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https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-04-16 22:42:31 +03:00
Rename singleplayer animstate to Mapbase player animstate
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@ -47,8 +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 "$SRCDIR\game\shared\mapbase\mapbase_playeranimstate.cpp"
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$File "$SRCDIR\game\shared\mapbase\mapbase_playeranimstate.h"
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$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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@ -16,7 +16,7 @@
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#include "c_hl2_playerlocaldata.h"
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#if !defined( HL2MP ) && defined ( MAPBASE )
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#include "mapbase/singleplayer_animstate.h"
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#include "mapbase/mapbase_playeranimstate.h"
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#endif
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class C_BaseHLPlayer : public C_BasePlayer
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@ -19,7 +19,7 @@
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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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#include "mapbase/mapbase_playeranimstate.h"
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#endif
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class CAI_Squad;
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@ -443,7 +443,7 @@ private:
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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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CMapbasePlayerAnimState* m_pPlayerAnimState;
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// At the moment, we network the render angles since almost none of the player anim stuff is done on the client in SP.
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// If any of this is ever adapted for MP, this method should be replaced with replicating/moving the anim state to the client.
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@ -46,8 +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 "$SRCDIR\game\shared\mapbase\mapbase_playeranimstate.cpp"
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$File "$SRCDIR\game\shared\mapbase\mapbase_playeranimstate.h"
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$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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@ -15,7 +15,7 @@
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//=============================================================================//
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#include "cbase.h"
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#include "singleplayer_animstate.h"
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#include "mapbase_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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@ -27,9 +27,9 @@
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extern ConVar mp_facefronttime, mp_feetyawrate, mp_ik;
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ConVar sv_playeranimstate_animtype( "sv_playeranimstate_animtype", "0", FCVAR_NONE, "The leg animation type used by the singleplayer animation state. 9way = 0, 8way = 1, GoldSrc = 2" );
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ConVar sv_playeranimstate_bodyyaw( "sv_playeranimstate_bodyyaw", "45.0", FCVAR_NONE, "The maximum body yaw used by the singleplayer animation state." );
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ConVar sv_playeranimstate_use_aim_sequences( "sv_playeranimstate_use_aim_sequences", "1", FCVAR_NONE, "Allows the singleplayer animation state to use aim sequences." );
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ConVar sv_playeranimstate_animtype( "sv_playeranimstate_animtype", "0", FCVAR_NONE, "The leg animation type used by the Mapbase animation state. 9way = 0, 8way = 1, GoldSrc = 2" );
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ConVar sv_playeranimstate_bodyyaw( "sv_playeranimstate_bodyyaw", "45.0", FCVAR_NONE, "The maximum body yaw used by the Mapbase animation state." );
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ConVar sv_playeranimstate_use_aim_sequences( "sv_playeranimstate_use_aim_sequences", "1", FCVAR_NONE, "Allows the Mapbase animation state to use aim sequences." );
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#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
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@ -37,11 +37,11 @@ ConVar sv_playeranimstate_use_aim_sequences( "sv_playeranimstate_use_aim_sequenc
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#define RELOADSEQUENCE_LAYER (FIRESEQUENCE_LAYER + 1)
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#define NUM_LAYERS_WANTED (RELOADSEQUENCE_LAYER + 1)
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CSinglePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer )
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CMapbasePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer )
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{
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MDLCACHE_CRITICAL_SECTION();
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CSinglePlayerAnimState *pState = new CSinglePlayerAnimState( pPlayer );
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CMapbasePlayerAnimState *pState = new CMapbasePlayerAnimState( pPlayer );
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// Setup the movement data.
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CModAnimConfig movementData;
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@ -67,14 +67,14 @@ extern ConVar mp_feetyawrate;
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extern ConVar mp_facefronttime;
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extern ConVar mp_ik;
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CSinglePlayerAnimState::CSinglePlayerAnimState( CBasePlayer *pPlayer ): m_pPlayer( pPlayer )
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CMapbasePlayerAnimState::CMapbasePlayerAnimState( CBasePlayer *pPlayer ): m_pPlayer( pPlayer )
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{
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Activity CSinglePlayerAnimState::CalcMainActivity()
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Activity CMapbasePlayerAnimState::CalcMainActivity()
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{
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#ifdef CLIENT_DLL
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return ACT_IDLE;
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@ -138,7 +138,7 @@ Activity CSinglePlayerAnimState::CalcMainActivity()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::SetPlayerAnimation( PLAYER_ANIM playerAnim )
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void CMapbasePlayerAnimState::SetPlayerAnimation( PLAYER_ANIM playerAnim )
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{
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if ( playerAnim == PLAYER_ATTACK1 )
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{
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@ -199,7 +199,7 @@ void CSinglePlayerAnimState::SetPlayerAnimation( PLAYER_ANIM playerAnim )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Activity CSinglePlayerAnimState::TranslateActivity( Activity actDesired )
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Activity CMapbasePlayerAnimState::TranslateActivity( Activity actDesired )
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{
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#ifdef CLIENT_DLL
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return actDesired;
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@ -211,7 +211,7 @@ Activity CSinglePlayerAnimState::TranslateActivity( Activity actDesired )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CSinglePlayerAnimState::HandleJumping()
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bool CMapbasePlayerAnimState::HandleJumping()
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{
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if ( m_bJumping )
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{
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@ -242,7 +242,7 @@ bool CSinglePlayerAnimState::HandleJumping()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr )
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void CMapbasePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr )
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{
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CBasePlayerAnimState::ComputeSequences(pStudioHdr);
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@ -255,7 +255,7 @@ void CSinglePlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::AddMiscSequence( int iSequence, float flBlendIn, float flBlendOut, float flPlaybackRate, bool bHoldAtEnd, bool bOnlyWhenStill )
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void CMapbasePlayerAnimState::AddMiscSequence( int iSequence, float flBlendIn, float flBlendOut, float flPlaybackRate, bool bHoldAtEnd, bool bOnlyWhenStill )
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{
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Assert( iSequence != -1 );
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@ -275,7 +275,7 @@ void CSinglePlayerAnimState::AddMiscSequence( int iSequence, float flBlendIn, fl
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::ClearAnimationState()
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void CMapbasePlayerAnimState::ClearAnimationState()
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{
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m_bJumping = false;
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m_bFiring = false;
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@ -289,7 +289,7 @@ void CSinglePlayerAnimState::ClearAnimationState()
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CBasePlayerAnimState::ClearAnimationState();
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}
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void CSinglePlayerAnimState::ClearAnimationLayers()
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void CMapbasePlayerAnimState::ClearAnimationLayers()
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{
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VPROF( "CBasePlayerAnimState::ClearAnimationLayers" );
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if ( !m_pOuter )
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@ -308,13 +308,13 @@ void CSinglePlayerAnimState::ClearAnimationLayers()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CSinglePlayerAnimState::CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle )
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int CMapbasePlayerAnimState::CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle )
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{
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// TODO?
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return m_pOuter->LookupSequence( "soldier_Aim_9_directions" );
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}
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void CSinglePlayerAnimState::UpdateLayerSequenceGeneric( int iLayer, bool &bEnabled,
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void CMapbasePlayerAnimState::UpdateLayerSequenceGeneric( int iLayer, bool &bEnabled,
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float &flCurCycle, int &iSequence, bool bWaitAtEnd,
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float fBlendIn, float fBlendOut, bool bMoveBlend, float fPlaybackRate, bool bUpdateCycle /* = true */ )
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{
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@ -418,23 +418,23 @@ void CSinglePlayerAnimState::UpdateLayerSequenceGeneric( int iLayer, bool &bEnab
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pLayer->SetOrder( iLayer );
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}
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void CSinglePlayerAnimState::ComputeFireSequence()
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void CMapbasePlayerAnimState::ComputeFireSequence()
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{
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UpdateLayerSequenceGeneric( FIRESEQUENCE_LAYER, m_bFiring, m_flFireCycle, m_iFireSequence, false );
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}
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void CSinglePlayerAnimState::ComputeReloadSequence()
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void CMapbasePlayerAnimState::ComputeReloadSequence()
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{
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UpdateLayerSequenceGeneric( RELOADSEQUENCE_LAYER, m_bReloading, m_flReloadCycle, m_iReloadSequence, false, m_flReloadBlendIn, m_flReloadBlendOut, false, m_fReloadPlaybackRate );
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}
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void CSinglePlayerAnimState::ComputeWeaponSwitchSequence()
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void CMapbasePlayerAnimState::ComputeWeaponSwitchSequence()
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{
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UpdateLayerSequenceGeneric( RELOADSEQUENCE_LAYER, m_bWeaponSwitching, m_flWeaponSwitchCycle, m_iWeaponSwitchSequence, false, 0, 0.5f );
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}
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// does misc gestures if we're not firing
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void CSinglePlayerAnimState::ComputeMiscSequence()
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void CMapbasePlayerAnimState::ComputeMiscSequence()
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{
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UpdateLayerSequenceGeneric( RELOADSEQUENCE_LAYER, m_bPlayingMisc, m_flMiscCycle, m_iMiscSequence, m_bMiscHoldAtEnd, m_flMiscBlendIn, m_flMiscBlendOut, m_bMiscOnlyWhenStill, m_fMiscPlaybackRate );
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}
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@ -444,7 +444,7 @@ void CSinglePlayerAnimState::ComputeMiscSequence()
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// Input : -
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// Output : float
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//-----------------------------------------------------------------------------
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float CSinglePlayerAnimState::GetCurrentMaxGroundSpeed()
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float CMapbasePlayerAnimState::GetCurrentMaxGroundSpeed()
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{
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CStudioHdr *pStudioHdr = GetOuter()->GetModelPtr();
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@ -485,7 +485,7 @@ float CSinglePlayerAnimState::GetCurrentMaxGroundSpeed()
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// Purpose: Override for backpeddling
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// Input : dt -
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::ComputePoseParam_BodyYaw( void )
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void CMapbasePlayerAnimState::ComputePoseParam_BodyYaw( void )
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{
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CBasePlayerAnimState::ComputePoseParam_BodyYaw();
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@ -495,7 +495,7 @@ void CSinglePlayerAnimState::ComputePoseParam_BodyYaw( void )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::ComputePoseParam_BodyLookYaw( void )
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void CMapbasePlayerAnimState::ComputePoseParam_BodyLookYaw( void )
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{
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// See if we even have a blender for pitch
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int upper_body_yaw = GetOuter()->LookupPoseParameter( "aim_yaw" );
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@ -632,7 +632,7 @@ void CSinglePlayerAnimState::ComputePoseParam_BodyLookYaw( void )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
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void CMapbasePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
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{
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// Get pitch from v_angle
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float flPitch = m_flEyePitch;
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@ -652,7 +652,7 @@ void CSinglePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr )
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void CMapbasePlayerAnimState::ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr )
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{
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// Get pitch from v_angle
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int iHeadPitch = GetOuter()->LookupPoseParameter("head_pitch");
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@ -14,8 +14,8 @@
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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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#ifndef MAPBASE_PLAYERANIMSTATE_H
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#define MAPBASE_PLAYERANIMSTATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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@ -34,10 +34,10 @@
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#define SP_ANIM_STATE 1
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#endif
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class CSinglePlayerAnimState : public CBasePlayerAnimState
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class CMapbasePlayerAnimState : public CBasePlayerAnimState
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{
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public:
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CSinglePlayerAnimState( CBasePlayer *pPlayer );
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CMapbasePlayerAnimState( CBasePlayer *pPlayer );
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Activity CalcMainActivity();
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int CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle );
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@ -105,6 +105,6 @@ private:
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float m_flFireCycle;
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};
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CSinglePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer );
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CMapbasePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer );
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#endif // SINGLEPLAYER_ANIMSTATE_H
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#endif // MAPBASE_PLAYERANIMSTATE_H
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