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https://github.com/nillerusr/source-engine.git
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926 lines
26 KiB
C++
926 lines
26 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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//=============================================================================//
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#include "cbase.h"
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#ifdef CLIENT_DLL
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#include "c_portal_player.h"
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#include "prediction.h"
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#define CRecipientFilter C_RecipientFilter
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#else
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#include "portal_player.h"
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#include "ai_basenpc.h"
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#include "portal_gamestats.h"
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#include "util.h"
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#endif
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#include "engine/IEngineSound.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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acttable_t unarmedActtable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
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};
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const char *g_pszChellConcepts[] =
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{
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"CONCEPT_CHELL_IDLE",
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"CONCEPT_CHELL_DEAD",
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};
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extern ConVar sv_footsteps;
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extern ConVar sv_debug_player_use;
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extern float IntervalDistance( float x, float x0, float x1 );
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//-----------------------------------------------------------------------------
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// Consider the weapon's built-in accuracy, this character's proficiency with
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// the weapon, and the status of the target. Use this information to determine
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// how accurately to shoot at the target.
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//-----------------------------------------------------------------------------
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Vector CPortal_Player::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
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{
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if ( pWeapon )
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return pWeapon->GetBulletSpread( WEAPON_PROFICIENCY_PERFECT );
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return VECTOR_CONE_15DEGREES;
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}
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void CPortal_Player::GetStepSoundVelocities( float *velwalk, float *velrun )
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{
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// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
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if ( ( GetFlags() & FL_DUCKING ) || ( GetMoveType() == MOVETYPE_LADDER ) )
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{
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*velwalk = 10; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
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*velrun = 60;
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}
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else
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{
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*velwalk = 90;
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*velrun = 220;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : step -
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// fvol -
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// force - force sound to play
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//-----------------------------------------------------------------------------
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void CPortal_Player::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
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{
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#ifndef CLIENT_DLL
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IncrementStepsTaken();
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#endif
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BaseClass::PlayStepSound( vecOrigin, psurface, fvol, force );
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}
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Activity CPortal_Player::TranslateActivity( Activity baseAct, bool *pRequired /* = NULL */ )
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{
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Activity translated = baseAct;
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if ( GetActiveWeapon() )
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{
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translated = GetActiveWeapon()->ActivityOverride( baseAct, pRequired );
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}
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else if ( unarmedActtable )
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{
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acttable_t *pTable = unarmedActtable;
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int actCount = ARRAYSIZE(unarmedActtable);
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for ( int i = 0; i < actCount; i++, pTable++ )
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{
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if ( baseAct == pTable->baseAct )
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{
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translated = (Activity)pTable->weaponAct;
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}
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}
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}
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else if (pRequired)
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{
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*pRequired = false;
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}
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return translated;
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}
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CWeaponPortalBase* CPortal_Player::GetActivePortalWeapon() const
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{
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CBaseCombatWeapon *pWeapon = GetActiveWeapon();
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if ( pWeapon )
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{
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return dynamic_cast< CWeaponPortalBase* >( pWeapon );
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}
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else
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{
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return NULL;
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}
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}
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CBaseEntity *CPortal_Player::FindUseEntity()
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{
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Vector forward, up;
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EyeVectors( &forward, NULL, &up );
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trace_t tr;
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// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
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Vector searchCenter = EyePosition();
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// NOTE: Some debris objects are useable too, so hit those as well
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// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
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int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP;
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UTIL_TraceLine( searchCenter, searchCenter + forward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
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// try the hit entity if there is one, or the ground entity if there isn't.
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CBaseEntity *pNearest = NULL;
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CBaseEntity *pObject = tr.m_pEnt;
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// TODO: Removed because we no longer have ghost animatings. We may need similar code that clips rays against transformed objects.
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//#ifndef CLIENT_DLL
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// // Check for ghost animatings (these aren't hit in the normal trace because they aren't solid)
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// if ( !IsUseableEntity(pObject, 0) )
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// {
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// Ray_t rayGhostAnimating;
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// rayGhostAnimating.Init( searchCenter, searchCenter + forward * 1024 );
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//
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// CBaseEntity *list[1024];
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// int nCount = UTIL_EntitiesAlongRay( list, 1024, rayGhostAnimating, 0 );
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//
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// // Loop through all entities along the pick up ray
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// for ( int i = 0; i < nCount; i++ )
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// {
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// CGhostAnimating *pGhostAnimating = dynamic_cast<CGhostAnimating*>( list[i] );
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//
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// // If the entity is a ghost animating
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// if( pGhostAnimating )
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// {
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// trace_t trGhostAnimating;
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// enginetrace->ClipRayToEntity( rayGhostAnimating, MASK_ALL, pGhostAnimating, &trGhostAnimating );
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//
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// if ( trGhostAnimating.fraction < tr.fraction )
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// {
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// // If we're not grabbing the clipped ghost
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// VPlane plane = pGhostAnimating->GetLocalClipPlane();
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// UTIL_Portal_PlaneTransform( pGhostAnimating->GetCloneTransform(), plane, plane );
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// if ( plane.GetPointSide( trGhostAnimating.endpos ) != SIDE_FRONT )
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// {
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// tr = trGhostAnimating;
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// pObject = tr.m_pEnt;
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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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int count = 0;
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// UNDONE: Might be faster to just fold this range into the sphere query
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const int NUM_TANGENTS = 7;
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while ( !IsUseableEntity(pObject, 0) && count < NUM_TANGENTS)
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{
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// trace a box at successive angles down
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// 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
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const float tangents[NUM_TANGENTS] = { 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f };
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Vector down = forward - tangents[count]*up;
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VectorNormalize(down);
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UTIL_TraceHull( searchCenter, searchCenter + down * 72, -Vector(16,16,16), Vector(16,16,16), useableContents, this, COLLISION_GROUP_NONE, &tr );
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pObject = tr.m_pEnt;
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count++;
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}
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float nearestDot = CONE_90_DEGREES;
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if ( IsUseableEntity(pObject, 0) )
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{
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Vector delta = tr.endpos - tr.startpos;
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float centerZ = CollisionProp()->WorldSpaceCenter().z;
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delta.z = IntervalDistance( tr.endpos.z, centerZ + CollisionProp()->OBBMins().z, centerZ + CollisionProp()->OBBMaxs().z );
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float dist = delta.Length();
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if ( dist < PLAYER_USE_RADIUS )
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{
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#ifndef CLIENT_DLL
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if ( sv_debug_player_use.GetBool() )
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{
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NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
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NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
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}
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if ( pObject->MyNPCPointer() && pObject->MyNPCPointer()->IsPlayerAlly( this ) )
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{
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// If about to select an NPC, do a more thorough check to ensure
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// that we're selecting the right one from a group.
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pObject = DoubleCheckUseNPC( pObject, searchCenter, forward );
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}
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g_PortalGameStats.Event_PlayerUsed( searchCenter, forward, pObject );
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#endif
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return pObject;
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}
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}
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#ifndef CLIENT_DLL
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CBaseEntity *pFoundByTrace = pObject;
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#endif
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// check ground entity first
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// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
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// otherwise, search out in a 90 degree cone (hemisphere)
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if ( GetGroundEntity() && IsUseableEntity(GetGroundEntity(), FCAP_USE_ONGROUND) )
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{
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pNearest = GetGroundEntity();
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nearestDot = CONE_45_DEGREES;
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}
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for ( CEntitySphereQuery sphere( searchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
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{
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if ( !pObject )
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continue;
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if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
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continue;
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// see if it's more roughly in front of the player than previous guess
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Vector point;
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pObject->CollisionProp()->CalcNearestPoint( searchCenter, &point );
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Vector dir = point - searchCenter;
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VectorNormalize(dir);
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float dot = DotProduct( dir, forward );
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// Need to be looking at the object more or less
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if ( dot < 0.8 )
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continue;
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if ( dot > nearestDot )
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{
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// Since this has purely been a radius search to this point, we now
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// make sure the object isn't behind glass or a grate.
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trace_t trCheckOccluded;
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UTIL_TraceLine( searchCenter, point, useableContents, this, COLLISION_GROUP_NONE, &trCheckOccluded );
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if ( trCheckOccluded.fraction == 1.0 || trCheckOccluded.m_pEnt == pObject )
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{
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pNearest = pObject;
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nearestDot = dot;
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}
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}
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}
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#ifndef CLIENT_DLL
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if ( !pNearest )
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{
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// Haven't found anything near the player to use, nor any NPC's at distance.
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// Check to see if the player is trying to select an NPC through a rail, fence, or other 'see-though' volume.
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trace_t trAllies;
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UTIL_TraceLine( searchCenter, searchCenter + forward * PLAYER_USE_RADIUS, MASK_OPAQUE_AND_NPCS, this, COLLISION_GROUP_NONE, &trAllies );
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if ( trAllies.m_pEnt && IsUseableEntity( trAllies.m_pEnt, 0 ) && trAllies.m_pEnt->MyNPCPointer() && trAllies.m_pEnt->MyNPCPointer()->IsPlayerAlly( this ) )
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{
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// This is an NPC, take it!
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pNearest = trAllies.m_pEnt;
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}
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}
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if ( pNearest && pNearest->MyNPCPointer() && pNearest->MyNPCPointer()->IsPlayerAlly( this ) )
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{
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pNearest = DoubleCheckUseNPC( pNearest, searchCenter, forward );
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}
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if ( sv_debug_player_use.GetBool() )
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{
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if ( !pNearest )
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{
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NDebugOverlay::Line( searchCenter, tr.endpos, 255, 0, 0, true, 30 );
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NDebugOverlay::Cross3D( tr.endpos, 16, 255, 0, 0, true, 30 );
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}
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else if ( pNearest == pFoundByTrace )
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{
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NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
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NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
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}
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else
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{
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NDebugOverlay::Box( pNearest->WorldSpaceCenter(), Vector(-8, -8, -8), Vector(8, 8, 8), 0, 255, 0, true, 30 );
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}
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}
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g_PortalGameStats.Event_PlayerUsed( searchCenter, forward, pNearest );
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#endif
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return pNearest;
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}
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CBaseEntity* CPortal_Player::FindUseEntityThroughPortal( void )
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{
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Vector forward, up;
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EyeVectors( &forward, NULL, &up );
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CProp_Portal *pPortal = GetHeldObjectPortal();
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trace_t tr;
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// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
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Vector searchCenter = EyePosition();
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Vector vTransformedForward, vTransformedUp, vTransformedSearchCenter;
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VMatrix matThisToLinked = pPortal->MatrixThisToLinked();
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UTIL_Portal_PointTransform( matThisToLinked, searchCenter, vTransformedSearchCenter );
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UTIL_Portal_VectorTransform( matThisToLinked, forward, vTransformedForward );
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UTIL_Portal_VectorTransform( matThisToLinked, up, vTransformedUp );
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// NOTE: Some debris objects are useable too, so hit those as well
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// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
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int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP;
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//UTIL_TraceLine( vTransformedSearchCenter, vTransformedSearchCenter + vTransformedForward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
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Ray_t rayLinked;
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rayLinked.Init( searchCenter, searchCenter + forward * 1024 );
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UTIL_PortalLinked_TraceRay( pPortal, rayLinked, useableContents, this, COLLISION_GROUP_NONE, &tr );
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// try the hit entity if there is one, or the ground entity if there isn't.
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CBaseEntity *pNearest = NULL;
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CBaseEntity *pObject = tr.m_pEnt;
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int count = 0;
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// UNDONE: Might be faster to just fold this range into the sphere query
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const int NUM_TANGENTS = 7;
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while ( !IsUseableEntity(pObject, 0) && count < NUM_TANGENTS)
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{
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// trace a box at successive angles down
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// 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
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const float tangents[NUM_TANGENTS] = { 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f };
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Vector down = vTransformedForward - tangents[count]*vTransformedUp;
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VectorNormalize(down);
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UTIL_TraceHull( vTransformedSearchCenter, vTransformedSearchCenter + down * 72, -Vector(16,16,16), Vector(16,16,16), useableContents, this, COLLISION_GROUP_NONE, &tr );
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pObject = tr.m_pEnt;
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count++;
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}
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float nearestDot = CONE_90_DEGREES;
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if ( IsUseableEntity(pObject, 0) )
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{
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Vector delta = tr.endpos - tr.startpos;
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float centerZ = CollisionProp()->WorldSpaceCenter().z;
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delta.z = IntervalDistance( tr.endpos.z, centerZ + CollisionProp()->OBBMins().z, centerZ + CollisionProp()->OBBMaxs().z );
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float dist = delta.Length();
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if ( dist < PLAYER_USE_RADIUS )
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{
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#ifndef CLIENT_DLL
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if ( pObject->MyNPCPointer() && pObject->MyNPCPointer()->IsPlayerAlly( this ) )
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{
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// If about to select an NPC, do a more thorough check to ensure
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// that we're selecting the right one from a group.
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pObject = DoubleCheckUseNPC( pObject, vTransformedSearchCenter, vTransformedForward );
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}
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#endif
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return pObject;
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}
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}
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// check ground entity first
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// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
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// otherwise, search out in a 90 degree cone (hemisphere)
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if ( GetGroundEntity() && IsUseableEntity(GetGroundEntity(), FCAP_USE_ONGROUND) )
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{
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pNearest = GetGroundEntity();
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nearestDot = CONE_45_DEGREES;
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}
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for ( CEntitySphereQuery sphere( vTransformedSearchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
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{
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if ( !pObject )
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continue;
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if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
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continue;
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// see if it's more roughly in front of the player than previous guess
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Vector point;
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pObject->CollisionProp()->CalcNearestPoint( vTransformedSearchCenter, &point );
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Vector dir = point - vTransformedSearchCenter;
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VectorNormalize(dir);
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float dot = DotProduct( dir, vTransformedForward );
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// Need to be looking at the object more or less
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if ( dot < 0.8 )
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continue;
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if ( dot > nearestDot )
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{
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// Since this has purely been a radius search to this point, we now
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// make sure the object isn't behind glass or a grate.
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trace_t trCheckOccluded;
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UTIL_TraceLine( vTransformedSearchCenter, point, useableContents, this, COLLISION_GROUP_NONE, &trCheckOccluded );
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if ( trCheckOccluded.fraction == 1.0 || trCheckOccluded.m_pEnt == pObject )
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{
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pNearest = pObject;
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nearestDot = dot;
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}
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}
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}
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#ifndef CLIENT_DLL
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if ( !pNearest )
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{
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// Haven't found anything near the player to use, nor any NPC's at distance.
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// Check to see if the player is trying to select an NPC through a rail, fence, or other 'see-though' volume.
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trace_t trAllies;
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UTIL_TraceLine( vTransformedSearchCenter, vTransformedSearchCenter + vTransformedForward * PLAYER_USE_RADIUS, MASK_OPAQUE_AND_NPCS, this, COLLISION_GROUP_NONE, &trAllies );
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if ( trAllies.m_pEnt && IsUseableEntity( trAllies.m_pEnt, 0 ) && trAllies.m_pEnt->MyNPCPointer() && trAllies.m_pEnt->MyNPCPointer()->IsPlayerAlly( this ) )
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{
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// This is an NPC, take it!
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pNearest = trAllies.m_pEnt;
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}
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}
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if ( pNearest && pNearest->MyNPCPointer() && pNearest->MyNPCPointer()->IsPlayerAlly( this ) )
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{
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pNearest = DoubleCheckUseNPC( pNearest, vTransformedSearchCenter, vTransformedForward );
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}
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#endif
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return pNearest;
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}
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#if 0
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//==========================
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// ANIMATION CODE
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//==========================
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// Below this many degrees, slow down turning rate linearly
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#define FADE_TURN_DEGREES 45.0f
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// After this, need to start turning feet
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#define MAX_TORSO_ANGLE 90.0f
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// Below this amount, don't play a turning animation/perform IK
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#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
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static ConVar tf2_feetyawrunscale( "tf2_feetyawrunscale", "2", FCVAR_REPLICATED, "Multiplier on tf2_feetyawrate to allow turning faster when running." );
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extern ConVar sv_backspeed;
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extern ConVar mp_feetyawrate;
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extern ConVar mp_facefronttime;
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extern ConVar mp_ik;
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CPlayerAnimState::CPlayerAnimState( CPortal_Player *outer )
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: m_pOuter( outer )
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{
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m_flGaitYaw = 0.0f;
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m_flGoalFeetYaw = 0.0f;
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m_flCurrentFeetYaw = 0.0f;
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m_flCurrentTorsoYaw = 0.0f;
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m_flLastYaw = 0.0f;
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m_flLastTurnTime = 0.0f;
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m_flTurnCorrectionTime = 0.0f;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerAnimState::Update()
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{
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m_angRender = GetOuter()->GetLocalAngles();
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ComputePoseParam_BodyYaw();
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ComputePoseParam_BodyPitch( GetOuter()->GetModelPtr() );
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ComputePoseParam_BodyLookYaw();
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ComputePlaybackRate();
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#ifdef CLIENT_DLL
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GetOuter()->UpdateLookAt();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerAnimState::ComputePlaybackRate()
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{
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// Determine ideal playback rate
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Vector vel;
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GetOuterAbsVelocity( vel );
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float speed = vel.Length2D();
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bool isMoving = ( speed > 0.5f ) ? true : false;
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float maxspeed = GetOuter()->GetSequenceGroundSpeed( GetOuter()->GetSequence() );
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if ( isMoving && ( maxspeed > 0.0f ) )
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{
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float flFactor = 1.0f;
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// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
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GetOuter()->SetPlaybackRate( ( speed * flFactor ) / maxspeed );
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// BUG BUG:
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// This stuff really should be m_flPlaybackRate = speed / m_flGroundSpeed
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}
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else
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{
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GetOuter()->SetPlaybackRate( 1.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CBasePlayer
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//-----------------------------------------------------------------------------
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CPortal_Player *CPlayerAnimState::GetOuter()
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{
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return m_pOuter;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : dt -
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//-----------------------------------------------------------------------------
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void CPlayerAnimState::EstimateYaw( void )
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{
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float dt = gpGlobals->frametime;
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if ( !dt )
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{
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return;
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}
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Vector est_velocity;
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QAngle angles;
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GetOuterAbsVelocity( est_velocity );
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angles = GetOuter()->GetLocalAngles();
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if ( est_velocity[1] == 0 && est_velocity[0] == 0 )
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{
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float flYawDiff = angles[YAW] - m_flGaitYaw;
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flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
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if (flYawDiff > 180)
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flYawDiff -= 360;
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if (flYawDiff < -180)
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flYawDiff += 360;
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if (dt < 0.25)
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flYawDiff *= dt * 4;
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else
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flYawDiff *= dt;
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m_flGaitYaw += flYawDiff;
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m_flGaitYaw = m_flGaitYaw - (int)(m_flGaitYaw / 360) * 360;
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}
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else
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{
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m_flGaitYaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
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if (m_flGaitYaw > 180)
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m_flGaitYaw = 180;
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else if (m_flGaitYaw < -180)
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m_flGaitYaw = -180;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override for backpeddling
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// Input : dt -
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//-----------------------------------------------------------------------------
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void CPlayerAnimState::ComputePoseParam_BodyYaw( void )
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{
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int iYaw = GetOuter()->LookupPoseParameter( "move_yaw" );
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if ( iYaw < 0 )
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return;
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// view direction relative to movement
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float flYaw;
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EstimateYaw();
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QAngle angles = GetOuter()->GetLocalAngles();
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float ang = angles[ YAW ];
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if ( ang > 180.0f )
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{
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ang -= 360.0f;
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}
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else if ( ang < -180.0f )
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{
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ang += 360.0f;
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}
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// calc side to side turning
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flYaw = ang - m_flGaitYaw;
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// Invert for mapping into 8way blend
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flYaw = -flYaw;
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flYaw = flYaw - (int)(flYaw / 360) * 360;
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if (flYaw < -180)
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{
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flYaw = flYaw + 360;
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}
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else if (flYaw > 180)
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{
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flYaw = flYaw - 360;
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}
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GetOuter()->SetPoseParameter( iYaw, flYaw );
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#ifndef CLIENT_DLL
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//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
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GetOuter()->SetLocalAngles( QAngle( GetOuter()->GetAnimEyeAngles().x, m_flCurrentFeetYaw, 0 ) );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
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{
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// Get pitch from v_angle
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float flPitch = GetOuter()->GetLocalAngles()[ PITCH ];
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if ( flPitch > 180.0f )
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{
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flPitch -= 360.0f;
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}
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flPitch = clamp( flPitch, -90, 90 );
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QAngle absangles = GetOuter()->GetAbsAngles();
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absangles.x = 0.0f;
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m_angRender = absangles;
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// See if we have a blender for pitch
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GetOuter()->SetPoseParameter( pStudioHdr, "aim_pitch", -flPitch );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : goal -
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// maxrate -
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// dt -
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// current -
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// Output : int
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//-----------------------------------------------------------------------------
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int CPlayerAnimState::ConvergeAngles( float goal,float maxrate, float dt, float& current )
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{
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int direction = TURN_NONE;
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float anglediff = goal - current;
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float anglediffabs = fabs( anglediff );
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anglediff = AngleNormalize( anglediff );
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float scale = 1.0f;
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if ( anglediffabs <= FADE_TURN_DEGREES )
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{
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scale = anglediffabs / FADE_TURN_DEGREES;
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// Always do at least a bit of the turn ( 1% )
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scale = clamp( scale, 0.01f, 1.0f );
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}
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float maxmove = maxrate * dt * scale;
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if ( fabs( anglediff ) < maxmove )
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{
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current = goal;
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}
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else
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{
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if ( anglediff > 0 )
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{
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current += maxmove;
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direction = TURN_LEFT;
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}
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else
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{
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current -= maxmove;
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direction = TURN_RIGHT;
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}
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}
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current = AngleNormalize( current );
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return direction;
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}
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void CPlayerAnimState::ComputePoseParam_BodyLookYaw( void )
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{
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QAngle absangles = GetOuter()->GetAbsAngles();
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absangles.y = AngleNormalize( absangles.y );
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m_angRender = absangles;
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// See if we even have a blender for pitch
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int upper_body_yaw = GetOuter()->LookupPoseParameter( "aim_yaw" );
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if ( upper_body_yaw < 0 )
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{
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return;
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}
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// Assume upper and lower bodies are aligned and that we're not turning
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float flGoalTorsoYaw = 0.0f;
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int turning = TURN_NONE;
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float turnrate = 360.0f;
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Vector vel;
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GetOuterAbsVelocity( vel );
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bool isMoving = ( vel.Length() > 1.0f ) ? true : false;
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if ( !isMoving )
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{
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// Just stopped moving, try and clamp feet
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if ( m_flLastTurnTime <= 0.0f )
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{
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m_flLastTurnTime = gpGlobals->curtime;
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m_flLastYaw = GetOuter()->GetAnimEyeAngles().y;
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// Snap feet to be perfectly aligned with torso/eyes
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m_flGoalFeetYaw = GetOuter()->GetAnimEyeAngles().y;
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m_flCurrentFeetYaw = m_flGoalFeetYaw;
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m_nTurningInPlace = TURN_NONE;
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}
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// If rotating in place, update stasis timer
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if ( m_flLastYaw != GetOuter()->GetAnimEyeAngles().y )
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{
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m_flLastTurnTime = gpGlobals->curtime;
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m_flLastYaw = GetOuter()->GetAnimEyeAngles().y;
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}
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if ( m_flGoalFeetYaw != m_flCurrentFeetYaw )
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{
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m_flLastTurnTime = gpGlobals->curtime;
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}
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turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
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QAngle eyeAngles = GetOuter()->GetAnimEyeAngles();
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QAngle vAngle = GetOuter()->GetLocalAngles();
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// See how far off current feetyaw is from true yaw
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float yawdelta = GetOuter()->GetAnimEyeAngles().y - m_flCurrentFeetYaw;
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yawdelta = AngleNormalize( yawdelta );
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bool rotated_too_far = false;
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float yawmagnitude = fabs( yawdelta );
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// If too far, then need to turn in place
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if ( yawmagnitude > 45 )
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{
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rotated_too_far = true;
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}
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// Standing still for a while, rotate feet around to face forward
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// Or rotated too far
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// FIXME: Play an in place turning animation
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if ( rotated_too_far ||
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( gpGlobals->curtime > m_flLastTurnTime + mp_facefronttime.GetFloat() ) )
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{
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m_flGoalFeetYaw = GetOuter()->GetAnimEyeAngles().y;
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m_flLastTurnTime = gpGlobals->curtime;
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/* float yd = m_flCurrentFeetYaw - m_flGoalFeetYaw;
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if ( yd > 0 )
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{
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m_nTurningInPlace = TURN_RIGHT;
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}
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else if ( yd < 0 )
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{
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m_nTurningInPlace = TURN_LEFT;
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}
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else
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{
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m_nTurningInPlace = TURN_NONE;
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}
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turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
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yawdelta = GetOuter()->GetAnimEyeAngles().y - m_flCurrentFeetYaw;*/
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}
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// Snap upper body into position since the delta is already smoothed for the feet
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flGoalTorsoYaw = yawdelta;
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m_flCurrentTorsoYaw = flGoalTorsoYaw;
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}
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else
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{
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m_flLastTurnTime = 0.0f;
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m_nTurningInPlace = TURN_NONE;
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m_flCurrentFeetYaw = m_flGoalFeetYaw = GetOuter()->GetAnimEyeAngles().y;
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flGoalTorsoYaw = 0.0f;
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m_flCurrentTorsoYaw = GetOuter()->GetAnimEyeAngles().y - m_flCurrentFeetYaw;
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}
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if ( turning == TURN_NONE )
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{
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m_nTurningInPlace = turning;
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}
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if ( m_nTurningInPlace != TURN_NONE )
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{
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// If we're close to finishing the turn, then turn off the turning animation
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if ( fabs( m_flCurrentFeetYaw - m_flGoalFeetYaw ) < MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION )
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{
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m_nTurningInPlace = TURN_NONE;
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}
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}
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// Rotate entire body into position
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absangles = GetOuter()->GetAbsAngles();
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absangles.y = m_flCurrentFeetYaw;
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m_angRender = absangles;
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GetOuter()->SetPoseParameter( upper_body_yaw, clamp( m_flCurrentTorsoYaw, -60.0f, 60.0f ) );
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/*
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// FIXME: Adrian, what is this?
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int body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" );
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if ( body_yaw >= 0 )
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{
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GetOuter()->SetPoseParameter( body_yaw, 30 );
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}
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*/
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : activity -
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CPlayerAnimState::BodyYawTranslateActivity( Activity activity )
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{
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// Not even standing still, sigh
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if ( activity != ACT_IDLE )
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return activity;
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// Not turning
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switch ( m_nTurningInPlace )
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{
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default:
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case TURN_NONE:
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return activity;
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/*
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case TURN_RIGHT:
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return ACT_TURNRIGHT45;
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case TURN_LEFT:
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return ACT_TURNLEFT45;
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*/
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case TURN_RIGHT:
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case TURN_LEFT:
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return mp_ik.GetBool() ? ACT_TURN : activity;
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}
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Assert( 0 );
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return activity;
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}
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const QAngle& CPlayerAnimState::GetRenderAngles()
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{
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return m_angRender;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CPlayerAnimState::Teleport( Vector *pOldOrigin, QAngle *pOldAngles )
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{
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QAngle absangles = GetOuter()->GetAbsAngles();
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absangles.x = 0.0f;
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m_angRender = absangles;
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m_flCurrentFeetYaw = m_flGoalFeetYaw = m_flLastYaw = m_angRender.y;
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m_flLastTurnTime = 0.0f;
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m_nTurningInPlace = TURN_NONE;
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}
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void CPlayerAnimState::GetOuterAbsVelocity( Vector& vel )
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{
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#if defined( CLIENT_DLL )
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GetOuter()->EstimateAbsVelocity( vel );
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#else
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vel = GetOuter()->GetAbsVelocity();
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#endif
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}
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#endif // #if 0
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