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https://github.com/mapbase-source/source-sdk-2013.git
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Added I/O to allow commentary nodes to change view control parameters mid-commentary
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@ -136,6 +136,7 @@ private:
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float m_flViewPositionSpeedScale;
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float m_flReturnSpeedScale;
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CNetworkVar( string_t, m_iszPrintName );
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float m_flViewPositionChangedTime; // View position now blends relative to this value. Mainly needed for when SetViewPosition is used
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#endif
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bool m_bPreventMovement;
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bool m_bUnderCrosshair;
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@ -196,6 +197,7 @@ BEGIN_DATADESC( CPointCommentaryNode )
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DEFINE_KEYFIELD( m_flViewPositionSpeedScale, FIELD_FLOAT, "viewposition_speed" ),
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DEFINE_KEYFIELD( m_flReturnSpeedScale, FIELD_FLOAT, "return_speed" ),
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DEFINE_KEYFIELD( m_iszPrintName, FIELD_STRING, "printname" ),
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DEFINE_FIELD( m_flViewPositionChangedTime, FIELD_TIME ),
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DEFINE_KEYFIELD( m_iCommentaryType, FIELD_INTEGER, "type" ),
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DEFINE_KEYFIELD( m_flPanelScale, FIELD_FLOAT, "panelscale" ),
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DEFINE_KEYFIELD( m_flPanelX, FIELD_FLOAT, "x" ),
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@ -211,6 +213,13 @@ BEGIN_DATADESC( CPointCommentaryNode )
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DEFINE_INPUTFUNC( FIELD_VOID, "StartUnstoppableCommentary", InputStartUnstoppableCommentary ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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#ifdef MAPBASE
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "SetViewTarget", InputSetViewTarget ),
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DEFINE_INPUTFUNC( FIELD_EHANDLE, "SetViewPosition", InputSetViewPosition ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetViewTargetSpeed", InputSetViewTargetSpeed ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetViewPositionSpeed", InputSetViewPositionSpeed ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetReturnSpeed", InputSetReturnSpeed ),
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#endif
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// Functions
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DEFINE_THINKFUNC( SpinThink ),
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@ -1210,6 +1219,21 @@ void CPointCommentaryNode::StartCommentary( void )
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// Start the commentary
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m_flStartTime = gpGlobals->curtime;
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#ifdef MAPBASE
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if (m_hViewPosition.Get())
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{
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m_flViewPositionChangedTime = gpGlobals->curtime;
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}
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else
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{
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m_flViewPositionChangedTime = -1.0f;
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}
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// This is now used in certain places to denote the "last blend to" origin
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m_vecFinishOrigin = pPlayer->EyePosition();
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m_vecFinishAngles = pPlayer->EyeAngles();
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#endif
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// If we have a view target, start blending towards it
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if ( m_hViewTarget || m_hViewPosition.Get() )
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{
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@ -1328,20 +1352,85 @@ void CPointCommentaryNode::UpdateViewThink( void )
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}
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// Blend to the target position over time.
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float flCurTime = (gpGlobals->curtime - m_flStartTime);
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#ifdef MAPBASE
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float flCurTime = (gpGlobals->curtime - m_flViewPositionChangedTime);
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if (m_flViewPositionSpeedScale != 1.0f)
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flCurTime *= m_flViewPositionSpeedScale;
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#else
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float flCurTime = (gpGlobals->curtime - m_flStartTime);
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#endif
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float flBlendPerc = clamp( flCurTime * 0.5f, 0.f, 1.f );
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// Figure out the current view position
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Vector vecCurEye;
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#ifdef MAPBASE
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VectorLerp( m_vecFinishOrigin, m_hViewPosition.Get()->GetAbsOrigin(), flBlendPerc, vecCurEye );
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#else
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VectorLerp( pPlayer->EyePosition(), m_hViewPosition.Get()->GetAbsOrigin(), flBlendPerc, vecCurEye );
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#endif
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m_hViewPositionMover->SetAbsOrigin( vecCurEye );
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SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink );
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}
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#ifdef MAPBASE
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else if ( m_flViewPositionChangedTime != -1.0f && m_hViewPositionMover )
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{
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// Blend back to the player's position over time.
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float flCurTime = (gpGlobals->curtime - m_flViewPositionChangedTime);
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if (m_flViewPositionSpeedScale != 1.0f)
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flCurTime *= m_flViewPositionSpeedScale;
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//float flTimeToBlend = MIN( 2.0, m_flViewPositionChangedTime - m_flStartTime );
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//float flBlendPerc = 1.0f - clamp( flCurTime / flTimeToBlend, 0.f, 1.f );
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float flBlendPerc = 1.0f - clamp( flCurTime * 0.5f, 0.f, 1.f );
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//Msg("OUT: CurTime %.2f, BlendTime: %.2f, Blend: %.3f\n", flCurTime, flTimeToBlend, flBlendPerc );
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// Only do this while we're still moving
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if ( flBlendPerc > 0 )
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{
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// Figure out the current view position
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Vector vecPlayerPos = pPlayer->EyePosition();
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Vector vecToPosition = (m_vecFinishOrigin - vecPlayerPos);
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Vector vecCurEye = pPlayer->EyePosition() + (vecToPosition * flBlendPerc);
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m_hViewPositionMover->SetAbsOrigin( vecCurEye );
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if ( m_hViewTarget )
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{
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Quaternion quatFinish;
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Quaternion quatOriginal;
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Quaternion quatCurrent;
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AngleQuaternion( m_vecOriginalAngles, quatOriginal );
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AngleQuaternion( m_vecFinishAngles, quatFinish );
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QuaternionSlerp( quatFinish, quatOriginal, 1.0 - flBlendPerc, quatCurrent );
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QAngle angCurrent;
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QuaternionAngles( quatCurrent, angCurrent );
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m_hViewPositionMover->SetAbsAngles( angCurrent );
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}
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SetNextThink( gpGlobals->curtime, s_pCommentaryUpdateViewThink );
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return;
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}
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else
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{
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pPlayer->SnapEyeAngles( m_hViewPositionMover->GetAbsAngles() );
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// Try to clean up the view position stuff without ending the commentary
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if ( !m_hViewTargetAngles && pPlayer->GetActiveWeapon() )
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{
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pPlayer->GetActiveWeapon()->Deploy();
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}
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if (pPlayer->GetViewEntity() == m_hViewPositionMover)
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{
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pPlayer->SetViewEntity( NULL );
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}
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UTIL_Remove( m_hViewPositionMover );
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m_flViewPositionChangedTime = -1.0f;
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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@ -1522,6 +1611,79 @@ void CPointCommentaryNode::InputDisable( inputdata_t &inputdata )
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SetDisabled( true );
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointCommentaryNode::InputSetViewTarget( inputdata_t &inputdata )
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{
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m_hViewTarget = inputdata.value.Entity();
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// Do not let Activate() reassign this
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m_iszViewTarget = NULL_STRING;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointCommentaryNode::InputSetViewPosition( inputdata_t &inputdata )
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{
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if (m_hViewPosition.Get() && m_hViewPositionMover)
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{
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// In case the view position is being cleared, assign the "finish" vectors
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m_vecFinishOrigin = m_hViewPositionMover->GetAbsOrigin();
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m_vecFinishAngles = m_hViewPositionMover->GetAbsAngles();
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}
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else
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{
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CBasePlayer *pPlayer = GetCommentaryPlayer();
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if (pPlayer)
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{
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// And in case it's a new view position coming from the player, assign the "finish" vectors to the player
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m_vecFinishOrigin = pPlayer->EyePosition();
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m_vecFinishAngles = m_vecOriginalAngles = pPlayer->EyeAngles();
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}
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}
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m_hViewPosition = inputdata.value.Entity();
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// Do not let Activate() reassign this
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m_iszViewPosition = NULL_STRING;
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m_flViewPositionChangedTime = gpGlobals->curtime;
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// If we have a view target, start blending towards it
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if ( m_hViewPosition.Get() )
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{
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SetContextThink( &CPointCommentaryNode::UpdateViewThink, gpGlobals->curtime, s_pCommentaryUpdateViewThink );
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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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void CPointCommentaryNode::InputSetViewTargetSpeed( inputdata_t &inputdata )
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{
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m_flViewTargetSpeedScale = inputdata.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointCommentaryNode::InputSetViewPositionSpeed( inputdata_t &inputdata )
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{
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m_flViewPositionSpeedScale = inputdata.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPointCommentaryNode::InputSetReturnSpeed( inputdata_t &inputdata )
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{
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m_flReturnSpeedScale = inputdata.value.Float();
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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@ -1583,7 +1745,11 @@ void CPointCommentaryNode::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways
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bool CPointCommentaryNode::PreventsMovement( void )
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{
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// If we're moving the player's view at all, prevent movement
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#ifdef MAPBASE
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if ( m_hViewPosition.Get() || m_flViewPositionChangedTime != -1.0f )
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#else
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if ( m_hViewPosition.Get() )
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#endif
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return true;
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return m_bPreventMovement;
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