Added experimental singleplayer anim state

This commit is contained in:
Blixibon 2021-11-14 12:02:26 -06:00
parent 72e846ec27
commit 2ca681431b
18 changed files with 780 additions and 0 deletions

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@ -1367,6 +1367,10 @@ void C_BasePlayer::AddEntity( void )
// Add in lighting effects
CreateLightEffects();
#ifdef MAPBASE
SetLocalAnglesDim( X_INDEX, 0 );
#endif
}
extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );

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@ -47,6 +47,8 @@ $Project
$File "$SRCDIR\game\shared\mapbase\MapEdit.h"
$File "$SRCDIR\game\shared\mapbase\matchers.cpp"
$File "$SRCDIR\game\shared\mapbase\matchers.h"
$File "$SRCDIR\game\shared\mapbase\singleplayer_animstate.cpp"
$File "$SRCDIR\game\shared\mapbase\singleplayer_animstate.h"
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_singletons.cpp" [$MAPBASE_VSCRIPT]

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@ -406,4 +406,8 @@ void CBaseHLBludgeonWeapon::Swing( int bIsSecondary )
//Play swing sound
WeaponSound( SINGLE );
#endif
#ifdef MAPBASE
pOwner->SetAnimation( PLAYER_ATTACK1 );
#endif
}

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@ -621,6 +621,12 @@ END_SCRIPTDESC();
CHL2_Player::CHL2_Player()
{
#ifdef SP_ANIM_STATE
// Here we create and init the player animation state.
m_pPlayerAnimState = CreatePlayerAnimationState(this);
m_angEyeAngles.Init();
#endif
m_nNumMissPositions = 0;
m_pPlayerAISquad = 0;
m_bSprintEnabled = true;
@ -1144,6 +1150,16 @@ void CHL2_Player::PostThink( void )
{
HandleAdmireGlovesAnimation();
}
#ifdef SP_ANIM_STATE
m_angEyeAngles = EyeAngles();
QAngle angles = GetLocalAngles();
angles[PITCH] = 0;
SetLocalAngles(angles);
m_pPlayerAnimState->Update(); // m_pPlayerAnimState->Update( m_angEyeAngles.y, m_angEyeAngles.x );
#endif
}
void CHL2_Player::StartAdmireGlovesAnimation( void )
@ -1490,6 +1506,11 @@ void CHL2_Player::SetAnimation( PLAYER_ANIM playerAnim )
}
}
}
if ( IsInAVehicle() )
{
idealActivity = ACT_COVER_LOW;
}
if ( idealActivity == ACT_HL2MP_GESTURE_RANGE_ATTACK )
{
@ -1835,6 +1856,14 @@ void CHL2_Player::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecA
CHL2_Player::~CHL2_Player( void )
{
#ifdef SP_ANIM_STATE
// Clears the animation state.
if ( m_pPlayerAnimState != NULL )
{
m_pPlayerAnimState->Release();
m_pPlayerAnimState = NULL;
}
#endif
}
//-----------------------------------------------------------------------------

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@ -18,6 +18,8 @@
// In HL2MP we need to inherit from BaseMultiplayerPlayer!
#if defined ( HL2MP )
#include "basemultiplayerplayer.h"
#elif defined ( MAPBASE )
#include "mapbase/singleplayer_animstate.h"
#endif
class CAI_Squad;
@ -432,6 +434,11 @@ private:
float m_flTimeNextLadderHint; // Next time we're eligible to display a HUD hint about a ladder.
friend class CHL2GameMovement;
#ifdef SP_ANIM_STATE
CSinglePlayerAnimState* m_pPlayerAnimState;
QAngle m_angEyeAngles;
#endif
};

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@ -198,6 +198,17 @@ acttable_t CWeapon357::m_acttable[] =
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_REVOLVER_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_REVOLVER_MED, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
#endif
};

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@ -171,6 +171,17 @@ acttable_t CWeaponAR2::m_acttable[] =
{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_RIFLE, false },
{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_RIFLE, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponAR2);

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@ -743,6 +743,17 @@ acttable_t CWeaponCrossbow::m_acttable[] =
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_CROSSBOW_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_CROSSBOW_MED, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponCrossbow);

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@ -49,6 +49,18 @@ acttable_t CWeaponCrowbar::m_acttable[] =
{ ACT_ARM, ACT_ARM_MELEE, false },
{ ACT_DISARM, ACT_DISARM_MELEE, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponCrowbar);

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@ -82,6 +82,17 @@ END_DATADESC()
acttable_t CWeaponFrag::m_acttable[] =
{
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_GRENADE, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponFrag);
@ -404,6 +415,10 @@ void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
WeaponSound( SINGLE );
#ifdef MAPBASE
pPlayer->SetAnimation( PLAYER_ATTACK1 );
#endif
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
}
@ -428,6 +443,10 @@ void CWeaponFrag::LobGrenade( CBasePlayer *pPlayer )
WeaponSound( WPN_DOUBLE );
#ifdef MAPBASE
pPlayer->SetAnimation( PLAYER_ATTACK1 );
#endif
m_bRedraw = true;
m_iPrimaryAttacks++;
@ -472,6 +491,10 @@ void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer )
WeaponSound( SPECIAL1 );
#ifdef MAPBASE
pPlayer->SetAnimation( PLAYER_ATTACK1 );
#endif
m_bRedraw = true;
m_iPrimaryAttacks++;

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@ -1238,6 +1238,9 @@ public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
#ifdef MAPBASE
DECLARE_ACTTABLE();
#endif
CWeaponPhysCannon( void );
@ -1455,6 +1458,23 @@ BEGIN_DATADESC( CWeaponPhysCannon )
END_DATADESC()
#ifdef MAPBASE
acttable_t CWeaponPhysCannon::m_acttable[] =
{
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
};
IMPLEMENT_ACTTABLE( CWeaponPhysCannon );
#endif
enum
{

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@ -257,6 +257,17 @@ acttable_t CWeaponPistol::m_acttable[] =
{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_PISTOL, false },
{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_PISTOL, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
#endif
};

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@ -1426,6 +1426,17 @@ acttable_t CWeaponRPG::m_acttable[] =
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_RPG_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_RPG_MED, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_RPG, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponRPG);

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@ -215,6 +215,17 @@ acttable_t CWeaponShotgun::m_acttable[] =
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SHOTGUN_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SHOTGUN_MED, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponShotgun);
@ -531,7 +542,11 @@ void CWeaponShotgun::PrimaryAttack( void )
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Don't fire again until fire animation has completed
#ifdef MAPBASE
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
#else
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
#endif
m_iClip1 -= 1;
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
@ -589,7 +604,11 @@ void CWeaponShotgun::SecondaryAttack( void )
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Don't fire again until fire animation has completed
#ifdef MAPBASE
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
#else
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
#endif
m_iClip1 -= 2; // Shotgun uses same clip for primary and secondary attacks
Vector vecSrc = pPlayer->Weapon_ShootPosition();

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@ -149,6 +149,17 @@ acttable_t CWeaponSMG1::m_acttable[] =
{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_RIFLE, false },
{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_RIFLE, false },
#endif
#ifdef MAPBASE
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
#endif
};
IMPLEMENT_ACTTABLE(CWeaponSMG1);

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@ -46,6 +46,8 @@ $Project
$File "$SRCDIR\game\shared\mapbase\MapEdit.h"
$File "$SRCDIR\game\shared\mapbase\matchers.cpp"
$File "$SRCDIR\game\shared\mapbase\matchers.h"
$File "$SRCDIR\game\shared\mapbase\singleplayer_animstate.cpp"
$File "$SRCDIR\game\shared\mapbase\singleplayer_animstate.h"
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.cpp" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.h" [$MAPBASE_VSCRIPT]
$File "$SRCDIR\game\shared\mapbase\vscript_singletons.cpp" [$MAPBASE_VSCRIPT]

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@ -0,0 +1,504 @@
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Single Player animation state 'handler'. This utility is used
// to evaluate the pose parameter value based on the direction
// and speed of the player.
//
//====================================================================================//
#include "cbase.h"
#include "singleplayer_animstate.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "filesystem.h"
#include "..\public\datacache\imdlcache.h"
extern ConVar mp_facefronttime, mp_feetyawrate, mp_ik;
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
CSinglePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer )
{
MDLCACHE_CRITICAL_SECTION();
CSinglePlayerAnimState *pState = new CSinglePlayerAnimState( pPlayer );
pState->Init(pPlayer);
return pState;
}
// Below this many degrees, slow down turning rate linearly
#define FADE_TURN_DEGREES 45.0f
// After this, need to start turning feet
#define MAX_TORSO_ANGLE 90.0f
// Below this amount, don't play a turning animation/perform IK
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
//static ConVar tf2_feetyawrunscale( "tf2_feetyawrunscale", "2", FCVAR_REPLICATED, "Multiplier on tf2_feetyawrate to allow turning faster when running." );
extern ConVar sv_backspeed;
extern ConVar mp_feetyawrate;
extern ConVar mp_facefronttime;
extern ConVar mp_ik;
CSinglePlayerAnimState::CSinglePlayerAnimState( CBasePlayer *pPlayer ): m_pPlayer( pPlayer )
{
m_flGaitYaw = 0.0f;
m_flGoalFeetYaw = 0.0f;
m_flCurrentFeetYaw = 0.0f;
m_flCurrentTorsoYaw = 0.0f;
m_flLastYaw = 0.0f;
m_flLastTurnTime = 0.0f;
m_flTurnCorrectionTime = 0.0f;
m_pPlayer = NULL;
};
void CSinglePlayerAnimState::Init( CBasePlayer *pPlayer )
{
m_pPlayer = pPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::Update()
{
m_angRender = GetBasePlayer()->GetLocalAngles();
ComputePoseParam_BodyYaw();
ComputePoseParam_BodyPitch(GetBasePlayer()->GetModelPtr());
ComputePoseParam_BodyLookYaw();
ComputePoseParam_HeadPitch(GetBasePlayer()->GetModelPtr());
ComputePlaybackRate();
}
void CSinglePlayerAnimState::Release()
{
delete this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePlaybackRate()
{
// Determine ideal playback rate
Vector vel;
GetOuterAbsVelocity( vel );
float speed = vel.Length2D();
bool isMoving = ( speed > 0.5f ) ? true : false;
float maxspeed = GetBasePlayer()->GetSequenceGroundSpeed( GetBasePlayer()->GetSequence() );
if ( isMoving && ( maxspeed > 0.0f ) )
{
float flFactor = 1.0f;
// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
GetBasePlayer()->SetPlaybackRate( ( speed * flFactor ) / maxspeed );
// BUG BUG:
// This stuff really should be m_flPlaybackRate = speed / m_flGroundSpeed
}
else
{
GetBasePlayer()->SetPlaybackRate( 1.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBasePlayer
//-----------------------------------------------------------------------------
CBasePlayer *CSinglePlayerAnimState::GetBasePlayer()
{
return m_pPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : dt -
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::EstimateYaw( void )
{
float dt = gpGlobals->frametime;
if ( !dt )
{
return;
}
Vector est_velocity;
QAngle angles;
GetOuterAbsVelocity( est_velocity );
angles = GetBasePlayer()->GetLocalAngles();
if ( est_velocity[1] == 0 && est_velocity[0] == 0 )
{
float flYawDiff = angles[YAW] - m_flGaitYaw;
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
if (flYawDiff > 180)
flYawDiff -= 360;
if (flYawDiff < -180)
flYawDiff += 360;
if (dt < 0.25)
flYawDiff *= dt * 4;
else
flYawDiff *= dt;
m_flGaitYaw += flYawDiff;
m_flGaitYaw = m_flGaitYaw - (int)(m_flGaitYaw / 360) * 360;
}
else
{
m_flGaitYaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
if (m_flGaitYaw > 180)
m_flGaitYaw = 180;
else if (m_flGaitYaw < -180)
m_flGaitYaw = -180;
}
}
//-----------------------------------------------------------------------------
// Purpose: Override for backpeddling
// Input : dt -
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePoseParam_BodyYaw( void )
{
int iYaw = GetBasePlayer()->LookupPoseParameter( "move_yaw" );
if ( iYaw < 0 )
return;
// view direction relative to movement
float flYaw;
EstimateYaw();
QAngle angles = GetBasePlayer()->GetLocalAngles();
float ang = angles[ YAW ];
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;
}
GetBasePlayer()->SetPoseParameter( iYaw, flYaw );
#ifndef CLIENT_DLL
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
GetBasePlayer()->SetLocalAngles( QAngle( GetBasePlayer()->EyeAngles().x, m_flCurrentFeetYaw, 0 ) );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
{
// Get pitch from v_angle
float flPitch = GetBasePlayer()->GetLocalAngles()[ PITCH ];
if ( flPitch > 180.0f )
{
flPitch -= 360.0f;
}
flPitch = clamp( flPitch, -90, 90 );
QAngle absangles = GetBasePlayer()->GetAbsAngles();
absangles.x = 0.0f;
m_angRender = absangles;
// See if we have a blender for pitch
GetBasePlayer()->SetPoseParameter( pStudioHdr, "aim_pitch", flPitch );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : goal -
// maxrate -
// dt -
// current -
// Output : int
//-----------------------------------------------------------------------------
int CSinglePlayerAnimState::ConvergeAngles( float goal,float maxrate, float dt, float& current )
{
int direction = TURN_NONE;
float anglediff = goal - current;
float anglediffabs = fabs( anglediff );
anglediff = AngleNormalize( 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 ( fabs( anglediff ) < maxmove )
{
current = goal;
}
else
{
if ( anglediff > 0 )
{
current += maxmove;
direction = TURN_LEFT;
}
else
{
current -= maxmove;
direction = TURN_RIGHT;
}
}
current = AngleNormalize( current );
return direction;
}
void CSinglePlayerAnimState::ComputePoseParam_BodyLookYaw( void )
{
QAngle absangles = GetBasePlayer()->GetAbsAngles();
absangles.y = AngleNormalize( absangles.y );
m_angRender = absangles;
// See if we even have a blender for pitch
int upper_body_yaw = GetBasePlayer()->LookupPoseParameter( "aim_yaw" );
if ( upper_body_yaw < 0 )
{
return;
}
// Assume upper and lower bodies are aligned and that we're not turning
float flGoalTorsoYaw = 0.0f;
int turning = TURN_NONE;
float turnrate = 360.0f;
Vector vel;
GetOuterAbsVelocity( vel );
bool isMoving = ( vel.Length() > 1.0f ) ? true : false;
if ( !isMoving )
{
// Just stopped moving, try and clamp feet
if ( m_flLastTurnTime <= 0.0f )
{
m_flLastTurnTime = gpGlobals->curtime;
m_flLastYaw = GetBasePlayer()->EyeAngles().y;
// Snap feet to be perfectly aligned with torso/eyes
m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
m_flCurrentFeetYaw = m_flGoalFeetYaw;
m_nTurningInPlace = TURN_NONE;
}
// If rotating in place, update stasis timer
if ( m_flLastYaw != GetBasePlayer()->EyeAngles().y )
{
m_flLastTurnTime = gpGlobals->curtime;
m_flLastYaw = GetBasePlayer()->EyeAngles().y;
}
if ( m_flGoalFeetYaw != m_flCurrentFeetYaw )
{
m_flLastTurnTime = gpGlobals->curtime;
}
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
QAngle eyeAngles = GetBasePlayer()->EyeAngles();
QAngle vAngle = GetBasePlayer()->GetLocalAngles();
// See how far off current feetyaw is from true yaw
float yawdelta = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;
yawdelta = AngleNormalize( yawdelta );
bool rotated_too_far = false;
float yawmagnitude = fabs( yawdelta );
// If too far, then need to turn in place
if ( yawmagnitude > 45 )
{
rotated_too_far = true;
}
// Standing still for a while, rotate feet around to face forward
// Or rotated too far
// FIXME: Play an in place turning animation
if ( rotated_too_far ||
( gpGlobals->curtime > m_flLastTurnTime + mp_facefronttime.GetFloat() ) )
{
m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
m_flLastTurnTime = gpGlobals->curtime;
/* float yd = m_flCurrentFeetYaw - m_flGoalFeetYaw;
if ( yd > 0 )
{
m_nTurningInPlace = TURN_RIGHT;
}
else if ( yd < 0 )
{
m_nTurningInPlace = TURN_LEFT;
}
else
{
m_nTurningInPlace = TURN_NONE;
}
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
yawdelta = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;*/
}
// Snap upper body into position since the delta is already smoothed for the feet
flGoalTorsoYaw = yawdelta;
m_flCurrentTorsoYaw = flGoalTorsoYaw;
}
else
{
m_flLastTurnTime = 0.0f;
m_nTurningInPlace = TURN_NONE;
m_flCurrentFeetYaw = m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
flGoalTorsoYaw = 0.0f;
m_flCurrentTorsoYaw = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;
}
if ( turning == TURN_NONE )
{
m_nTurningInPlace = turning;
}
if ( m_nTurningInPlace != TURN_NONE )
{
// If we're close to finishing the turn, then turn off the turning animation
if ( fabs( m_flCurrentFeetYaw - m_flGoalFeetYaw ) < MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION )
{
m_nTurningInPlace = TURN_NONE;
}
}
// Rotate entire body into position
absangles = GetBasePlayer()->GetAbsAngles();
absangles.y = m_flCurrentFeetYaw;
m_angRender = absangles;
GetBasePlayer()->SetPoseParameter( upper_body_yaw, clamp( m_flCurrentTorsoYaw, -60.0f, 60.0f ) );
/*
// FIXME: Adrian, what is this?
int body_yaw = GetBasePlayer()->LookupPoseParameter( "body_yaw" );
if ( body_yaw >= 0 )
{
GetBasePlayer()->SetPoseParameter( body_yaw, 30 );
}
*/
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr )
{
// Get pitch from v_angle
int iHeadPitch = GetBasePlayer()->LookupPoseParameter("head_pitch");
float flPitch = GetBasePlayer()->EyeAngles()[PITCH];
if ( flPitch > 180.0f )
{
flPitch -= 360.0f;
}
flPitch = clamp( flPitch, -90, 90 );
QAngle absangles = GetBasePlayer()->GetAbsAngles();
absangles.x = 0.0f;
m_angRender = absangles;
GetBasePlayer()->SetPoseParameter( pStudioHdr, iHeadPitch, flPitch );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CSinglePlayerAnimState::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:
return ACT_TURNRIGHT45;
case TURN_LEFT:
return ACT_TURNLEFT45;
*/
case TURN_RIGHT:
case TURN_LEFT:
return mp_ik.GetBool() ? ACT_TURN : activity;
}
Assert( 0 );
return activity;
}
const QAngle& CSinglePlayerAnimState::GetRenderAngles()
{
return m_angRender;
}
void CSinglePlayerAnimState::GetOuterAbsVelocity( Vector& vel )
{
#if defined( CLIENT_DLL )
GetBasePlayer()->EstimateAbsVelocity( vel );
#else
vel = GetBasePlayer()->GetAbsVelocity();
#endif
}

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Single Player animation state 'handler'. This utility is used
// to evaluate the pose parameter value based on the direction
// and speed of the player.
//
//====================================================================================//
#ifndef SINGLEPLAYER_ANIMSTATE_H
#define SINGLEPLAYER_ANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#else
#include "player.h"
#endif
#ifdef MAPBASE
// Special definition for differentiating between SP and HL2:DM anim states
#define SP_ANIM_STATE 1
#endif
class CSinglePlayerAnimState
{
public:
enum
{
TURN_NONE = 0,
TURN_LEFT,
TURN_RIGHT
};
CSinglePlayerAnimState( CBasePlayer *pPlayer );
void Init( CBasePlayer *pPlayer );
Activity BodyYawTranslateActivity( Activity activity );
void Update();
const QAngle& GetRenderAngles();
void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
CBasePlayer *GetBasePlayer();
void Release();
private:
void GetOuterAbsVelocity( Vector& vel );
int ConvergeAngles( float goal,float maxrate, float dt, float& current );
void EstimateYaw( void );
void ComputePoseParam_BodyYaw( void );
void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
void ComputePoseParam_BodyLookYaw( void );
void ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr );
void ComputePlaybackRate();
CBasePlayer *m_pPlayer;
float m_flGaitYaw;
float m_flStoredCycle;
float m_flGoalFeetYaw;
float m_flCurrentFeetYaw;
float m_flCurrentTorsoYaw;
float m_flLastYaw;
float m_flLastTurnTime;
int m_nTurningInPlace;
QAngle m_angRender;
float m_flTurnCorrectionTime;
};
CSinglePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer );
#endif // SINGLEPLAYER_ANIMSTATE_H