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