix3x4_t *pHitboxToWorld[MAXSTUDIOBONES] );
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// base model functionality
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float ClampCycle( float cycle, bool isLooping );
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virtual void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
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virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
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virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
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virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
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// model specific
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virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
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virtual void UpdateIKLocks( float currentTime );
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virtual void CalculateIKLocks( float currentTime );
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virtual bool ShouldDraw();
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virtual void UpdateVisibility() OVERRIDE;
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virtual int DrawModel( int flags );
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virtual int InternalDrawModel( int flags );
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virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
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virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
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void DoInternalDrawModel( ClientModelRenderInfo_t *pInfo, DrawModelState_t *pState, matrix3x4_t *pBoneToWorldArray = NULL );
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virtual IMaterial* GetEconWeaponMaterialOverride( int iTeam ) { return NULL; }
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//
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virtual CMouthInfo *GetMouth();
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virtual void ControlMouth( CStudioHdr *pStudioHdr );
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// override in sub-classes
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virtual void DoAnimationEvents( CStudioHdr *pStudio );
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual void FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual const char* ModifyEventParticles( const char* token ) { return token; }
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// Parses and distributes muzzle flash events
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virtual bool DispatchMuzzleEffect( const char *options, bool isFirstPerson );
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// virtual void AllocateMaterials( void );
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// virtual void FreeMaterials( void );
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virtual void ValidateModelIndex( void );
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virtual CStudioHdr *OnNewModel( void );
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CStudioHdr *GetModelPtr() const;
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void InvalidateMdlCache();
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virtual void SetPredictable( bool state );
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void UseClientSideAnimation();
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// C_BaseClientShader **p_ClientShaders;
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virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
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void UnragdollBlend( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime );
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void MaintainSequenceTransitions( IBoneSetup &boneSetup, float flCycle, Vector pos[], Quaternion q[] );
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virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
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virtual void ChildLayerBlend( Vector pos[], Quaternion q[], float currentTime, int boneMask );
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// Attachments
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int LookupAttachment( const char *pAttachmentName );
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int LookupRandomAttachment( const char *pAttachmentNameSubstring );
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int LookupPoseParameter( CStudioHdr *pStudioHdr, const char *szName );
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inline int LookupPoseParameter( const char *szName ) { return LookupPoseParameter(GetModelPtr(), szName); }
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float SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue );
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inline float SetPoseParameter( const char *szName, float flValue ) { return SetPoseParameter( GetModelPtr(), szName, flValue ); }
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float SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue );
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inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); }
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float GetPoseParameter( int iPoseParameter );
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bool GetPoseParameterRange( int iPoseParameter, float &minValue, float &maxValue );
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int LookupBone( const char *szName );
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void GetBonePosition( int iBone, Vector &origin, QAngle &angles );
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void GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld );
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] Finds the bone associated with the given hitbox
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//=============================================================================
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int GetHitboxBone( int hitboxIndex );
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//=============================================================================
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// HPE_END
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//=============================================================================
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// Bone attachments
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virtual void AttachEntityToBone( C_BaseAnimating* attachTarget, int boneIndexAttached=-1, Vector bonePosition=Vector(0,0,0), QAngle boneAngles=QAngle(0,0,0) );
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void AddBoneAttachment( C_BaseAnimating* newBoneAttachment );
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void RemoveBoneAttachment( C_BaseAnimating* boneAttachment );
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void RemoveBoneAttachments();
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void DestroyBoneAttachments();
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void MoveBoneAttachments( C_BaseAnimating* attachTarget );
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int GetNumBoneAttachments();
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C_BaseAnimating* GetBoneAttachment( int i );
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virtual void NotifyBoneAttached( C_BaseAnimating* attachTarget );
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virtual void UpdateBoneAttachments( void );
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//bool solveIK(float a, float b, const Vector &Foot, const Vector &Knee1, Vector &Knee2);
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//void DebugIK( mstudioikchain_t *pikchain );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual int RestoreData( const char *context, int slot, int type );
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virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void AddEntity( void );
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// This can be used to force client side animation to be on. Only use if you know what you're doing!
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// Normally, the server entity should set this.
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void ForceClientSideAnimationOn();
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void AddToClientSideAnimationList();
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void RemoveFromClientSideAnimationList( bool bBeingDestroyed = false );
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virtual bool IsSelfAnimating();
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virtual void ResetLatched();
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// implements these so ragdolls can handle frustum culling & leaf visibility
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virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
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virtual const Vector& GetRenderOrigin( void );
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virtual const QAngle& GetRenderAngles( void );
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virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
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// Attachments.
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bool GetAttachment( const char *szName, Vector &absOrigin );
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bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles );
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// Inherited from C_BaseEntity
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virtual bool GetAttachment( int number, Vector &origin );
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
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virtual bool GetAttachment( int number, matrix3x4_t &matrix );
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virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
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// Returns the attachment in local space
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bool GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal );
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bool GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles );
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bool GetAttachmentLocal( int iAttachment, Vector &origin );
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bool GetRootBone( matrix3x4_t &rootBone );
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// Should this object cast render-to-texture shadows?
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virtual ShadowType_t ShadowCastType();
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// Should we collide?
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virtual CollideType_t GetCollideType( void );
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virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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// returns true if we're currently being ragdolled
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bool IsRagdoll() const;
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bool IsAboutToRagdoll() const;
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virtual C_BaseAnimating *BecomeRagdollOnClient();
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C_BaseAnimating *CreateRagdollCopy();
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bool InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, bool bFixedConstraints=false );
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void IgniteRagdoll( C_BaseAnimating *pSource );
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void TransferDissolveFrom( C_BaseAnimating *pSource );
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virtual void SaveRagdollInfo( int numbones, const matrix3x4_t &cameraTransform, CBoneAccessor &pBoneToWorld );
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virtual bool RetrieveRagdollInfo( Vector *pos, Quaternion *q );
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virtual void Clear( void );
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void ClearRagdoll();
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void CreateUnragdollInfo( C_BaseAnimating *pRagdoll );
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bool ForceSetupBonesAtTime( matrix3x4_t *pBonesOut, float flTime );
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virtual bool GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
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// For shadows rendering the correct body + sequence...
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virtual int GetBody() { return m_nBody; }
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virtual int GetSkin() { return m_nSkin; }
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bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); }
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inline float GetPlaybackRate();
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inline void SetPlaybackRate( float rate );
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void SetModelScale( float scale, float change_duration = 0.0f );
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float GetModelScale() const { return m_flModelScale; }
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inline bool IsModelScaleFractional() const; /// very fast way to ask if the model scale is < 1.0f (faster than if (GetModelScale() < 1.0f) )
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inline bool IsModelScaled() const;
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void UpdateModelScale( void );
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virtual void RefreshCollisionBounds( void );
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||||
int GetSequence();
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||||
virtual void SetSequence(int nSequence);
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inline void ResetSequence(int nSequence);
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float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence );
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||||
inline float GetSequenceGroundSpeed( int iSequence ) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); }
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||||
bool IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence );
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||||
inline bool IsSequenceLooping( int iSequence ) { return IsSequenceLooping(GetModelPtr(),iSequence); }
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||||
float GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence );
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||||
void GetSequenceLinearMotion( int iSequence, Vector *pVec );
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void GetBlendedLinearVelocity( Vector *pVec );
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||||
int LookupSequence ( const char *label );
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int LookupActivity( const char *label );
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||||
char const *GetSequenceName( int iSequence );
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||||
char const *GetSequenceActivityName( int iSequence );
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||||
Activity GetSequenceActivity( int iSequence );
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||||
KeyValues *GetSequenceKeyValues( int iSequence );
|
||||
virtual void StudioFrameAdvance(); // advance animation frame to some time in the future
|
||||
|
||||
// Clientside animation
|
||||
virtual float FrameAdvance( float flInterval = 0.0f );
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||||
virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence );
|
||||
virtual void UpdateClientSideAnimation();
|
||||
void ClientSideAnimationChanged();
|
||||
virtual unsigned int ComputeClientSideAnimationFlags();
|
||||
|
||||
virtual void ResetClientsideFrame( void ) { SetCycle( 0 ); }
|
||||
|
||||
void SetCycle( float flCycle );
|
||||
float GetCycle() const;
|
||||
|
||||
void SetBodygroup( int iGroup, int iValue );
|
||||
int GetBodygroup( int iGroup );
|
||||
|
||||
const char *GetBodygroupName( int iGroup );
|
||||
int FindBodygroupByName( const char *name );
|
||||
int GetBodygroupCount( int iGroup );
|
||||
int GetNumBodyGroups( void );
|
||||
|
||||
class CBoneCache *GetBoneCache( CStudioHdr *pStudioHdr );
|
||||
void SetHitboxSet( int setnum );
|
||||
void SetHitboxSetByName( const char *setname );
|
||||
int GetHitboxSet( void );
|
||||
char const *GetHitboxSetName( void );
|
||||
int GetHitboxSetCount( void );
|
||||
void DrawClientHitboxes( float duration = 0.0f, bool monocolor = false );
|
||||
|
||||
C_BaseAnimating* FindFollowedEntity();
|
||||
|
||||
virtual bool IsActivityFinished( void ) { return m_bSequenceFinished; }
|
||||
inline bool IsSequenceFinished( void );
|
||||
inline bool SequenceLoops( void ) { return m_bSequenceLoops; }
|
||||
|
||||
// All view model attachments origins are stretched so you can place entities at them and
|
||||
// they will match up with where the attachment winds up being drawn on the view model, since
|
||||
// the view models are drawn with a different FOV.
|
||||
//
|
||||
// If you're drawing something inside of a view model's DrawModel() function, then you want the
|
||||
// original attachment origin instead of the adjusted one. To get that, call this on the
|
||||
// adjusted attachment origin.
|
||||
virtual void UncorrectViewModelAttachment( Vector &vOrigin ) {}
|
||||
|
||||
// Call this if SetupBones() has already been called this frame but you need to move the
|
||||
// entity and rerender.
|
||||
void InvalidateBoneCache();
|
||||
bool IsBoneCacheValid() const; // Returns true if the bone cache is considered good for this frame.
|
||||
void GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out );
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||||
|
||||
// Wrappers for CBoneAccessor.
|
||||
const matrix3x4_t& GetBone( int iBone ) const;
|
||||
matrix3x4_t& GetBoneForWrite( int iBone );
|
||||
|
||||
// Used for debugging. Will produce asserts if someone tries to setup bones or
|
||||
// attachments before it's allowed.
|
||||
// Use the "AutoAllowBoneAccess" class to auto push/pop bone access.
|
||||
// Use a distinct "tag" when pushing/popping - asserts when push/pop tags do not match.
|
||||
struct AutoAllowBoneAccess
|
||||
{
|
||||
AutoAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels );
|
||||
~AutoAllowBoneAccess( void );
|
||||
};
|
||||
static void PushAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels, char const *tagPush );
|
||||
static void PopBoneAccess( char const *tagPop );
|
||||
static void ThreadedBoneSetup();
|
||||
static void InitBoneSetupThreadPool();
|
||||
static void ShutdownBoneSetupThreadPool();
|
||||
|
||||
// Invalidate bone caches so all SetupBones() calls force bone transforms to be regenerated.
|
||||
static void InvalidateBoneCaches();
|
||||
|
||||
// Purpose: My physics object has been updated, react or extract data
|
||||
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
|
||||
|
||||
void DisableMuzzleFlash(); // Turn off the muzzle flash (ie: signal that we handled the server's event).
|
||||
virtual void DoMuzzleFlash(); // Force a muzzle flash event. Note: this only QUEUES an event, so
|
||||
// ProcessMuzzleFlashEvent will get called later.
|
||||
bool ShouldMuzzleFlash() const; // Is the muzzle flash event on?
|
||||
|
||||
// This is called to do the actual muzzle flash effect.
|
||||
virtual void ProcessMuzzleFlashEvent();
|
||||
|
||||
// Update client side animations
|
||||
static void UpdateClientSideAnimations();
|
||||
|
||||
// Load the model's keyvalues section and create effects listed inside it
|
||||
void InitModelEffects( void );
|
||||
|
||||
// Sometimes the server wants to update the client's cycle to get the two to run in sync (for proper hit detection)
|
||||
virtual void SetServerIntendedCycle( float intended ) { (void)intended; }
|
||||
virtual float GetServerIntendedCycle( void ) { return -1.0f; }
|
||||
|
||||
// For prediction
|
||||
int SelectWeightedSequence ( int activity );
|
||||
int SelectWeightedSequenceFromModifiers( Activity activity, CUtlSymbol *pActivityModifiers, int iModifierCount );
|
||||
void ResetSequenceInfo( void );
|
||||
float SequenceDuration( void );
|
||||
float SequenceDuration( CStudioHdr *pStudioHdr, int iSequence );
|
||||
inline float SequenceDuration( int iSequence ) { return SequenceDuration(GetModelPtr(), iSequence); }
|
||||
int FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir );
|
||||
|
||||
void RagdollMoved( void );
|
||||
|
||||
virtual void GetToolRecordingState( KeyValues *msg );
|
||||
virtual void CleanupToolRecordingState( KeyValues *msg );
|
||||
|
||||
void SetReceivedSequence( void );
|
||||
virtual bool ShouldResetSequenceOnNewModel( void );
|
||||
|
||||
virtual bool IsViewModel() const;
|
||||
virtual void UpdateOnRemove( void );
|
||||
|
||||
protected:
|
||||
// View models scale their attachment positions to account for FOV. To get the unmodified
|
||||
// attachment position (like if you're rendering something else during the view model's DrawModel call),
|
||||
// use TransformViewModelAttachmentToWorld.
|
||||
virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ) {}
|
||||
|
||||
// View models say yes to this.
|
||||
bool IsBoneAccessAllowed() const;
|
||||
CMouthInfo& MouthInfo();
|
||||
|
||||
// Models used in a ModelPanel say yes to this
|
||||
virtual bool IsMenuModel() const;
|
||||
|
||||
// Allow studio models to tell C_BaseEntity what their m_nBody value is
|
||||
virtual int GetStudioBody( void ) { return m_nBody; }
|
||||
|
||||
virtual bool CalcAttachments();
|
||||
|
||||
private:
|
||||
// This method should return true if the bones have changed + SetupBones needs to be called
|
||||
virtual float LastBoneChangedTime() { return FLT_MAX; }
|
||||
|
||||
CBoneList* RecordBones( CStudioHdr *hdr, matrix3x4_t *pBoneState );
|
||||
|
||||
bool PutAttachment( int number, const matrix3x4_t &attachmentToWorld );
|
||||
void TermRopes();
|
||||
|
||||
void DelayedInitModelEffects( void );
|
||||
|
||||
void UpdateRelevantInterpolatedVars();
|
||||
void AddBaseAnimatingInterpolatedVars();
|
||||
void RemoveBaseAnimatingInterpolatedVars();
|
||||
|
||||
public:
|
||||
CRagdoll *m_pRagdoll;
|
||||
|
||||
// Texture group to use
|
||||
int m_nSkin;
|
||||
|
||||
// Object bodygroup
|
||||
int m_nBody;
|
||||
|
||||
// Hitbox set to use (default 0)
|
||||
int m_nHitboxSet;
|
||||
|
||||
CSequenceTransitioner m_SequenceTransitioner;
|
||||
|
||||
protected:
|
||||
CIKContext *m_pIk;
|
||||
|
||||
int m_iEyeAttachment;
|
||||
|
||||
// Animation playback framerate
|
||||
float m_flPlaybackRate;
|
||||
|
||||
// Decomposed ragdoll info
|
||||
bool m_bStoreRagdollInfo;
|
||||
RagdollInfo_t *m_pRagdollInfo;
|
||||
Vector m_vecForce;
|
||||
int m_nForceBone;
|
||||
|
||||
// Is bone cache valid
|
||||
// bone transformation matrix
|
||||
unsigned long m_iMostRecentModelBoneCounter;
|
||||
unsigned long m_iMostRecentBoneSetupRequest;
|
||||
int m_iPrevBoneMask;
|
||||
int m_iAccumulatedBoneMask;
|
||||
|
||||
CBoneAccessor m_BoneAccessor;
|
||||
CThreadFastMutex m_BoneSetupLock;
|
||||
|
||||
ClientSideAnimationListHandle_t m_ClientSideAnimationListHandle;
|
||||
|
||||
// Client-side animation
|
||||
bool m_bClientSideFrameReset;
|
||||
|
||||
// Bone attachments. Used for attaching one BaseAnimating to another's bones.
|
||||
// Client side only.
|
||||
CUtlVector<CHandle<C_BaseAnimating> > m_BoneAttachments;
|
||||
int m_boneIndexAttached;
|
||||
Vector m_bonePosition;
|
||||
QAngle m_boneAngles;
|
||||
CHandle<C_BaseAnimating> m_pAttachedTo;
|
||||
|
||||
protected:
|
||||
|
||||
float m_fadeMinDist;
|
||||
float m_fadeMaxDist;
|
||||
float m_flFadeScale;
|
||||
|
||||
private:
|
||||
|
||||
float m_flGroundSpeed; // computed linear movement rate for current sequence
|
||||
float m_flLastEventCheck; // cycle index of when events were last checked
|
||||
bool m_bSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
|
||||
bool m_bSequenceLoops; // true if the sequence loops
|
||||
|
||||
// Mouth lipsync/envelope following values
|
||||
CMouthInfo m_mouth;
|
||||
|
||||
CNetworkVar( float, m_flModelScale );
|
||||
|
||||
// Animation blending factors
|
||||
float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
|
||||
CInterpolatedVarArray< float, MAXSTUDIOPOSEPARAM > m_iv_flPoseParameter;
|
||||
float m_flOldPoseParameters[MAXSTUDIOPOSEPARAM];
|
||||
|
||||
int m_nPrevSequence;
|
||||
int m_nRestoreSequence;
|
||||
|
||||
// Ropes that got spawned when the model was created.
|
||||
CUtlLinkedList<C_RopeKeyframe*,unsigned short> m_Ropes;
|
||||
|
||||
// event processing info
|
||||
float m_flPrevEventCycle;
|
||||
int m_nEventSequence;
|
||||
|
||||
float m_flEncodedController[MAXSTUDIOBONECTRLS];
|
||||
CInterpolatedVarArray< float, MAXSTUDIOBONECTRLS > m_iv_flEncodedController;
|
||||
float m_flOldEncodedController[MAXSTUDIOBONECTRLS];
|
||||
|
||||
// Clientside animation
|
||||
bool m_bClientSideAnimation;
|
||||
bool m_bLastClientSideFrameReset;
|
||||
|
||||
int m_nNewSequenceParity;
|
||||
int m_nResetEventsParity;
|
||||
|
||||
int m_nPrevNewSequenceParity;
|
||||
int m_nPrevResetEventsParity;
|
||||
|
||||
bool m_builtRagdoll;
|
||||
Vector m_vecPreRagdollMins;
|
||||
Vector m_vecPreRagdollMaxs;
|
||||
|
||||
// Current animation sequence
|
||||
int m_nSequence;
|
||||
bool m_bReceivedSequence;
|
||||
|
||||
// Current cycle location from server
|
||||
protected:
|
||||
float m_flCycle;
|
||||
CInterpolatedVar< float > m_iv_flCycle;
|
||||
float m_flOldCycle;
|
||||
bool m_bNoModelParticles;
|
||||
|
||||
private:
|
||||
float m_flOldModelScale;
|
||||
int m_nOldSequence;
|
||||
CBoneMergeCache *m_pBoneMergeCache; // This caches the strcmp lookups that it has to do
|
||||
// when merg
|
||||
|
||||
CUtlVector< matrix3x4_t > m_CachedBoneData; // never access this directly. Use m_BoneAccessor.
|
||||
memhandle_t m_hitboxBoneCacheHandle;
|
||||
float m_flLastBoneSetupTime;
|
||||
CJiggleBones *m_pJiggleBones;
|
||||
|
||||
// Calculated attachment points
|
||||
CUtlVector<CAttachmentData> m_Attachments;
|
||||
|
||||
bool SetupBones_AttachmentHelper( CStudioHdr *pStudioHdr );
|
||||
|
||||
EHANDLE m_hLightingOrigin;
|
||||
EHANDLE m_hLightingOriginRelative;
|
||||
|
||||
// These are compared against each other to determine if the entity should muzzle flash.
|
||||
CNetworkVar( unsigned char, m_nMuzzleFlashParity );
|
||||
unsigned char m_nOldMuzzleFlashParity;
|
||||
|
||||
bool m_bInitModelEffects;
|
||||
bool m_bDelayInitModelEffects;
|
||||
|
||||
// Dynamic models
|
||||
bool m_bDynamicModelAllowed;
|
||||
bool m_bDynamicModelPending;
|
||||
bool m_bResetSequenceInfoOnLoad;
|
||||
CRefCountedModelIndex m_AutoRefModelIndex;
|
||||
public:
|
||||
void EnableDynamicModels() { m_bDynamicModelAllowed = true; }
|
||||
bool IsDynamicModelLoading() const { return m_bDynamicModelPending; }
|
||||
private:
|
||||
virtual void OnModelLoadComplete( const model_t* pModel );
|
||||
|
||||
private:
|
||||
void LockStudioHdr();
|
||||
void UnlockStudioHdr();
|
||||
mutable CStudioHdr *m_pStudioHdr;
|
||||
mutable MDLHandle_t m_hStudioHdr;
|
||||
CThreadFastMutex m_StudioHdrInitLock;
|
||||
bool m_bHasAttachedParticles;
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
RAGDOLL_FRICTION_OFF = -2,
|
||||
RAGDOLL_FRICTION_NONE,
|
||||
RAGDOLL_FRICTION_IN,
|
||||
RAGDOLL_FRICTION_HOLD,
|
||||
RAGDOLL_FRICTION_OUT,
|
||||
};
|
||||
|
||||
class C_ClientRagdoll : public C_BaseAnimating, public IPVSNotify
|
||||
{
|
||||
|
||||
public:
|
||||
C_ClientRagdoll( bool bRestoring = true );
|
||||
DECLARE_CLASS( C_ClientRagdoll, C_BaseAnimating );
|
||||
DECLARE_DATADESC();
|
||||
|
||||
// inherited from IPVSNotify
|
||||
virtual void OnPVSStatusChanged( bool bInPVS );
|
||||
|
||||
virtual void Release( void );
|
||||
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
|
||||
virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
|
||||
void ClientThink( void );
|
||||
void ReleaseRagdoll( void ) { m_bReleaseRagdoll = true; }
|
||||
bool ShouldSavePhysics( void ) { return true; }
|
||||
virtual void OnSave();
|
||||
virtual void OnRestore();
|
||||
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_SAVE_NON_NETWORKABLE; }
|
||||
virtual IPVSNotify* GetPVSNotifyInterface() { return this; }
|
||||
|
||||
void HandleAnimatedFriction( void );
|
||||
virtual void SUB_Remove( void );
|
||||
|
||||
void FadeOut( void );
|
||||
virtual float LastBoneChangedTime();
|
||||
|
||||
bool m_bFadeOut;
|
||||
bool m_bImportant;
|
||||
float m_flEffectTime;
|
||||
|
||||
private:
|
||||
int m_iCurrentFriction;
|
||||
int m_iMinFriction;
|
||||
int m_iMaxFriction;
|
||||
float m_flFrictionModTime;
|
||||
float m_flFrictionTime;
|
||||
|
||||
int m_iFrictionAnimState;
|
||||
bool m_bReleaseRagdoll;
|
||||
|
||||
bool m_bFadingOut;
|
||||
|
||||
float m_flScaleEnd[NUM_HITBOX_FIRES];
|
||||
float m_flScaleTimeStart[NUM_HITBOX_FIRES];
|
||||
float m_flScaleTimeEnd[NUM_HITBOX_FIRES];
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Serves the 90% case of calling SetSequence / ResetSequenceInfo.
|
||||
//-----------------------------------------------------------------------------
|
||||
inline void C_BaseAnimating::ResetSequence(int nSequence)
|
||||
{
|
||||
SetSequence( nSequence );
|
||||
ResetSequenceInfo();
|
||||
}
|
||||
|
||||
inline float C_BaseAnimating::GetPlaybackRate()
|
||||
{
|
||||
return m_flPlaybackRate;
|
||||
}
|
||||
|
||||
inline void C_BaseAnimating::SetPlaybackRate( float rate )
|
||||
{
|
||||
m_flPlaybackRate = rate;
|
||||
}
|
||||
|
||||
inline const matrix3x4_t& C_BaseAnimating::GetBone( int iBone ) const
|
||||
{
|
||||
return m_BoneAccessor.GetBone( iBone );
|
||||
}
|
||||
|
||||
inline matrix3x4_t& C_BaseAnimating::GetBoneForWrite( int iBone )
|
||||
{
|
||||
return m_BoneAccessor.GetBoneForWrite( iBone );
|
||||
}
|
||||
|
||||
|
||||
inline bool C_BaseAnimating::ShouldMuzzleFlash() const
|
||||
{
|
||||
return m_nOldMuzzleFlashParity != m_nMuzzleFlashParity;
|
||||
}
|
||||
|
||||
inline float C_BaseAnimating::GetCycle() const
|
||||
{
|
||||
return m_flCycle;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: return a pointer to an updated studiomdl cache cache
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
inline CStudioHdr *C_BaseAnimating::GetModelPtr() const
|
||||
{
|
||||
if ( IsDynamicModelLoading() )
|
||||
return NULL;
|
||||
|
||||
#ifdef _DEBUG
|
||||
// GetModelPtr() is often called before OnNewModel() so go ahead and set it up first chance.
|
||||
// static IDataCacheSection *pModelCache = datacache->FindSection( "ModelData" );
|
||||
// AssertOnce( pModelCache->IsFrameLocking() );
|
||||
#endif
|
||||
if ( !m_pStudioHdr )
|
||||
{
|
||||
const_cast<C_BaseAnimating *>(this)->LockStudioHdr();
|
||||
}
|
||||
Assert( m_pStudioHdr ? m_pStudioHdr->GetRenderHdr() == mdlcache->GetStudioHdr(m_hStudioHdr) : m_hStudioHdr == MDLHANDLE_INVALID );
|
||||
return m_pStudioHdr;
|
||||
}
|
||||
|
||||
|
||||
inline void C_BaseAnimating::InvalidateMdlCache()
|
||||
{
|
||||
UnlockStudioHdr();
|
||||
}
|
||||
|
||||
inline bool C_BaseAnimating::IsModelScaleFractional() const
|
||||
{
|
||||
return ( m_flModelScale < 1.0f );
|
||||
}
|
||||
|
||||
inline bool C_BaseAnimating::IsModelScaled() const
|
||||
{
|
||||
return ( m_flModelScale > 1.0f+FLT_EPSILON || m_flModelScale < 1.0f-FLT_EPSILON );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sequence access
|
||||
//-----------------------------------------------------------------------------
|
||||
inline int C_BaseAnimating::GetSequence()
|
||||
{
|
||||
return m_nSequence;
|
||||
}
|
||||
|
||||
inline bool C_BaseAnimating::IsSequenceFinished( void )
|
||||
{
|
||||
return m_bSequenceFinished;
|
||||
}
|
||||
|
||||
inline float C_BaseAnimating::SequenceDuration( void )
|
||||
{
|
||||
return SequenceDuration( GetSequence() );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Mouth
|
||||
//-----------------------------------------------------------------------------
|
||||
inline CMouthInfo& C_BaseAnimating::MouthInfo()
|
||||
{
|
||||
return m_mouth;
|
||||
}
|
||||
|
||||
|
||||
// FIXME: move these to somewhere that makes sense
|
||||
void GetColumn( matrix3x4_t& src, int column, Vector &dest );
|
||||
void SetColumn( Vector &src, int column, matrix3x4_t& dest );
|
||||
|
||||
EXTERN_RECV_TABLE(DT_BaseAnimating);
|
||||
|
||||
|
||||
extern void DevMsgRT( PRINTF_FORMAT_STRING char const* pMsg, ... );
|
||||
|
||||
#endif // C_BASEANIMATING_H
|
||||
Reference in New Issue
Block a user