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1080 lines
30 KiB
C++
1080 lines
30 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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//=============================================================================//
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#include "cbase.h"
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#include "base_playeranimstate.h"
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#include "tier0/vprof.h"
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#include "animation.h"
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#include "studio.h"
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#include "apparent_velocity_helper.h"
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#include "utldict.h"
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#include "filesystem.h"
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#include "engine/ivdebugoverlay.h"
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ConVar cl_showanimstate( "cl_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (client) animation state for the specified entity (-1 for none)." );
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ConVar showanimstate_log( "cl_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both." );
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#else
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#include "player.h"
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ConVar sv_showanimstate( "sv_showanimstate", "-1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Show the (server) animation state for the specified entity (-1 for none)." );
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ConVar showanimstate_log( "sv_showanimstate_log", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both." );
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#endif
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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 70.0f
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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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ConVar mp_feetyawrate(
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"mp_feetyawrate",
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"720",
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FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY,
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"How many degrees per second that we can turn our feet or upper body." );
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ConVar mp_facefronttime(
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"mp_facefronttime",
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"3",
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FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY,
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"After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body." );
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ConVar mp_ik( "mp_ik", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Use IK on in-place turns." );
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// Pose parameters stored for debugging.
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float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw;
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// ------------------------------------------------------------------------------------------------ //
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// CBasePlayerAnimState implementation.
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// ------------------------------------------------------------------------------------------------ //
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CBasePlayerAnimState::CBasePlayerAnimState()
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{
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m_flEyeYaw = 0.0f;
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m_flEyePitch = 0.0f;
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m_bCurrentFeetYawInitialized = false;
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m_flCurrentTorsoYaw = 0.0f;
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m_nTurningInPlace = TURN_NONE;
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m_flMaxGroundSpeed = 0.0f;
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m_flStoredCycle = 0.0f;
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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_flLastYaw = 0.0f;
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m_flLastTurnTime = 0.0f;
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m_angRender.Init();
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m_vLastMovePose.Init();
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m_iCurrent8WayIdleSequence = -1;
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m_iCurrent8WayCrouchIdleSequence = -1;
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m_pOuter = NULL;
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m_eCurrentMainSequenceActivity = ACT_IDLE;
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m_flLastAnimationStateClearTime = 0.0f;
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}
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CBasePlayerAnimState::~CBasePlayerAnimState()
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{
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}
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void CBasePlayerAnimState::Init( CBaseAnimatingOverlay *pPlayer, const CModAnimConfig &config )
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{
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m_pOuter = pPlayer;
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m_AnimConfig = config;
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ClearAnimationState();
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}
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void CBasePlayerAnimState::Release()
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{
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delete this;
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}
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void CBasePlayerAnimState::ClearAnimationState()
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{
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ClearAnimationLayers();
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m_bCurrentFeetYawInitialized = false;
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m_flLastAnimationStateClearTime = gpGlobals->curtime;
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}
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float CBasePlayerAnimState::TimeSinceLastAnimationStateClear() const
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{
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return gpGlobals->curtime - m_flLastAnimationStateClearTime;
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}
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void CBasePlayerAnimState::Update( float eyeYaw, float eyePitch )
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{
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VPROF( "CBasePlayerAnimState::Update" );
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// Clear animation overlays because we're about to completely reconstruct them.
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ClearAnimationLayers();
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// Some mods don't want to update the player's animation state if they're dead and ragdolled.
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if ( !ShouldUpdateAnimState() )
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{
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ClearAnimationState();
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return;
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}
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CStudioHdr *pStudioHdr = GetOuter()->GetModelPtr();
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// Store these. All the calculations are based on them.
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m_flEyeYaw = AngleNormalize( eyeYaw );
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m_flEyePitch = AngleNormalize( eyePitch );
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// Compute sequences for all the layers.
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ComputeSequences( pStudioHdr );
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// Compute all the pose params.
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ComputePoseParam_BodyPitch( pStudioHdr ); // Look up/down.
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ComputePoseParam_BodyYaw(); // Torso rotation.
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ComputePoseParam_MoveYaw( pStudioHdr ); // What direction his legs are running in.
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ComputePlaybackRate();
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#ifdef CLIENT_DLL
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if ( cl_showanimstate.GetInt() == m_pOuter->entindex() )
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{
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DebugShowAnimStateFull( 5 );
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}
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else if ( cl_showanimstate.GetInt() == -2 )
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{
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C_BasePlayer *targetPlayer = C_BasePlayer::GetLocalPlayer();
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if( targetPlayer && ( targetPlayer->GetObserverMode() == OBS_MODE_IN_EYE || targetPlayer->GetObserverMode() == OBS_MODE_CHASE ) )
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{
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C_BaseEntity *target = targetPlayer->GetObserverTarget();
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if( target && target->IsPlayer() )
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{
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targetPlayer = ToBasePlayer( target );
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}
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}
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if ( m_pOuter == targetPlayer )
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{
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DebugShowAnimStateFull( 6 );
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}
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}
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#else
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if ( sv_showanimstate.GetInt() == m_pOuter->entindex() )
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{
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DebugShowAnimState( 20 );
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}
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#endif
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}
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bool CBasePlayerAnimState::ShouldUpdateAnimState()
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{
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// By default, don't update their animation state when they're dead because they're
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// either a ragdoll or they're not drawn.
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return GetOuter()->IsAlive();
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}
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bool CBasePlayerAnimState::ShouldChangeSequences( void ) const
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{
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return true;
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}
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void CBasePlayerAnimState::SetOuterPoseParameter( int iParam, float flValue )
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{
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// Make sure to set all the history values too, otherwise the server can overwrite them.
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GetOuter()->SetPoseParameter( iParam, flValue );
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}
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void CBasePlayerAnimState::ClearAnimationLayers()
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{
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VPROF( "CBasePlayerAnimState::ClearAnimationLayers" );
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if ( !m_pOuter )
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return;
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m_pOuter->SetNumAnimOverlays( AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS );
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for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ )
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{
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m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS );
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#ifndef CLIENT_DLL
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m_pOuter->GetAnimOverlay( i )->m_fFlags = 0;
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#endif
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}
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}
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void CBasePlayerAnimState::RestartMainSequence()
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{
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CBaseAnimatingOverlay *pPlayer = GetOuter();
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pPlayer->m_flAnimTime = gpGlobals->curtime;
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pPlayer->SetCycle( 0 );
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}
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void CBasePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr )
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{
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VPROF( "CBasePlayerAnimState::ComputeSequences" );
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ComputeMainSequence(); // Lower body (walk/run/idle).
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UpdateInterpolators(); // The groundspeed interpolator uses the main sequence info.
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if ( m_AnimConfig.m_bUseAimSequences )
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{
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ComputeAimSequence(); // Upper body, based on weapon type.
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}
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}
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void CBasePlayerAnimState::ResetGroundSpeed( void )
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{
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m_flMaxGroundSpeed = GetCurrentMaxGroundSpeed();
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}
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void CBasePlayerAnimState::ComputeMainSequence()
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{
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VPROF( "CBasePlayerAnimState::ComputeMainSequence" );
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CBaseAnimatingOverlay *pPlayer = GetOuter();
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// Have our class or the mod-specific class determine what the current activity is.
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Activity idealActivity = CalcMainActivity();
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#ifdef CLIENT_DLL
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Activity oldActivity = m_eCurrentMainSequenceActivity;
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#endif
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// Store our current activity so the aim and fire layers know what to do.
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m_eCurrentMainSequenceActivity = idealActivity;
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// Export to our outer class..
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int animDesired = SelectWeightedSequence( TranslateActivity(idealActivity) );
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#if !defined( HL1_CLIENT_DLL ) && !defined ( HL1_DLL )
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if ( pPlayer->GetSequenceActivity( pPlayer->GetSequence() ) == pPlayer->GetSequenceActivity( animDesired ) )
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return;
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#endif
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if ( animDesired < 0 )
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animDesired = 0;
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pPlayer->ResetSequence( animDesired );
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#ifdef CLIENT_DLL
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// If we went from idle to walk, reset the interpolation history.
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// Kind of hacky putting this here.. it might belong outside the base class.
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if ( (oldActivity == ACT_CROUCHIDLE || oldActivity == ACT_IDLE) &&
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(idealActivity == ACT_WALK || idealActivity == ACT_RUN_CROUCH) )
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{
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ResetGroundSpeed();
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}
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#endif
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}
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void CBasePlayerAnimState::UpdateAimSequenceLayers(
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float flCycle,
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int iFirstLayer,
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bool bForceIdle,
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CSequenceTransitioner *pTransitioner,
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float flWeightScale
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)
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{
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float flAimSequenceWeight = 1;
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int iAimSequence = CalcAimLayerSequence( &flCycle, &flAimSequenceWeight, bForceIdle );
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if ( iAimSequence == -1 )
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iAimSequence = 0;
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// Feed the current state of the animation parameters to the sequence transitioner.
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// It will hand back either 1 or 2 animations in the queue to set, depending on whether
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// it's transitioning or not. We just dump those into the animation layers.
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pTransitioner->CheckForSequenceChange(
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m_pOuter->GetModelPtr(),
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iAimSequence,
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false, // don't force transitions on the same anim
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true // yes, interpolate when transitioning
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);
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pTransitioner->UpdateCurrent(
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m_pOuter->GetModelPtr(),
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iAimSequence,
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flCycle,
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GetOuter()->GetPlaybackRate(),
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gpGlobals->curtime
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);
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CAnimationLayer *pDest0 = m_pOuter->GetAnimOverlay( iFirstLayer );
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CAnimationLayer *pDest1 = m_pOuter->GetAnimOverlay( iFirstLayer+1 );
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if ( pTransitioner->m_animationQueue.Count() == 1 )
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{
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// If only 1 animation, then blend it in fully.
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CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0];
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*pDest0 = *pSource0;
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pDest0->m_flWeight = 1;
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pDest1->m_flWeight = 0;
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pDest0->m_nOrder = iFirstLayer;
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#ifndef CLIENT_DLL
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pDest0->m_fFlags |= ANIM_LAYER_ACTIVE;
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#endif
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}
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else if ( pTransitioner->m_animationQueue.Count() >= 2 )
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{
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// The first one should be fading out. Fade in the new one inversely.
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CAnimationLayer *pSource0 = &pTransitioner->m_animationQueue[0];
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CAnimationLayer *pSource1 = &pTransitioner->m_animationQueue[1];
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*pDest0 = *pSource0;
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*pDest1 = *pSource1;
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Assert( pDest0->m_flWeight >= 0.0f && pDest0->m_flWeight <= 1.0f );
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pDest1->m_flWeight = 1 - pDest0->m_flWeight; // This layer just mirrors the other layer's weight (one fades in while the other fades out).
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pDest0->m_nOrder = iFirstLayer;
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pDest1->m_nOrder = iFirstLayer+1;
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#ifndef CLIENT_DLL
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pDest0->m_fFlags |= ANIM_LAYER_ACTIVE;
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pDest1->m_fFlags |= ANIM_LAYER_ACTIVE;
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#endif
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}
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pDest0->m_flWeight *= flWeightScale * flAimSequenceWeight;
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pDest0->m_flWeight = clamp( (float)pDest0->m_flWeight, 0.0f, 1.0f );
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pDest1->m_flWeight *= flWeightScale * flAimSequenceWeight;
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pDest1->m_flWeight = clamp( (float)pDest1->m_flWeight, 0.0f, 1.0f );
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pDest0->m_flCycle = pDest1->m_flCycle = flCycle;
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}
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void CBasePlayerAnimState::OptimizeLayerWeights( int iFirstLayer, int nLayers )
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{
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int i;
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// Find the total weight of the blended layers, not including the idle layer (iFirstLayer)
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float totalWeight = 0.0f;
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for ( i=1; i < nLayers; i++ )
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{
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CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i );
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if ( pLayer->IsActive() && pLayer->m_flWeight > 0.0f )
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{
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totalWeight += pLayer->m_flWeight;
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}
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}
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// Set the idle layer's weight to be 1 minus the sum of other layer weights
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CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer );
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if ( pLayer->IsActive() && pLayer->m_flWeight > 0.0f )
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{
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pLayer->m_flWeight = 1.0f - totalWeight;
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pLayer->m_flWeight = MAX( (float)pLayer->m_flWeight, 0.0f);
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}
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// This part is just an optimization. Since we have the walk/run animations weighted on top of
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// the idle animations, all this does is disable the idle animations if the walk/runs are at
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// full weighting, which is whenever a guy is at full speed.
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//
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// So it saves us blending a couple animation layers whenever a guy is walking or running full speed.
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int iLastOne = -1;
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for ( i=0; i < nLayers; i++ )
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{
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CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i );
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if ( pLayer->IsActive() && pLayer->m_flWeight > 0.99 )
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iLastOne = i;
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}
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if ( iLastOne != -1 )
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{
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for ( int i=iLastOne-1; i >= 0; i-- )
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{
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CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i );
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#ifdef CLIENT_DLL
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pLayer->m_nOrder = CBaseAnimatingOverlay::MAX_OVERLAYS;
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#else
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pLayer->m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS );
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pLayer->m_fFlags = 0;
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#endif
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}
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}
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}
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bool CBasePlayerAnimState::ShouldBlendAimSequenceToIdle()
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{
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Activity act = GetCurrentMainSequenceActivity();
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return (act == ACT_RUN || act == ACT_WALK || act == ACT_RUNTOIDLE || act == ACT_RUN_CROUCH);
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}
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void CBasePlayerAnimState::ComputeAimSequence()
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{
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VPROF( "CBasePlayerAnimState::ComputeAimSequence" );
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// Synchronize the lower and upper body cycles.
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float flCycle = m_pOuter->GetCycle();
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// Figure out the new cycle time.
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UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER, true, &m_IdleSequenceTransitioner, 1 );
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if ( ShouldBlendAimSequenceToIdle() )
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{
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// What we do here is blend between the idle upper body animation (like where he's got the dual elites
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// held out in front of him but he's not moving) and his walk/run/crouchrun upper body animation,
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// weighting it based on how fast he's moving. That way, when he's moving slowly, his upper
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// body doesn't jiggle all around.
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bool bIsMoving;
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float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving );
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if ( bIsMoving )
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UpdateAimSequenceLayers( flCycle, AIMSEQUENCE_LAYER+2, false, &m_SequenceTransitioner, flPlaybackRate );
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}
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OptimizeLayerWeights( AIMSEQUENCE_LAYER, NUM_AIMSEQUENCE_LAYERS );
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}
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int CBasePlayerAnimState::CalcSequenceIndex( const char *pBaseName, ... )
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{
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char szFullName[512];
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va_list marker;
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va_start( marker, pBaseName );
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Q_vsnprintf( szFullName, sizeof( szFullName ), pBaseName, marker );
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va_end( marker );
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int iSequence = GetOuter()->LookupSequence( szFullName );
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// Show warnings if we can't find anything here.
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if ( iSequence == -1 )
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{
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static CUtlDict<int,int> dict;
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if ( dict.Find( szFullName ) == -1 )
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{
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dict.Insert( szFullName, 0 );
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Warning( "CalcSequenceIndex: can't find '%s'.\n", szFullName );
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}
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iSequence = 0;
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}
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return iSequence;
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}
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void CBasePlayerAnimState::UpdateInterpolators()
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{
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VPROF( "CBasePlayerAnimState::UpdateInterpolators" );
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// First, figure out their current max speed based on their current activity.
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float flCurMaxSpeed = GetCurrentMaxGroundSpeed();
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m_flMaxGroundSpeed = flCurMaxSpeed;
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}
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float CBasePlayerAnimState::GetInterpolatedGroundSpeed()
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{
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return m_flMaxGroundSpeed;
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}
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float CBasePlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving )
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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 > MOVING_MINIMUM_SPEED );
|
|
|
|
*bIsMoving = false;
|
|
float flReturnValue = 1;
|
|
|
|
if ( isMoving && CanThePlayerMove() )
|
|
{
|
|
float flGroundSpeed = GetInterpolatedGroundSpeed();
|
|
if ( flGroundSpeed < 0.001f )
|
|
{
|
|
flReturnValue = 0.01;
|
|
}
|
|
else
|
|
{
|
|
// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
|
|
flReturnValue = speed / flGroundSpeed;
|
|
flReturnValue = clamp( flReturnValue, 0.01f, 10.f ); // don't go nuts here.
|
|
}
|
|
*bIsMoving = true;
|
|
}
|
|
|
|
return flReturnValue;
|
|
}
|
|
|
|
|
|
bool CBasePlayerAnimState::CanThePlayerMove()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
void CBasePlayerAnimState::ComputePlaybackRate()
|
|
{
|
|
VPROF( "CBasePlayerAnimState::ComputePlaybackRate" );
|
|
if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY )
|
|
{
|
|
// When using a 9-way blend, playback rate is always 1 and we just scale the pose params
|
|
// to speed up or slow down the animation.
|
|
bool bIsMoving;
|
|
float flRate = CalcMovementPlaybackRate( &bIsMoving );
|
|
if ( bIsMoving )
|
|
GetOuter()->SetPlaybackRate( flRate );
|
|
else
|
|
GetOuter()->SetPlaybackRate( 1 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : CBasePlayer
|
|
//-----------------------------------------------------------------------------
|
|
CBaseAnimatingOverlay *CBasePlayerAnimState::GetOuter() const
|
|
{
|
|
return m_pOuter;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : dt -
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayerAnimState::EstimateYaw()
|
|
{
|
|
Vector est_velocity;
|
|
GetOuterAbsVelocity( est_velocity );
|
|
|
|
float flLength = est_velocity.Length2D();
|
|
if ( flLength > MOVING_MINIMUM_SPEED )
|
|
{
|
|
m_flGaitYaw = atan2( est_velocity[1], est_velocity[0] );
|
|
m_flGaitYaw = RAD2DEG( m_flGaitYaw );
|
|
m_flGaitYaw = AngleNormalize( m_flGaitYaw );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override for backpeddling
|
|
// Input : dt -
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr )
|
|
{
|
|
VPROF( "CBasePlayerAnimState::ComputePoseParam_MoveYaw" );
|
|
|
|
//Matt: Goldsrc style animations need to not rotate the model
|
|
if ( m_AnimConfig.m_LegAnimType == LEGANIM_GOLDSRC )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
|
|
GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) );
|
|
#endif
|
|
}
|
|
|
|
// If using goldsrc-style animations where he's moving in the direction that his feet are facing,
|
|
// we don't use move yaw.
|
|
if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY )
|
|
return;
|
|
|
|
// view direction relative to movement
|
|
float flYaw;
|
|
|
|
EstimateYaw();
|
|
|
|
float ang = m_flEyeYaw;
|
|
if ( ang > 180.0f )
|
|
{
|
|
ang -= 360.0f;
|
|
}
|
|
else if ( ang < -180.0f )
|
|
{
|
|
ang += 360.0f;
|
|
}
|
|
|
|
// calc side to side turning
|
|
flYaw = ang - m_flGaitYaw;
|
|
// Invert for mapping into 8way blend
|
|
flYaw = -flYaw;
|
|
flYaw = flYaw - (int)(flYaw / 360) * 360;
|
|
|
|
if (flYaw < -180)
|
|
{
|
|
flYaw = flYaw + 360;
|
|
}
|
|
else if (flYaw > 180)
|
|
{
|
|
flYaw = flYaw - 360;
|
|
}
|
|
|
|
|
|
if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
|
|
GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) );
|
|
#endif
|
|
|
|
int iMoveX = GetOuter()->LookupPoseParameter( pStudioHdr, "move_x" );
|
|
int iMoveY = GetOuter()->LookupPoseParameter( pStudioHdr, "move_y" );
|
|
if ( iMoveX < 0 || iMoveY < 0 )
|
|
return;
|
|
|
|
bool bIsMoving;
|
|
float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving );
|
|
|
|
// Setup the 9-way blend parameters based on our speed and direction.
|
|
Vector2D vCurMovePose( 0, 0 );
|
|
|
|
if ( bIsMoving )
|
|
{
|
|
vCurMovePose.x = cos( DEG2RAD( flYaw ) ) * flPlaybackRate;
|
|
vCurMovePose.y = -sin( DEG2RAD( flYaw ) ) * flPlaybackRate;
|
|
}
|
|
|
|
GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x );
|
|
GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y );
|
|
|
|
m_vLastMovePose = vCurMovePose;
|
|
}
|
|
else
|
|
{
|
|
int iMoveYaw = GetOuter()->LookupPoseParameter( pStudioHdr, "move_yaw" );
|
|
if ( iMoveYaw >= 0 )
|
|
{
|
|
GetOuter()->SetPoseParameter( pStudioHdr, iMoveYaw, flYaw );
|
|
m_flLastMoveYaw = flYaw;
|
|
|
|
// Now blend in his idle animation.
|
|
// This makes the 8-way blend act like a 9-way blend by blending to
|
|
// an idle sequence as he slows down.
|
|
#if defined(CLIENT_DLL)
|
|
bool bIsMoving;
|
|
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER );
|
|
|
|
pLayer->m_flWeight = 1 - CalcMovementPlaybackRate( &bIsMoving );
|
|
if ( !bIsMoving )
|
|
{
|
|
pLayer->m_flWeight = 1;
|
|
}
|
|
|
|
if ( ShouldChangeSequences() )
|
|
{
|
|
// Whenever this layer stops blending, we can choose a new idle sequence to blend to, so he
|
|
// doesn't always use the same idle.
|
|
if ( pLayer->m_flWeight < 0.02f || m_iCurrent8WayIdleSequence == -1 )
|
|
{
|
|
m_iCurrent8WayIdleSequence = m_pOuter->SelectWeightedSequence( ACT_IDLE );
|
|
m_iCurrent8WayCrouchIdleSequence = m_pOuter->SelectWeightedSequence( ACT_CROUCHIDLE );
|
|
}
|
|
|
|
if ( m_eCurrentMainSequenceActivity == ACT_CROUCHIDLE || m_eCurrentMainSequenceActivity == ACT_RUN_CROUCH )
|
|
pLayer->m_nSequence = m_iCurrent8WayCrouchIdleSequence;
|
|
else
|
|
pLayer->m_nSequence = m_iCurrent8WayIdleSequence;
|
|
}
|
|
|
|
pLayer->m_flPlaybackRate = 1;
|
|
pLayer->m_flCycle += m_pOuter->GetSequenceCycleRate( pStudioHdr, pLayer->m_nSequence ) * gpGlobals->frametime;
|
|
pLayer->m_flCycle = fmod( pLayer->m_flCycle, 1 );
|
|
pLayer->m_nOrder = MAIN_IDLE_SEQUENCE_LAYER;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
|
|
{
|
|
VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyPitch" );
|
|
|
|
// Get pitch from v_angle
|
|
float flPitch = m_flEyePitch;
|
|
if ( flPitch > 180.0f )
|
|
{
|
|
flPitch -= 360.0f;
|
|
}
|
|
flPitch = clamp( flPitch, -90.f, 90.f );
|
|
|
|
// See if we have a blender for pitch
|
|
int pitch = GetOuter()->LookupPoseParameter( pStudioHdr, "body_pitch" );
|
|
if ( pitch < 0 )
|
|
return;
|
|
|
|
GetOuter()->SetPoseParameter( pStudioHdr, pitch, flPitch );
|
|
g_flLastBodyPitch = flPitch;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : goal -
|
|
// maxrate -
|
|
// dt -
|
|
// current -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CBasePlayerAnimState::ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current )
|
|
{
|
|
int direction = TURN_NONE;
|
|
|
|
float anglediff = goal - current;
|
|
anglediff = AngleNormalize( anglediff );
|
|
|
|
float anglediffabs = fabs( anglediff );
|
|
|
|
float scale = 1.0f;
|
|
if ( anglediffabs <= FADE_TURN_DEGREES )
|
|
{
|
|
scale = anglediffabs / FADE_TURN_DEGREES;
|
|
// Always do at least a bit of the turn ( 1% )
|
|
scale = clamp( scale, 0.01f, 1.0f );
|
|
}
|
|
|
|
float maxmove = maxrate * dt * scale;
|
|
|
|
if ( anglediffabs > maxgap )
|
|
{
|
|
// gap is too big, jump
|
|
maxmove = (anglediffabs - maxgap);
|
|
}
|
|
|
|
if ( anglediffabs < maxmove )
|
|
{
|
|
// we are close enought, just set the final value
|
|
current = goal;
|
|
}
|
|
else
|
|
{
|
|
// adjust value up or down
|
|
if ( anglediff > 0 )
|
|
{
|
|
current += maxmove;
|
|
direction = TURN_LEFT;
|
|
}
|
|
else
|
|
{
|
|
current -= maxmove;
|
|
direction = TURN_RIGHT;
|
|
}
|
|
}
|
|
|
|
current = AngleNormalize( current );
|
|
|
|
return direction;
|
|
}
|
|
|
|
void CBasePlayerAnimState::ComputePoseParam_BodyYaw()
|
|
{
|
|
VPROF( "CBasePlayerAnimState::ComputePoseParam_BodyYaw" );
|
|
|
|
// Find out which way he's running (m_flEyeYaw is the way he's looking).
|
|
Vector vel;
|
|
GetOuterAbsVelocity( vel );
|
|
bool bIsMoving = vel.Length2D() > MOVING_MINIMUM_SPEED;
|
|
|
|
// If we just initialized this guy (maybe he just came into the PVS), then immediately
|
|
// set his feet in the right direction, otherwise they'll spin around from 0 to the
|
|
// right direction every time someone switches spectator targets.
|
|
if ( !m_bCurrentFeetYawInitialized )
|
|
{
|
|
m_bCurrentFeetYawInitialized = true;
|
|
m_flGoalFeetYaw = m_flCurrentFeetYaw = m_flEyeYaw;
|
|
m_flLastTurnTime = 0.0f;
|
|
}
|
|
else if ( bIsMoving )
|
|
{
|
|
// player is moving, feet yaw = aiming yaw
|
|
if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY || m_AnimConfig.m_LegAnimType == LEGANIM_8WAY )
|
|
{
|
|
// His feet point in the direction his eyes are, but they can run in any direction.
|
|
m_flGoalFeetYaw = m_flEyeYaw;
|
|
}
|
|
else
|
|
{
|
|
m_flGoalFeetYaw = RAD2DEG( atan2( vel.y, vel.x ) );
|
|
|
|
// If he's running backwards, flip his feet backwards.
|
|
Vector vEyeYaw( cos( DEG2RAD( m_flEyeYaw ) ), sin( DEG2RAD( m_flEyeYaw ) ), 0 );
|
|
Vector vFeetYaw( cos( DEG2RAD( m_flGoalFeetYaw ) ), sin( DEG2RAD( m_flGoalFeetYaw ) ), 0 );
|
|
if ( vEyeYaw.Dot( vFeetYaw ) < -0.01 )
|
|
{
|
|
m_flGoalFeetYaw += 180;
|
|
}
|
|
}
|
|
|
|
}
|
|
else if ( (gpGlobals->curtime - m_flLastTurnTime) > mp_facefronttime.GetFloat() )
|
|
{
|
|
// player didn't move & turn for quite some time
|
|
m_flGoalFeetYaw = m_flEyeYaw;
|
|
}
|
|
else
|
|
{
|
|
// If he's rotated his view further than the model can turn, make him face forward.
|
|
float flDiff = AngleNormalize( m_flGoalFeetYaw - m_flEyeYaw );
|
|
|
|
if ( fabs(flDiff) > m_AnimConfig.m_flMaxBodyYawDegrees )
|
|
{
|
|
if ( flDiff > 0 )
|
|
m_flGoalFeetYaw -= m_AnimConfig.m_flMaxBodyYawDegrees;
|
|
else
|
|
m_flGoalFeetYaw += m_AnimConfig.m_flMaxBodyYawDegrees;
|
|
}
|
|
}
|
|
|
|
m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw );
|
|
|
|
if ( m_flCurrentFeetYaw != m_flGoalFeetYaw )
|
|
{
|
|
ConvergeAngles( m_flGoalFeetYaw, mp_feetyawrate.GetFloat(), m_AnimConfig.m_flMaxBodyYawDegrees,
|
|
gpGlobals->frametime, m_flCurrentFeetYaw );
|
|
|
|
m_flLastTurnTime = gpGlobals->curtime;
|
|
}
|
|
|
|
float flCurrentTorsoYaw = AngleNormalize( m_flEyeYaw - m_flCurrentFeetYaw );
|
|
|
|
// Rotate entire body into position
|
|
m_angRender[YAW] = m_flCurrentFeetYaw;
|
|
m_angRender[PITCH] = m_angRender[ROLL] = 0;
|
|
|
|
SetOuterBodyYaw( flCurrentTorsoYaw );
|
|
g_flLastBodyYaw = flCurrentTorsoYaw;
|
|
}
|
|
|
|
|
|
|
|
float CBasePlayerAnimState::SetOuterBodyYaw( float flValue )
|
|
{
|
|
int body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" );
|
|
if ( body_yaw < 0 )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
SetOuterPoseParameter( body_yaw, flValue );
|
|
return flValue;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : activity -
|
|
// Output : Activity
|
|
//-----------------------------------------------------------------------------
|
|
Activity CBasePlayerAnimState::BodyYawTranslateActivity( Activity activity )
|
|
{
|
|
// Not even standing still, sigh
|
|
if ( activity != ACT_IDLE )
|
|
return activity;
|
|
|
|
// Not turning
|
|
switch ( m_nTurningInPlace )
|
|
{
|
|
default:
|
|
case TURN_NONE:
|
|
return activity;
|
|
case TURN_RIGHT:
|
|
case TURN_LEFT:
|
|
return mp_ik.GetBool() ? ACT_TURN : activity;
|
|
}
|
|
|
|
Assert( 0 );
|
|
return activity;
|
|
}
|
|
|
|
const QAngle& CBasePlayerAnimState::GetRenderAngles()
|
|
{
|
|
return m_angRender;
|
|
}
|
|
|
|
|
|
void CBasePlayerAnimState::GetOuterAbsVelocity( Vector& vel ) const
|
|
{
|
|
#if defined( CLIENT_DLL )
|
|
GetOuter()->EstimateAbsVelocity( vel );
|
|
#else
|
|
vel = GetOuter()->GetAbsVelocity();
|
|
#endif
|
|
}
|
|
|
|
|
|
float CBasePlayerAnimState::GetOuterXYSpeed() const
|
|
{
|
|
Vector vel;
|
|
GetOuterAbsVelocity( vel );
|
|
return vel.Length2D();
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
void CBasePlayerAnimState::AnimStateLog( const char *pMsg, ... )
|
|
{
|
|
// Format the string.
|
|
char str[4096];
|
|
va_list marker;
|
|
va_start( marker, pMsg );
|
|
Q_vsnprintf( str, sizeof( str ), pMsg, marker );
|
|
va_end( marker );
|
|
|
|
// Log it?
|
|
if ( showanimstate_log.GetInt() == 1 || showanimstate_log.GetInt() == 3 )
|
|
{
|
|
Msg( "%s", str );
|
|
}
|
|
|
|
if ( showanimstate_log.GetInt() > 1 )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
const char *fname = "AnimStateClient.log";
|
|
#else
|
|
const char *fname = "AnimStateServer.log";
|
|
#endif
|
|
static FileHandle_t hFile = filesystem->Open( fname, "wt" );
|
|
filesystem->FPrintf( hFile, "%s", str );
|
|
filesystem->Flush( hFile );
|
|
}
|
|
}
|
|
|
|
|
|
// -----------------------------------------------------------------------------
|
|
void CBasePlayerAnimState::AnimStatePrintf( int iLine, const char *pMsg, ... )
|
|
{
|
|
// Format the string.
|
|
char str[4096];
|
|
va_list marker;
|
|
va_start( marker, pMsg );
|
|
Q_vsnprintf( str, sizeof( str ), pMsg, marker );
|
|
va_end( marker );
|
|
|
|
// Show it with Con_NPrintf.
|
|
engine->Con_NPrintf( iLine, "%s", str );
|
|
|
|
// Log it.
|
|
AnimStateLog( "%s\n", str );
|
|
}
|
|
|
|
|
|
// -----------------------------------------------------------------------------
|
|
void CBasePlayerAnimState::DebugShowAnimState( int iStartLine )
|
|
{
|
|
Vector vOuterVel;
|
|
GetOuterAbsVelocity( vOuterVel );
|
|
|
|
int iLine = iStartLine;
|
|
AnimStatePrintf( iLine++, "main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n",
|
|
GetSequenceName( m_pOuter->GetModelPtr(), m_pOuter->GetSequence() ),
|
|
m_pOuter->GetSequence(),
|
|
m_pOuter->GetCycle(),
|
|
m_pOuter->GetSequenceCycleRate(m_pOuter->GetModelPtr(), m_pOuter->GetSequence()),
|
|
m_pOuter->GetPlaybackRate()
|
|
);
|
|
|
|
if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY )
|
|
{
|
|
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER );
|
|
|
|
AnimStatePrintf( iLine++, "idle: %s, weight: %.2f\n",
|
|
GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ),
|
|
(float)pLayer->m_flWeight );
|
|
}
|
|
|
|
for ( int i=0; i < m_pOuter->GetNumAnimOverlays()-1; i++ )
|
|
{
|
|
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( AIMSEQUENCE_LAYER + i );
|
|
#ifdef CLIENT_DLL
|
|
AnimStatePrintf( iLine++, "%s(%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)",
|
|
!pLayer->IsActive() ? "-- ": (pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ),
|
|
!pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence,
|
|
!pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight,
|
|
!pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle,
|
|
!pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder,
|
|
i
|
|
);
|
|
#else
|
|
AnimStatePrintf( iLine++, "%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)",
|
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!pLayer->IsActive() ? "-- " : ( pLayer->m_nSequence == 0 ? "-- " : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->m_nSequence ) ),
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|
!pLayer->IsActive() ? 0 : (int)pLayer->m_nSequence,
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|
!pLayer->IsActive() ? 0 : (int)pLayer->m_fFlags,// Doesn't exist on client
|
|
!pLayer->IsActive() ? 0 : (float)pLayer->m_flWeight,
|
|
!pLayer->IsActive() ? 0 : (float)pLayer->m_flCycle,
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|
!pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder,
|
|
i
|
|
);
|
|
#endif
|
|
}
|
|
|
|
AnimStatePrintf( iLine++, "vel: %.2f, time: %.2f, max: %.2f, animspeed: %.2f",
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|
vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed(), m_pOuter->GetSequenceGroundSpeed(m_pOuter->GetSequence()) );
|
|
|
|
if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY )
|
|
{
|
|
AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f",
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|
m_angRender[YAW], g_flLastBodyYaw, m_flLastMoveYaw, m_flGaitYaw, g_flLastBodyPitch );
|
|
}
|
|
else
|
|
{
|
|
AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f",
|
|
m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y );
|
|
}
|
|
|
|
// Draw a red triangle on the ground for the eye yaw.
|
|
float flBaseSize = 10;
|
|
float flHeight = 80;
|
|
Vector vBasePos = GetOuter()->GetAbsOrigin() + Vector( 0, 0, 3 );
|
|
QAngle angles( 0, 0, 0 );
|
|
angles[YAW] = m_flEyeYaw;
|
|
Vector vForward, vRight, vUp;
|
|
AngleVectors( angles, &vForward, &vRight, &vUp );
|
|
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 );
|
|
|
|
// Draw a blue triangle on the ground for the body yaw.
|
|
angles[YAW] = m_angRender[YAW];
|
|
AngleVectors( angles, &vForward, &vRight, &vUp );
|
|
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 );
|
|
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
void CBasePlayerAnimState::DebugShowAnimStateFull( int iStartLine )
|
|
{
|
|
AnimStateLog( "----------------- frame %d -----------------\n", gpGlobals->framecount );
|
|
|
|
DebugShowAnimState( iStartLine );
|
|
|
|
AnimStateLog( "--------------------------------------------\n\n" );
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
int CBasePlayerAnimState::SelectWeightedSequence( Activity activity )
|
|
{
|
|
return GetOuter()->SelectWeightedSequence( activity );
|
|
}
|
|
|