Enhancements for interactions which don't test angles (including a new pose parameter to change animations based on angle)

This commit is contained in:
ALLEN-PC\acj30 2024-01-03 13:27:46 -06:00
parent fd149ff161
commit a88091a4d9
3 changed files with 54 additions and 1 deletions

View File

@ -3026,6 +3026,10 @@ void CAI_BaseNPC::PopulatePoseParameters( void )
m_poseAim_Yaw = LookupPoseParameter( "aim_yaw" ); m_poseAim_Yaw = LookupPoseParameter( "aim_yaw" );
m_poseMove_Yaw = LookupPoseParameter( "move_yaw" ); m_poseMove_Yaw = LookupPoseParameter( "move_yaw" );
#ifdef MAPBASE
m_poseInteractionRelativeYaw = LookupPoseParameter( "interaction_relative_yaw" );
#endif
BaseClass::PopulatePoseParameters(); BaseClass::PopulatePoseParameters();
} }
@ -15370,6 +15374,26 @@ void CAI_BaseNPC::StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedN
// Tell their sequence to keep their position relative to me // Tell their sequence to keep their position relative to me
pTheirSequence->SetupInteractionPosition( this, pInteraction->matDesiredLocalToWorld ); pTheirSequence->SetupInteractionPosition( this, pInteraction->matDesiredLocalToWorld );
#ifdef MAPBASE
if ( !(pInteraction->iFlags & SCNPC_FLAG_TEST_OTHER_ANGLES) )
{
// Set up interaction yaw pose if it exists
float flYaw = AngleDistance( angDesired.y, angOtherAngles.y );
int nInteractionPose = LookupPoseInteractionRelativeYaw();
if (nInteractionPose > -1)
{
SetPoseParameter( nInteractionPose, flYaw );
}
nInteractionPose = pOtherNPC->LookupPoseInteractionRelativeYaw();
if (nInteractionPose > -1)
{
pOtherNPC->SetPoseParameter( nInteractionPose, flYaw );
}
}
#endif
} }
// Spawn both sequences at once // Spawn both sequences at once
@ -16022,6 +16046,13 @@ bool CAI_BaseNPC::InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInte
anglemod(angEnemyAngles.x), anglemod(angEnemyAngles.y), anglemod(angEnemyAngles.z), anglemod(angAngles.x), anglemod(angAngles.y), anglemod(angAngles.z) ); anglemod(angEnemyAngles.x), anglemod(angEnemyAngles.y), anglemod(angEnemyAngles.z), anglemod(angAngles.x), anglemod(angAngles.y), anglemod(angAngles.z) );
} }
} }
#ifdef MAPBASE
else
{
// If we're not using angles, then use the NPC's current angles
angAngles = pOtherNPC->GetAbsAngles();
}
#endif
// TODO: Velocity check, if we're supposed to // TODO: Velocity check, if we're supposed to
if ( pInteraction->iFlags & SCNPC_FLAG_TEST_OTHER_VELOCITY ) if ( pInteraction->iFlags & SCNPC_FLAG_TEST_OTHER_VELOCITY )

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@ -849,6 +849,9 @@ protected: // pose parameters
int m_poseAim_Pitch; int m_poseAim_Pitch;
int m_poseAim_Yaw; int m_poseAim_Yaw;
int m_poseMove_Yaw; int m_poseMove_Yaw;
#ifdef MAPBASE
int m_poseInteractionRelativeYaw;
#endif
virtual void PopulatePoseParameters( void ); virtual void PopulatePoseParameters( void );
public: public:
@ -857,6 +860,10 @@ public:
// Return the stored pose parameter for "move_yaw" // Return the stored pose parameter for "move_yaw"
inline int LookupPoseMoveYaw() { return m_poseMove_Yaw; } inline int LookupPoseMoveYaw() { return m_poseMove_Yaw; }
#ifdef MAPBASE
inline int LookupPoseInteractionRelativeYaw() { return m_poseInteractionRelativeYaw; }
#endif
//----------------------------------------------------- //-----------------------------------------------------
// //

View File

@ -1610,6 +1610,12 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
// as this should only run with the NPC "receiving" the interaction // as this should only run with the NPC "receiving" the interaction
ScriptedNPCInteraction_t *pInteraction = m_hForcedInteractionPartner->GetRunningDynamicInteraction(); ScriptedNPCInteraction_t *pInteraction = m_hForcedInteractionPartner->GetRunningDynamicInteraction();
if ( !(pInteraction->iFlags & SCNPC_FLAG_TEST_OTHER_ANGLES) )
{
TaskComplete();
return;
}
// Get our target's origin // Get our target's origin
Vector vecTarget = m_hForcedInteractionPartner->GetAbsOrigin(); Vector vecTarget = m_hForcedInteractionPartner->GetAbsOrigin();
@ -1617,7 +1623,7 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
float angInteractionAngle = pInteraction->angRelativeAngles.y; float angInteractionAngle = pInteraction->angRelativeAngles.y;
angInteractionAngle += 180.0f; angInteractionAngle += 180.0f;
GetMotor()->SetIdealYaw( CalcIdealYaw( vecTarget ) + angInteractionAngle ); GetMotor()->SetIdealYaw( AngleNormalize( CalcIdealYaw( vecTarget ) + angInteractionAngle ) );
if (FacingIdeal()) if (FacingIdeal())
TaskComplete(); TaskComplete();
@ -4113,6 +4119,15 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
m_hCine->SynchronizeSequence( this ); m_hCine->SynchronizeSequence( this );
} }
} }
#ifdef MAPBASE
if ( IsRunningDynamicInteraction() && m_poseInteractionRelativeYaw > -1 )
{
// Animations in progress require pose parameters to be set every frame, so keep setting the interaction relative yaw pose.
// The random value is added to help it pass server transmit checks.
SetPoseParameter( m_poseInteractionRelativeYaw, GetPoseParameter( m_poseInteractionRelativeYaw ) + RandomFloat( -0.1f, 0.1f ) );
}
#endif
break; break;
} }