mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-27 06:07:56 +03:00
Added experimental singleplayer anim state
This commit is contained in:
parent
72e846ec27
commit
2ca681431b
@ -1367,6 +1367,10 @@ void C_BasePlayer::AddEntity( void )
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// Add in lighting effects
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CreateLightEffects();
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#ifdef MAPBASE
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SetLocalAnglesDim( X_INDEX, 0 );
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#endif
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}
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extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
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@ -47,6 +47,8 @@ $Project
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$File "$SRCDIR\game\shared\mapbase\MapEdit.h"
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$File "$SRCDIR\game\shared\mapbase\matchers.cpp"
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$File "$SRCDIR\game\shared\mapbase\matchers.h"
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$File "$SRCDIR\game\shared\mapbase\singleplayer_animstate.cpp"
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$File "$SRCDIR\game\shared\mapbase\singleplayer_animstate.h"
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$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.cpp" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_funcs_shared.h" [$MAPBASE_VSCRIPT]
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$File "$SRCDIR\game\shared\mapbase\vscript_singletons.cpp" [$MAPBASE_VSCRIPT]
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@ -406,4 +406,8 @@ void CBaseHLBludgeonWeapon::Swing( int bIsSecondary )
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//Play swing sound
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WeaponSound( SINGLE );
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#endif
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#ifdef MAPBASE
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pOwner->SetAnimation( PLAYER_ATTACK1 );
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#endif
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}
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@ -621,6 +621,12 @@ END_SCRIPTDESC();
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CHL2_Player::CHL2_Player()
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{
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#ifdef SP_ANIM_STATE
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// Here we create and init the player animation state.
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m_pPlayerAnimState = CreatePlayerAnimationState(this);
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m_angEyeAngles.Init();
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#endif
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m_nNumMissPositions = 0;
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m_pPlayerAISquad = 0;
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m_bSprintEnabled = true;
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@ -1144,6 +1150,16 @@ void CHL2_Player::PostThink( void )
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{
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HandleAdmireGlovesAnimation();
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}
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#ifdef SP_ANIM_STATE
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m_angEyeAngles = EyeAngles();
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QAngle angles = GetLocalAngles();
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angles[PITCH] = 0;
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SetLocalAngles(angles);
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m_pPlayerAnimState->Update(); // m_pPlayerAnimState->Update( m_angEyeAngles.y, m_angEyeAngles.x );
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#endif
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}
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void CHL2_Player::StartAdmireGlovesAnimation( void )
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@ -1490,6 +1506,11 @@ void CHL2_Player::SetAnimation( PLAYER_ANIM playerAnim )
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}
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}
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}
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if ( IsInAVehicle() )
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{
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idealActivity = ACT_COVER_LOW;
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}
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if ( idealActivity == ACT_HL2MP_GESTURE_RANGE_ATTACK )
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{
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@ -1835,6 +1856,14 @@ void CHL2_Player::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecA
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CHL2_Player::~CHL2_Player( void )
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{
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#ifdef SP_ANIM_STATE
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// Clears the animation state.
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if ( m_pPlayerAnimState != NULL )
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{
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m_pPlayerAnimState->Release();
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m_pPlayerAnimState = NULL;
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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@ -18,6 +18,8 @@
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// In HL2MP we need to inherit from BaseMultiplayerPlayer!
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#if defined ( HL2MP )
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#include "basemultiplayerplayer.h"
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#elif defined ( MAPBASE )
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#include "mapbase/singleplayer_animstate.h"
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#endif
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class CAI_Squad;
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@ -432,6 +434,11 @@ private:
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float m_flTimeNextLadderHint; // Next time we're eligible to display a HUD hint about a ladder.
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friend class CHL2GameMovement;
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#ifdef SP_ANIM_STATE
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CSinglePlayerAnimState* m_pPlayerAnimState;
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QAngle m_angEyeAngles;
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#endif
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};
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@ -198,6 +198,17 @@ acttable_t CWeapon357::m_acttable[] =
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_REVOLVER_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_REVOLVER_MED, false },
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#endif
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#ifdef MAPBASE
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
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#endif
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};
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@ -171,6 +171,17 @@ acttable_t CWeaponAR2::m_acttable[] =
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{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_RIFLE, false },
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{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_RIFLE, false },
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#endif
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#ifdef MAPBASE
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponAR2);
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@ -743,6 +743,17 @@ acttable_t CWeaponCrossbow::m_acttable[] =
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_CROSSBOW_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_CROSSBOW_MED, false },
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#endif
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#ifdef MAPBASE
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponCrossbow);
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@ -49,6 +49,18 @@ acttable_t CWeaponCrowbar::m_acttable[] =
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{ ACT_ARM, ACT_ARM_MELEE, false },
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{ ACT_DISARM, ACT_DISARM_MELEE, false },
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#endif
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#ifdef MAPBASE
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponCrowbar);
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@ -82,6 +82,17 @@ END_DATADESC()
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acttable_t CWeaponFrag::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
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#ifdef MAPBASE
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_GRENADE, false },
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponFrag);
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@ -404,6 +415,10 @@ void CWeaponFrag::ThrowGrenade( CBasePlayer *pPlayer )
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WeaponSound( SINGLE );
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#ifdef MAPBASE
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#endif
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m_iPrimaryAttacks++;
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gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
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}
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@ -428,6 +443,10 @@ void CWeaponFrag::LobGrenade( CBasePlayer *pPlayer )
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WeaponSound( WPN_DOUBLE );
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#ifdef MAPBASE
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#endif
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m_bRedraw = true;
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m_iPrimaryAttacks++;
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@ -472,6 +491,10 @@ void CWeaponFrag::RollGrenade( CBasePlayer *pPlayer )
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WeaponSound( SPECIAL1 );
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#ifdef MAPBASE
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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#endif
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m_bRedraw = true;
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m_iPrimaryAttacks++;
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@ -1238,6 +1238,9 @@ public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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#ifdef MAPBASE
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DECLARE_ACTTABLE();
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#endif
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CWeaponPhysCannon( void );
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@ -1455,6 +1458,23 @@ BEGIN_DATADESC( CWeaponPhysCannon )
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END_DATADESC()
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#ifdef MAPBASE
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acttable_t CWeaponPhysCannon::m_acttable[] =
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{
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponPhysCannon );
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#endif
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enum
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{
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@ -257,6 +257,17 @@ acttable_t CWeaponPistol::m_acttable[] =
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{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_PISTOL, false },
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{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_PISTOL, false },
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#endif
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#ifdef MAPBASE
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
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#endif
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};
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@ -1426,6 +1426,17 @@ acttable_t CWeaponRPG::m_acttable[] =
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_RPG_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_RPG_MED, false },
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#endif
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#ifdef MAPBASE
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_RPG, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false },
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponRPG);
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@ -215,6 +215,17 @@ acttable_t CWeaponShotgun::m_acttable[] =
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{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SHOTGUN_MED, false },
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{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SHOTGUN_MED, false },
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#endif
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#ifdef MAPBASE
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponShotgun);
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@ -531,7 +542,11 @@ void CWeaponShotgun::PrimaryAttack( void )
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// Don't fire again until fire animation has completed
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#ifdef MAPBASE
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m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
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#else
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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#endif
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m_iClip1 -= 1;
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Vector vecSrc = pPlayer->Weapon_ShootPosition( );
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@ -589,7 +604,11 @@ void CWeaponShotgun::SecondaryAttack( void )
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// Don't fire again until fire animation has completed
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#ifdef MAPBASE
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m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
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#else
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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#endif
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m_iClip1 -= 2; // Shotgun uses same clip for primary and secondary attacks
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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@ -149,6 +149,17 @@ acttable_t CWeaponSMG1::m_acttable[] =
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{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_RIFLE, false },
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{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_RIFLE, false },
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#endif
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#ifdef MAPBASE
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// HL2:DM activities (for third-person animations in SP)
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
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#endif
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};
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IMPLEMENT_ACTTABLE(CWeaponSMG1);
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@ -46,6 +46,8 @@ $Project
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$File "$SRCDIR\game\shared\mapbase\MapEdit.h"
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$File "$SRCDIR\game\shared\mapbase\matchers.cpp"
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$File "$SRCDIR\game\shared\mapbase\matchers.h"
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$File "$SRCDIR\game\shared\mapbase\singleplayer_animstate.cpp"
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$File "$SRCDIR\game\shared\mapbase\singleplayer_animstate.h"
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$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]
|
||||
|
504
sp/src/game/shared/mapbase/singleplayer_animstate.cpp
Normal file
504
sp/src/game/shared/mapbase/singleplayer_animstate.cpp
Normal file
@ -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
|
||||
}
|
88
sp/src/game/shared/mapbase/singleplayer_animstate.h
Normal file
88
sp/src/game/shared/mapbase/singleplayer_animstate.h
Normal file
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Single Player animation state 'handler'. This utility is used
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// to evaluate the pose parameter value based on the direction
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// and speed of the player.
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//
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//====================================================================================//
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#ifndef SINGLEPLAYER_ANIMSTATE_H
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#define SINGLEPLAYER_ANIMSTATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#else
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#include "player.h"
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#endif
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#ifdef MAPBASE
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// Special definition for differentiating between SP and HL2:DM anim states
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#define SP_ANIM_STATE 1
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#endif
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class CSinglePlayerAnimState
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{
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public:
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enum
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{
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TURN_NONE = 0,
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TURN_LEFT,
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TURN_RIGHT
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};
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CSinglePlayerAnimState( CBasePlayer *pPlayer );
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void Init( CBasePlayer *pPlayer );
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Activity BodyYawTranslateActivity( Activity activity );
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void Update();
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const QAngle& GetRenderAngles();
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void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
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CBasePlayer *GetBasePlayer();
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void Release();
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private:
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void GetOuterAbsVelocity( Vector& vel );
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int ConvergeAngles( float goal,float maxrate, float dt, float& current );
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void EstimateYaw( void );
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void ComputePoseParam_BodyYaw( void );
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void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
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void ComputePoseParam_BodyLookYaw( void );
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void ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr );
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void ComputePlaybackRate();
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CBasePlayer *m_pPlayer;
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float m_flGaitYaw;
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float m_flStoredCycle;
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float m_flGoalFeetYaw;
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float m_flCurrentFeetYaw;
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float m_flCurrentTorsoYaw;
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||||
float m_flLastYaw;
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float m_flLastTurnTime;
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||||
int m_nTurningInPlace;
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QAngle m_angRender;
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float m_flTurnCorrectionTime;
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};
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CSinglePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer );
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#endif // SINGLEPLAYER_ANIMSTATE_H
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