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https://github.com/rehlds/hitboxtracker.git
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103 lines
3.5 KiB
C++
103 lines
3.5 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#include "studio_util.h"
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#include "studio/StudioModelRenderer.h"
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#define NUM_BLENDING 9
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#define ANIM_WALK_SEQUENCE 3
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#define ANIM_JUMP_SEQUENCE 6
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#define ANIM_SWIM_1 8
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#define ANIM_SWIM_2 9
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#define ANIM_FIRST_DEATH_SEQUENCE 101
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enum BoneIndex
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{
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BONE_HEAD = 0,
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BONE_PELVIS,
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BONE_SPINE1,
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BONE_SPINE2,
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BONE_SPINE3,
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BONE_MAX,
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};
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class CGameStudioModelRenderer: public CStudioModelRenderer
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{
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public:
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CGameStudioModelRenderer();
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// Set up model bone positions
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virtual void StudioSetupBones();
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// Estimate gait frame for player
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virtual void StudioEstimateGait(entity_state_t *pplayer);
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// Process movement of player
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virtual void StudioProcessGait(entity_state_t *pplayer);
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// Player drawing code
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virtual int StudioDrawPlayer(int flags, entity_state_t *pplayer);
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virtual int _StudioDrawPlayer(int flags, entity_state_t *pplayer);
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// Apply special effects to transform matrix
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virtual void StudioFxTransform(cl_entity_t *ent, float transform[3][4]);
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// Player specific data
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// Determine pitch and blending amounts for players
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virtual void StudioPlayerBlend(mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch);
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virtual void CalculateYawBlend(entity_state_t *pplayer);
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virtual void CalculatePitchBlend(entity_state_t *pplayer);
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private:
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// For local player, in third person, we need to store real render
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// data and then setup for with fake/client side animation data
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void SavePlayerState(entity_state_t *pplayer);
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void SetupClientAnimation(entity_state_t *pplayer); // Called to set up local player's animation values
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void RestorePlayerState(entity_state_t *pplayer); // Called to restore original player state information
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bool GetPlayerBoneWorldPosition(BoneIndex whichBone, Vector &pos);
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mstudioanim_t *LookupAnimation(mstudioseqdesc_t *pseqdesc, int index);
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void CachePlayerBoneIndices();
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int GetPlayerBoneIndex(BoneIndex whichBone);
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private:
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static const char *m_boneNames[];
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// Private data
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int m_nPlayerGaitSequences[MAX_CLIENTS];
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bool m_bLocal;
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int m_boneIndexCache[BONE_MAX];
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bool m_isBoneCacheValid;
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};
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extern CGameStudioModelRenderer g_StudioRenderer;
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