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622 lines
16 KiB
C++
622 lines
16 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 "sdk_playeranimstate.h"
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#include "weapon_sdkbase.h"
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#include "weapon_basesdkgrenade.h"
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#ifdef CLIENT_DLL
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#include "c_sdk_player.h"
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#include "bone_setup.h"
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#include "interpolatedvar.h"
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#else
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#include "sdk_player.h"
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#endif
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#define ANIM_TOPSPEED_WALK 100
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#define ANIM_TOPSPEED_RUN 250
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#define ANIM_TOPSPEED_RUN_CROUCH 85
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#define DEFAULT_IDLE_NAME "idle_upper_"
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#define DEFAULT_CROUCH_IDLE_NAME "crouch_idle_upper_"
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#define DEFAULT_CROUCH_WALK_NAME "crouch_walk_upper_"
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#define DEFAULT_WALK_NAME "walk_upper_"
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#define DEFAULT_RUN_NAME "run_upper_"
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#define DEFAULT_FIRE_IDLE_NAME "idle_shoot_"
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#define DEFAULT_FIRE_CROUCH_NAME "crouch_idle_shoot_"
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#define DEFAULT_FIRE_CROUCH_WALK_NAME "crouch_walk_shoot_"
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#define DEFAULT_FIRE_WALK_NAME "walk_shoot_"
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#define DEFAULT_FIRE_RUN_NAME "run_shoot_"
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#define FIRESEQUENCE_LAYER (AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS)
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#define RELOADSEQUENCE_LAYER (FIRESEQUENCE_LAYER + 1)
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#define GRENADESEQUENCE_LAYER (RELOADSEQUENCE_LAYER + 1)
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#define NUM_LAYERS_WANTED (GRENADESEQUENCE_LAYER + 1)
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// ------------------------------------------------------------------------------------------------ //
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// CSDKPlayerAnimState declaration.
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// ------------------------------------------------------------------------------------------------ //
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class CSDKPlayerAnimState : public CBasePlayerAnimState, public ISDKPlayerAnimState
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{
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public:
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DECLARE_CLASS( CSDKPlayerAnimState, CBasePlayerAnimState );
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friend ISDKPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
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CSDKPlayerAnimState();
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virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData );
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virtual bool IsThrowingGrenade();
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virtual int CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle );
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virtual void ClearAnimationState();
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virtual bool CanThePlayerMove();
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virtual float GetCurrentMaxGroundSpeed();
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virtual Activity CalcMainActivity();
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virtual void DebugShowAnimState( int iStartLine );
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virtual void ComputeSequences( CStudioHdr *pStudioHdr );
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virtual void ClearAnimationLayers();
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void InitSDK( CBaseAnimatingOverlay *pPlayer, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
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protected:
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int CalcFireLayerSequence(PlayerAnimEvent_t event);
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void ComputeFireSequence(CStudioHdr *pStudioHdr);
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void ComputeReloadSequence(CStudioHdr *pStudioHdr);
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int CalcReloadLayerSequence();
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bool IsOuterGrenadePrimed();
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void ComputeGrenadeSequence( CStudioHdr *pStudioHdr );
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int CalcGrenadePrimeSequence();
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int CalcGrenadeThrowSequence();
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int GetOuterGrenadeThrowCounter();
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const char* GetWeaponSuffix();
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bool HandleJumping();
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void UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd );
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private:
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// Current state variables.
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bool m_bJumping; // Set on a jump event.
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float m_flJumpStartTime;
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bool m_bFirstJumpFrame;
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// Aim sequence plays reload while this is on.
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bool m_bReloading;
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float m_flReloadCycle;
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int m_iReloadSequence;
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// This is set to true if ANY animation is being played in the fire layer.
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bool m_bFiring; // If this is on, then it'll continue the fire animation in the fire layer
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// until it completes.
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int m_iFireSequence; // (For any sequences in the fire layer, including grenade throw).
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float m_flFireCycle;
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// These control grenade animations.
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bool m_bThrowingGrenade;
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bool m_bPrimingGrenade;
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float m_flGrenadeCycle;
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int m_iGrenadeSequence;
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int m_iLastThrowGrenadeCounter; // used to detect when the guy threw the grenade.
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ISDKPlayerAnimStateHelpers *m_pHelpers;
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};
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ISDKPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences )
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{
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CSDKPlayerAnimState *pRet = new CSDKPlayerAnimState;
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pRet->InitSDK( pEntity, pHelpers, legAnimType, bUseAimSequences );
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return pRet;
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}
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// ------------------------------------------------------------------------------------------------ //
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// CSDKPlayerAnimState implementation.
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// ------------------------------------------------------------------------------------------------ //
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CSDKPlayerAnimState::CSDKPlayerAnimState()
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{
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m_pOuter = NULL;
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m_bReloading = false;
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}
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void CSDKPlayerAnimState::InitSDK( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences )
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{
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CModAnimConfig config;
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config.m_flMaxBodyYawDegrees = 90;
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config.m_LegAnimType = legAnimType;
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config.m_bUseAimSequences = bUseAimSequences;
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m_pHelpers = pHelpers;
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BaseClass::Init( pEntity, config );
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}
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void CSDKPlayerAnimState::ClearAnimationState()
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{
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m_bJumping = false;
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m_bFiring = false;
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m_bReloading = false;
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m_bThrowingGrenade = m_bPrimingGrenade = false;
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m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter();
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BaseClass::ClearAnimationState();
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}
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void CSDKPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
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{
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Assert( event != PLAYERANIMEVENT_THROW_GRENADE );
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if ( event == PLAYERANIMEVENT_FIRE_GUN_PRIMARY ||
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event == PLAYERANIMEVENT_FIRE_GUN_SECONDARY )
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{
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// Regardless of what we're doing in the fire layer, restart it.
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m_flFireCycle = 0;
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m_iFireSequence = CalcFireLayerSequence( event );
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m_bFiring = m_iFireSequence != -1;
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}
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else if ( event == PLAYERANIMEVENT_JUMP )
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{
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// Play the jump animation.
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m_bJumping = true;
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m_bFirstJumpFrame = true;
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m_flJumpStartTime = gpGlobals->curtime;
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}
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else if ( event == PLAYERANIMEVENT_RELOAD )
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{
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m_iReloadSequence = CalcReloadLayerSequence();
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if ( m_iReloadSequence != -1 )
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{
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m_bReloading = true;
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m_flReloadCycle = 0;
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}
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}
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else
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{
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Assert( !"CSDKPlayerAnimState::DoAnimationEvent" );
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}
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}
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float g_flThrowGrenadeFraction = 0.25;
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bool CSDKPlayerAnimState::IsThrowingGrenade()
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{
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if ( m_bThrowingGrenade )
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{
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// An animation event would be more appropriate here.
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return m_flGrenadeCycle < g_flThrowGrenadeFraction;
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}
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else
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{
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bool bThrowPending = (m_iLastThrowGrenadeCounter != GetOuterGrenadeThrowCounter());
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return bThrowPending || IsOuterGrenadePrimed();
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}
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}
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int CSDKPlayerAnimState::CalcReloadLayerSequence()
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{
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const char *pSuffix = GetWeaponSuffix();
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if ( !pSuffix )
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return -1;
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CWeaponSDKBase *pWeapon = m_pHelpers->SDKAnim_GetActiveWeapon();
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if ( !pWeapon )
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return -1;
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// First, look for reload_<weapon name>.
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char szName[512];
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Q_snprintf( szName, sizeof( szName ), "reload_%s", pSuffix );
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int iReloadSequence = m_pOuter->LookupSequence( szName );
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if ( iReloadSequence != -1 )
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return iReloadSequence;
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//SDKTODO
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/*
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// Ok, look for generic categories.. pistol, shotgun, rifle, etc.
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if ( pWeapon->GetSDKWpnData().m_WeaponType == WEAPONTYPE_PISTOL )
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{
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Q_snprintf( szName, sizeof( szName ), "reload_pistol" );
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iReloadSequence = m_pOuter->LookupSequence( szName );
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if ( iReloadSequence != -1 )
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return iReloadSequence;
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}
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*/
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// Fall back to reload_m4.
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iReloadSequence = CalcSequenceIndex( "reload_m4" );
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if ( iReloadSequence > 0 )
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return iReloadSequence;
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return -1;
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}
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#ifdef CLIENT_DLL
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void CSDKPlayerAnimState::UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd )
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{
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if ( !bEnabled )
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return;
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// Increment the fire sequence's cycle.
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flCurCycle += m_pOuter->GetSequenceCycleRate( pStudioHdr, iSequence ) * gpGlobals->frametime;
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if ( flCurCycle > 1 )
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{
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if ( bWaitAtEnd )
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{
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flCurCycle = 1;
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}
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else
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{
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// Not firing anymore.
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bEnabled = false;
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iSequence = 0;
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return;
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}
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}
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// Now dump the state into its animation layer.
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C_AnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iLayer );
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pLayer->m_flCycle = flCurCycle;
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pLayer->m_nSequence = iSequence;
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pLayer->m_flPlaybackRate = 1.0;
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pLayer->m_flWeight = 1.0f;
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pLayer->m_nOrder = iLayer;
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}
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#endif
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bool CSDKPlayerAnimState::IsOuterGrenadePrimed()
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{
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CBaseCombatCharacter *pChar = m_pOuter->MyCombatCharacterPointer();
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if ( pChar )
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{
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CBaseSDKGrenade *pGren = dynamic_cast<CBaseSDKGrenade*>( pChar->GetActiveWeapon() );
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return pGren && pGren->IsPinPulled();
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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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void CSDKPlayerAnimState::ComputeGrenadeSequence( CStudioHdr *pStudioHdr )
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{
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#ifdef CLIENT_DLL
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if ( m_bThrowingGrenade )
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{
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UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bThrowingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, false );
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}
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else
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{
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// Priming the grenade isn't an event.. we just watch the player for it.
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// Also play the prime animation first if he wants to throw the grenade.
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bool bThrowPending = (m_iLastThrowGrenadeCounter != GetOuterGrenadeThrowCounter());
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if ( IsOuterGrenadePrimed() || bThrowPending )
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{
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if ( !m_bPrimingGrenade )
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{
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// If this guy just popped into our PVS, and he's got his grenade primed, then
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// let's assume that it's all the way primed rather than playing the prime
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// animation from the start.
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if ( TimeSinceLastAnimationStateClear() < 0.4f )
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m_flGrenadeCycle = 1;
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else
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m_flGrenadeCycle = 0;
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m_iGrenadeSequence = CalcGrenadePrimeSequence();
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}
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m_bPrimingGrenade = true;
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UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bPrimingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, true );
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// If we're waiting to throw and we're done playing the prime animation...
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if ( bThrowPending && m_flGrenadeCycle == 1 )
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{
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m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter();
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// Now play the throw animation.
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m_iGrenadeSequence = CalcGrenadeThrowSequence();
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if ( m_iGrenadeSequence != -1 )
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{
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// Configure to start playing
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m_bThrowingGrenade = true;
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m_bPrimingGrenade = false;
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m_flGrenadeCycle = 0;
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}
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}
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}
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else
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{
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m_bPrimingGrenade = false;
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}
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}
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#endif
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}
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int CSDKPlayerAnimState::CalcGrenadePrimeSequence()
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{
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return CalcSequenceIndex( "idle_shoot_gren1" );
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}
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int CSDKPlayerAnimState::CalcGrenadeThrowSequence()
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{
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return CalcSequenceIndex( "idle_shoot_gren2" );
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}
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int CSDKPlayerAnimState::GetOuterGrenadeThrowCounter()
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{
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CSDKPlayer *pPlayer = dynamic_cast<CSDKPlayer*>( m_pOuter );
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if ( pPlayer )
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return pPlayer->m_iThrowGrenadeCounter;
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else
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return 0;
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}
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void CSDKPlayerAnimState::ComputeReloadSequence( CStudioHdr *pStudioHdr )
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{
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#ifdef CLIENT_DLL
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UpdateLayerSequenceGeneric( pStudioHdr, RELOADSEQUENCE_LAYER, m_bReloading, m_flReloadCycle, m_iReloadSequence, false );
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#else
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// Server doesn't bother with different fire sequences.
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#endif
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}
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int CSDKPlayerAnimState::CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle )
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{
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const char *pSuffix = GetWeaponSuffix();
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if ( !pSuffix )
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return 0;
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if ( bForceIdle )
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{
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switch ( GetCurrentMainSequenceActivity() )
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{
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case ACT_CROUCHIDLE:
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return CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_IDLE_NAME, pSuffix );
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default:
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return CalcSequenceIndex( "%s%s", DEFAULT_IDLE_NAME, pSuffix );
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}
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}
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else
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{
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switch ( GetCurrentMainSequenceActivity() )
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{
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case ACT_RUN:
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return CalcSequenceIndex( "%s%s", DEFAULT_RUN_NAME, pSuffix );
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case ACT_WALK:
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case ACT_RUNTOIDLE:
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case ACT_IDLETORUN:
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return CalcSequenceIndex( "%s%s", DEFAULT_WALK_NAME, pSuffix );
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case ACT_CROUCHIDLE:
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return CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_IDLE_NAME, pSuffix );
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case ACT_RUN_CROUCH:
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return CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_WALK_NAME, pSuffix );
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case ACT_IDLE:
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default:
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return CalcSequenceIndex( "%s%s", DEFAULT_IDLE_NAME, pSuffix );
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}
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}
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}
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const char* CSDKPlayerAnimState::GetWeaponSuffix()
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{
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// Figure out the weapon suffix.
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CWeaponSDKBase *pWeapon = m_pHelpers->SDKAnim_GetActiveWeapon();
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if ( !pWeapon )
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return "Pistol";
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const char *pSuffix = pWeapon->GetSDKWpnData().m_szAnimExtension;
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return pSuffix;
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}
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int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
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{
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// Figure out the weapon suffix.
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CWeaponSDKBase *pWeapon = m_pHelpers->SDKAnim_GetActiveWeapon();
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if ( !pWeapon )
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return 0;
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const char *pSuffix = GetWeaponSuffix();
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if ( !pSuffix )
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return 0;
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// Don't rely on their weapon here because the player has usually switched to their
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// pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE message gets to the client.
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if ( event == PLAYERANIMEVENT_THROW_GRENADE )
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{
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pSuffix = "Gren";
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}
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switch ( GetCurrentMainSequenceActivity() )
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{
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case ACT_PLAYER_RUN_FIRE:
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case ACT_RUN:
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return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_RUN_NAME, pSuffix );
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case ACT_PLAYER_WALK_FIRE:
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case ACT_WALK:
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return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_WALK_NAME, pSuffix );
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case ACT_PLAYER_CROUCH_FIRE:
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case ACT_CROUCHIDLE:
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return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_CROUCH_NAME, pSuffix );
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case ACT_PLAYER_CROUCH_WALK_FIRE:
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case ACT_RUN_CROUCH:
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return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );
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default:
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case ACT_PLAYER_IDLE_FIRE:
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return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_IDLE_NAME, pSuffix );
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}
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}
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bool CSDKPlayerAnimState::CanThePlayerMove()
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{
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return m_pHelpers->SDKAnim_CanMove();
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}
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float CSDKPlayerAnimState::GetCurrentMaxGroundSpeed()
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{
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Activity currentActivity = m_pOuter->GetSequenceActivity( m_pOuter->GetSequence() );
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if ( currentActivity == ACT_WALK || currentActivity == ACT_IDLE )
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return ANIM_TOPSPEED_WALK;
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else if ( currentActivity == ACT_RUN )
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return ANIM_TOPSPEED_RUN;
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else if ( currentActivity == ACT_RUN_CROUCH )
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return ANIM_TOPSPEED_RUN_CROUCH;
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else
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return 0;
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}
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bool CSDKPlayerAnimState::HandleJumping()
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{
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if ( m_bJumping )
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{
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if ( m_bFirstJumpFrame )
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{
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m_bFirstJumpFrame = false;
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RestartMainSequence(); // Reset the animation.
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}
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// Don't check if he's on the ground for a sec.. sometimes the client still has the
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// on-ground flag set right when the message comes in.
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if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f )
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{
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if ( m_pOuter->GetFlags() & FL_ONGROUND )
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{
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|
m_bJumping = false;
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RestartMainSequence(); // Reset the animation.
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}
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}
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|
}
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|
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// Are we still jumping? If so, keep playing the jump animation.
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return m_bJumping;
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}
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|
|
|
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Activity CSDKPlayerAnimState::CalcMainActivity()
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|
{
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float flOuterSpeed = GetOuterXYSpeed();
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|
|
|
if ( HandleJumping() )
|
|
{
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|
return ACT_HOP;
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|
}
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|
else
|
|
{
|
|
Activity idealActivity = ACT_IDLE;
|
|
|
|
if ( m_pOuter->GetFlags() & FL_DUCKING )
|
|
{
|
|
if ( flOuterSpeed > MOVING_MINIMUM_SPEED )
|
|
idealActivity = ACT_RUN_CROUCH;
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|
else
|
|
idealActivity = ACT_CROUCHIDLE;
|
|
}
|
|
else
|
|
{
|
|
if ( flOuterSpeed > MOVING_MINIMUM_SPEED )
|
|
{
|
|
if ( flOuterSpeed > ARBITRARY_RUN_SPEED )
|
|
idealActivity = ACT_RUN;
|
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else
|
|
idealActivity = ACT_WALK;
|
|
}
|
|
else
|
|
{
|
|
idealActivity = ACT_IDLE;
|
|
}
|
|
}
|
|
|
|
return idealActivity;
|
|
}
|
|
}
|
|
|
|
|
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void CSDKPlayerAnimState::DebugShowAnimState( int iStartLine )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
engine->Con_NPrintf( iStartLine++, "fire : %s, cycle: %.2f\n", m_bFiring ? GetSequenceName( m_pOuter->GetModelPtr(), m_iFireSequence ) : "[not firing]", m_flFireCycle );
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engine->Con_NPrintf( iStartLine++, "reload: %s, cycle: %.2f\n", m_bReloading ? GetSequenceName( m_pOuter->GetModelPtr(), m_iReloadSequence ) : "[not reloading]", m_flReloadCycle );
|
|
BaseClass::DebugShowAnimState( iStartLine );
|
|
#endif
|
|
}
|
|
|
|
|
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void CSDKPlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr )
|
|
{
|
|
BaseClass::ComputeSequences( pStudioHdr );
|
|
|
|
ComputeFireSequence( pStudioHdr );
|
|
ComputeReloadSequence( pStudioHdr );
|
|
ComputeGrenadeSequence( pStudioHdr );
|
|
}
|
|
|
|
|
|
void CSDKPlayerAnimState::ClearAnimationLayers()
|
|
{
|
|
if ( !m_pOuter )
|
|
return;
|
|
|
|
m_pOuter->SetNumAnimOverlays( NUM_LAYERS_WANTED );
|
|
for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ )
|
|
{
|
|
m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS );
|
|
}
|
|
}
|
|
|
|
|
|
void CSDKPlayerAnimState::ComputeFireSequence( CStudioHdr *pStudioHdr )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
UpdateLayerSequenceGeneric( pStudioHdr, FIRESEQUENCE_LAYER, m_bFiring, m_flFireCycle, m_iFireSequence, false );
|
|
#else
|
|
// Server doesn't bother with different fire sequences.
|
|
#endif
|
|
}
|