mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 07:35:40 +03:00
1193 lines
32 KiB
C++
1193 lines
32 KiB
C++
#include "precompiled.h"
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void EXT_FUNC SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t *angles, const vec_t *origin, const byte *pcontroller, const byte *pblending, int iBone, const edict_t *pEdict);
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sv_blending_interface_t svBlending =
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{
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SV_BLENDING_INTERFACE_VERSION,
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SV_StudioSetupBones
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};
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server_studio_api_t IEngineStudio;
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studiohdr_t *g_pstudiohdr;
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float (*g_pRotationMatrix)[3][4];
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float (*g_pBoneTransform)[128][3][4];
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int ExtractBbox(void *pmodel, int sequence, float *mins, float *maxs)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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return 0;
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}
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
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mins[0] = pseqdesc[sequence].bbmin[0];
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mins[1] = pseqdesc[sequence].bbmin[1];
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mins[2] = pseqdesc[sequence].bbmin[2];
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maxs[0] = pseqdesc[sequence].bbmax[0];
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maxs[1] = pseqdesc[sequence].bbmax[1];
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maxs[2] = pseqdesc[sequence].bbmax[2];
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return 1;
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}
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int LookupActivity(void *pmodel, entvars_t *pev, int activity)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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return 0;
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}
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mstudioseqdesc_t *pseqdesc;
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int i;
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int weightTotal = 0;
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int activitySequenceCount = 0;
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int weight = 0;
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int select;
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pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
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for (i = 0; i < pstudiohdr->numseq; i++)
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{
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if (pseqdesc[i].activity == activity)
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{
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weightTotal += pseqdesc[i].actweight;
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activitySequenceCount++;
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}
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}
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if (activitySequenceCount > 0)
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{
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if (weightTotal)
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{
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int which = RANDOM_LONG(0, weightTotal - 1);
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for (i = 0; i < pstudiohdr->numseq; i++)
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{
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if (pseqdesc[i].activity == activity)
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{
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weight += pseqdesc[i].actweight;
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if (weight > which)
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{
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return i;
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}
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}
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}
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}
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else
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{
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select = RANDOM_LONG(0, activitySequenceCount - 1);
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for (i = 0; i < pstudiohdr->numseq; i++)
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{
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if (pseqdesc[i].activity == activity)
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{
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if (select == 0)
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{
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return i;
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}
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select--;
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}
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}
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}
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}
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return ACT_INVALID;
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}
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int LookupActivityHeaviest(void *pmodel, entvars_t *pev, int activity)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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return 0;
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}
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
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int weight = 0;
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int seq = ACT_INVALID;
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for (int i = 0; i < pstudiohdr->numseq; i++)
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{
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if (pseqdesc[i].activity == activity)
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{
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if (pseqdesc[i].actweight > weight)
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{
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weight = pseqdesc[i].actweight;
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seq = i;
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}
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}
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}
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return seq;
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}
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NOXREF void GetEyePosition(void *pmodel, float *vecEyePosition)
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{
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studiohdr_t *pstudiohdr;
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pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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ALERT(at_console, "GetEyePosition() Can't get pstudiohdr ptr!\n");
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return;
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}
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vecEyePosition[0] = pstudiohdr->eyeposition[0];
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vecEyePosition[1] = pstudiohdr->eyeposition[1];
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vecEyePosition[2] = pstudiohdr->eyeposition[2];
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}
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int LookupSequence(void *pmodel, const char *label)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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return 0;
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}
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// Look up by sequence name.
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
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for (int i = 0; i < pstudiohdr->numseq; i++)
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{
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if (!Q_stricmp(pseqdesc[i].label, label))
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return i;
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}
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// Not found
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return ACT_INVALID;
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}
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int IsSoundEvent(int eventNumber)
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{
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if (eventNumber == SCRIPT_EVENT_SOUND || eventNumber == SCRIPT_EVENT_SOUND_VOICE)
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{
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return 1;
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}
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return 0;
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}
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NOXREF void SequencePrecache(void *pmodel, const char *pSequenceName)
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{
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int index = LookupSequence(pmodel, pSequenceName);
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if (index >= 0)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr || index >= pstudiohdr->numseq)
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{
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return;
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}
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + index;
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mstudioevent_t *pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
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for (int i = 0; i < pseqdesc->numevents; i++)
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{
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// Don't send client-side events to the server AI
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if (pevent[i].event >= EVENT_CLIENT)
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continue;
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// UNDONE: Add a callback to check to see if a sound is precached yet and don't allocate a copy
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// of it's name if it is.
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if (IsSoundEvent(pevent[i].event))
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{
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if (!Q_strlen(pevent[i].options))
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{
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ALERT(at_error, "Bad sound event %d in sequence %s :: %s (sound is \"%s\")\n", pevent[i].event, pstudiohdr->name, pSequenceName, pevent[i].options);
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}
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PRECACHE_SOUND((char *)(gpGlobals->pStringBase + ALLOC_STRING(pevent[i].options)));
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}
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}
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}
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}
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void GetSequenceInfo(void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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return;
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}
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if (pev->sequence >= pstudiohdr->numseq)
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{
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*pflFrameRate = 0;
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*pflGroundSpeed = 0;
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return;
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}
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pev->sequence);
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if (pseqdesc->numframes <= 1)
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{
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*pflFrameRate = 256.0f;
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*pflGroundSpeed = 0.0f;
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return;
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}
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*pflFrameRate = pseqdesc->fps * 256.0f / (pseqdesc->numframes - 1);
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*pflGroundSpeed = Q_sqrt(pseqdesc->linearmovement[0] * pseqdesc->linearmovement[0] + pseqdesc->linearmovement[1] * pseqdesc->linearmovement[1] + pseqdesc->linearmovement[2] * pseqdesc->linearmovement[2]);
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*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
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}
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int GetSequenceFlags(void *pmodel, entvars_t *pev)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr || pev->sequence >= pstudiohdr->numseq)
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{
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return 0;
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}
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pev->sequence);
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return pseqdesc->flags;
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}
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int GetAnimationEvent(void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr || pev->sequence >= pstudiohdr->numseq || !pMonsterEvent)
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{
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return 0;
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}
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pev->sequence);
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mstudioevent_t *pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
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if (pseqdesc->numevents == 0 || index > pseqdesc->numevents)
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{
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return 0;
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}
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if (pseqdesc->numframes > 1)
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{
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flStart *= (pseqdesc->numframes - 1) / 256.0;
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flEnd *= (pseqdesc->numframes - 1) / 256.0;
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}
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else
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{
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flStart = 0;
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flEnd = 1.0;
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}
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for (; index < pseqdesc->numevents; index++)
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{
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// Don't send client-side events to the server AI
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if (pevent[index].event >= EVENT_CLIENT)
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continue;
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if ((pevent[index].frame >= flStart && pevent[index].frame < flEnd) ||
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((pseqdesc->flags & STUDIO_LOOPING)
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&& flEnd >= pseqdesc->numframes - 1
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&& pevent[index].frame < flEnd - pseqdesc->numframes + 1))
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{
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pMonsterEvent->event = pevent[index].event;
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pMonsterEvent->options = pevent[index].options;
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return index + 1;
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}
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}
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return 0;
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}
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float SetController(void *pmodel, entvars_t *pev, int iController, float flValue)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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return flValue;
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}
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int i;
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mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
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for (i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
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{
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if (pbonecontroller->index == iController)
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break;
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}
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if (i >= pstudiohdr->numbonecontrollers)
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return flValue;
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if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
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{
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if (pbonecontroller->end < pbonecontroller->start)
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flValue = -flValue;
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if (pbonecontroller->end > pbonecontroller->start + 359.0)
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{
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if (flValue > 360.0)
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flValue = flValue - int64(flValue / 360.0) * 360.0;
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else if (flValue < 0.0)
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flValue = flValue + int64((flValue / -360.0) + 1) * 360.0;
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}
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else
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{
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if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2) + 180)
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flValue -= 360;
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if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2) - 180)
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flValue += 360;
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}
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}
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int setting = int64(255.0f * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start));
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setting = Q_clamp(setting, 0, 255);
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pev->controller[iController] = setting;
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return setting * (1.0f / 255.0f) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
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}
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float SetBlending(void *pmodel, entvars_t *pev, int iBlender, float flValue)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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return flValue;
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}
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pev->sequence);
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if (pseqdesc->blendtype[iBlender] == 0)
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{
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return flValue;
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}
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if (pseqdesc->blendtype[iBlender] & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
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{
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// ugly hack, invert value if end < start
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if (pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender])
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flValue = -flValue;
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// does the controller not wrap?
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if (pseqdesc->blendstart[iBlender] + 359.0 >= pseqdesc->blendend[iBlender])
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{
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if (flValue > ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) + 180)
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{
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flValue = flValue - 360;
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}
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if (flValue < ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) - 180)
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{
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flValue = flValue + 360;
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}
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}
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}
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int setting = int64(255.0f * (flValue - pseqdesc->blendstart[iBlender]) / (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]));
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setting = Q_clamp(setting, 0, 255);
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pev->blending[iBlender] = setting;
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return setting * (1.0 / 255.0) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender];
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}
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int FindTransition(void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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return iGoalAnim;
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}
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mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
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// bail if we're going to or from a node 0
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if (pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0)
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{
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return iGoalAnim;
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}
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int iEndNode;
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if (*piDir > 0)
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{
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iEndNode = pseqdesc[iEndingAnim].exitnode;
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}
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else
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{
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iEndNode = pseqdesc[iEndingAnim].entrynode;
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}
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if (iEndNode == pseqdesc[iGoalAnim].entrynode)
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{
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*piDir = 1;
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return iGoalAnim;
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}
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byte *pTransition = ((byte *)pstudiohdr + pstudiohdr->transitionindex);
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int iInternNode = pTransition[(iEndNode - 1)*pstudiohdr->numtransitions + (pseqdesc[iGoalAnim].entrynode - 1)];
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if (iInternNode == 0)
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{
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return iGoalAnim;
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}
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// look for someone going
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for (int i = 0; i < pstudiohdr->numseq; i++)
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{
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if (pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode)
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{
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*piDir = 1;
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return i;
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}
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if (pseqdesc[i].nodeflags)
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{
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if (pseqdesc[i].exitnode == iEndNode && pseqdesc[i].entrynode == iInternNode)
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{
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*piDir = -1;
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return i;
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}
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}
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}
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ALERT(at_console, "error in transition graph");
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return iGoalAnim;
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}
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void SetBodygroup(void *pmodel, entvars_t *pev, int iGroup, int iValue)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr)
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{
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return;
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}
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if (iGroup > pstudiohdr->numbodyparts)
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{
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return;
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}
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mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
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if (iValue >= pbodypart->nummodels)
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{
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return;
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}
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int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
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pev->body += (iValue - iCurrent) * pbodypart->base;
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}
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int GetBodygroup(void *pmodel, entvars_t *pev, int iGroup)
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{
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studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
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if (!pstudiohdr || iGroup > pstudiohdr->numbodyparts)
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{
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return 0;
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}
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mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
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if (pbodypart->nummodels <= 1)
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return 0;
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int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
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return iCurrent;
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}
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C_DLLEXPORT int Server_GetBlendingInterface(int version, struct sv_blending_interface_s **ppinterface, struct engine_studio_api_s *pstudio, float *rotationmatrix, float *bonetransform)
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{
|
|
if (version != SV_BLENDING_INTERFACE_VERSION)
|
|
return 0;
|
|
|
|
*ppinterface = &svBlending;
|
|
|
|
IEngineStudio.Mem_Calloc = pstudio->Mem_Calloc;
|
|
IEngineStudio.Cache_Check = pstudio->Cache_Check;
|
|
IEngineStudio.LoadCacheFile = pstudio->LoadCacheFile;
|
|
IEngineStudio.Mod_Extradata = ((struct server_studio_api_s *)pstudio)->Mod_Extradata;
|
|
|
|
g_pRotationMatrix = (float (*)[3][4])rotationmatrix;
|
|
g_pBoneTransform = (float (*)[128][3][4])bonetransform;
|
|
|
|
return 1;
|
|
}
|
|
|
|
#ifdef REGAMEDLL_FIXES // SSE2 version
|
|
void AngleQuaternion(vec_t *angles, vec_t *quaternion)
|
|
{
|
|
static const ALIGN16_BEG size_t ps_signmask[4] ALIGN16_END = { 0x80000000, 0, 0x80000000, 0 };
|
|
|
|
__m128 a = _mm_loadu_ps(angles);
|
|
a = _mm_mul_ps(a, _mm_load_ps(_ps_0p5)); //a *= 0.5
|
|
__m128 s, c;
|
|
sincos_ps(a, &s, &c);
|
|
|
|
__m128 im1 = _mm_shuffle_ps(s, c, _MM_SHUFFLE(1, 0, 1, 0)); //im1 = {sin[0], sin[1], cos[0], cos[1] }
|
|
__m128 im2 = _mm_shuffle_ps(c, s, _MM_SHUFFLE(2, 2, 2, 2)); //im2 = {cos[2], cos[2], sin[2], sin[2] }
|
|
|
|
__m128 part1 = _mm_mul_ps(
|
|
_mm_shuffle_ps(im1, im1, _MM_SHUFFLE(1, 2, 2, 0)),
|
|
_mm_shuffle_ps(im1, im1, _MM_SHUFFLE(0, 3, 1, 3))
|
|
);
|
|
part1 = _mm_mul_ps(part1, im2);
|
|
|
|
__m128 part2 = _mm_mul_ps(
|
|
_mm_shuffle_ps(im1, im1, _MM_SHUFFLE(2, 1, 0, 2)),
|
|
_mm_shuffle_ps(im1, im1, _MM_SHUFFLE(3, 0, 3, 1))
|
|
);
|
|
|
|
part2 = _mm_mul_ps(part2, _mm_shuffle_ps(im2, im2, _MM_SHUFFLE(0, 0, 2, 2)));
|
|
|
|
__m128 signmask = _mm_load_ps((float*)ps_signmask);
|
|
part2 = _mm_xor_ps(part2, signmask);
|
|
|
|
__m128 res = _mm_add_ps(part1, part2);
|
|
_mm_storeu_ps(quaternion, res);
|
|
}
|
|
#else // REGAMEDLL_FIXES
|
|
void AngleQuaternion(vec_t *angles, vec_t *quaternion)
|
|
{
|
|
real_t sy, cy, sp_, cp;
|
|
real_t angle;
|
|
float sr, cr;
|
|
|
|
float ftmp0;
|
|
float ftmp1;
|
|
float ftmp2;
|
|
|
|
angle = angles[ROLL] * 0.5;
|
|
sy = Q_sin(angle);
|
|
cy = Q_cos(angle);
|
|
|
|
angle = angles[YAW] * 0.5;
|
|
sp_ = Q_sin(angle);
|
|
cp = Q_cos(angle);
|
|
|
|
angle = angles[PITCH] * 0.5;
|
|
sr = Q_sin(angle);
|
|
cr = Q_cos(angle);
|
|
|
|
ftmp0 = sr * cp;
|
|
ftmp1 = cr * sp_;
|
|
|
|
*quaternion = ftmp0 * cy - ftmp1 * sy;
|
|
quaternion[1] = ftmp1 * cy + ftmp0 * sy;
|
|
|
|
ftmp2 = cr * cp;
|
|
quaternion[2] = ftmp2 * sy - sp_ * sr * cy;
|
|
quaternion[3] = sp_ * sr * sy + ftmp2 * cy;
|
|
}
|
|
#endif // REGAMEDLL_FIXES
|
|
|
|
void QuaternionSlerp(vec_t *p, vec_t *q, float t, vec_t *qt)
|
|
{
|
|
int i;
|
|
real_t a = 0;
|
|
real_t b = 0;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
a += (p[i] - q[i]) * (p[i] - q[i]);
|
|
b += (p[i] + q[i]) * (p[i] + q[i]);
|
|
}
|
|
|
|
if (a > b)
|
|
{
|
|
for (i = 0; i < 4; i++)
|
|
q[i] = -q[i];
|
|
}
|
|
|
|
float sclp, sclq;
|
|
float cosom = (p[0] * q[0] + p[1] * q[1] + p[2] * q[2] + p[3] * q[3]);
|
|
|
|
if ((1.0 + cosom) > 0.00000001)
|
|
{
|
|
if ((1.0 - cosom) > 0.00000001)
|
|
{
|
|
real_t cosomega = Q_acos(real_t(cosom));
|
|
|
|
float omega = cosomega;
|
|
float sinom = Q_sin(cosomega);
|
|
|
|
sclp = Q_sin((1.0 - t) * omega) / sinom;
|
|
sclq = Q_sin(real_t(omega * t)) / sinom;
|
|
}
|
|
else
|
|
{
|
|
sclq = t;
|
|
sclp = 1.0 - t;
|
|
}
|
|
|
|
for (i = 0; i < 4; i++)
|
|
qt[i] = sclp * p[i] + sclq * q[i];
|
|
}
|
|
else
|
|
{
|
|
qt[0] = -q[1];
|
|
qt[1] = q[0];
|
|
qt[2] = -q[3];
|
|
qt[3] = q[2];
|
|
|
|
sclp = Q_sin((1.0 - t) * 0.5 * M_PI);
|
|
sclq = Q_sin(t * 0.5 * M_PI);
|
|
|
|
for (i = 0; i < 3; i++)
|
|
qt[i] = sclp * p[i] + sclq * qt[i];
|
|
}
|
|
}
|
|
|
|
void QuaternionMatrix(vec_t *quaternion, float (*matrix)[4])
|
|
{
|
|
matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2];
|
|
matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2];
|
|
matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1];
|
|
|
|
matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2];
|
|
matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2];
|
|
matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0];
|
|
|
|
matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1];
|
|
matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0];
|
|
matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1];
|
|
}
|
|
|
|
mstudioanim_t *StudioGetAnim(model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc)
|
|
{
|
|
mstudioseqgroup_t *pseqgroup;
|
|
cache_user_t *paSequences;
|
|
|
|
pseqgroup = (mstudioseqgroup_t *)((byte *)g_pstudiohdr + g_pstudiohdr->seqgroupindex) + pseqdesc->seqgroup;
|
|
|
|
if (pseqdesc->seqgroup == 0)
|
|
{
|
|
return (mstudioanim_t *)((byte *)g_pstudiohdr + pseqdesc->animindex);
|
|
}
|
|
|
|
paSequences = (cache_user_t *)m_pSubModel->submodels;
|
|
|
|
if (!paSequences)
|
|
{
|
|
paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc(16, sizeof(cache_user_t)); // UNDONE: leak!
|
|
m_pSubModel->submodels = (dmodel_t *)paSequences;
|
|
}
|
|
|
|
if (!IEngineStudio.Cache_Check((struct cache_user_s *)&(paSequences[pseqdesc->seqgroup])))
|
|
{
|
|
IEngineStudio.LoadCacheFile(pseqgroup->name, (struct cache_user_s *)&paSequences[pseqdesc->seqgroup]);
|
|
}
|
|
|
|
return (mstudioanim_t *)((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex);
|
|
}
|
|
|
|
mstudioanim_t *LookupAnimation(model_t *model, mstudioseqdesc_t *pseqdesc, int index)
|
|
{
|
|
mstudioanim_t *panim = StudioGetAnim(model, pseqdesc);
|
|
if (index >= 0 && index <= (pseqdesc->numblends - 1))
|
|
panim += index * g_pstudiohdr->numbones;
|
|
|
|
return panim;
|
|
}
|
|
|
|
void StudioCalcBoneAdj(float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen)
|
|
{
|
|
int i, j;
|
|
float value;
|
|
mstudiobonecontroller_t *pbonecontroller;
|
|
|
|
pbonecontroller = (mstudiobonecontroller_t *)((byte *)g_pstudiohdr + g_pstudiohdr->bonecontrollerindex);
|
|
|
|
for (j = 0; j < g_pstudiohdr->numbonecontrollers; j++)
|
|
{
|
|
i = pbonecontroller[j].index;
|
|
if (i <= 3)
|
|
{
|
|
// check for 360% wrapping
|
|
if (pbonecontroller[j].type & STUDIO_RLOOP)
|
|
{
|
|
if (Q_abs(pcontroller1[i] - pcontroller2[i]) > 128)
|
|
{
|
|
int a, b;
|
|
a = (pcontroller1[j] + 128) % 256;
|
|
b = (pcontroller2[j] + 128) % 256;
|
|
value = ((a * dadt) + (b * (1 - dadt)) - 128) * (360.0 / 256.0) + pbonecontroller[j].start;
|
|
}
|
|
else
|
|
{
|
|
value = (pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0 - dadt)) * (360.0 / 256.0) + pbonecontroller[j].start;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0 - dadt)) / 255.0;
|
|
value = Q_clamp(value, 0.0f, 1.0f);
|
|
value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
value = mouthopen / 64.0;
|
|
|
|
if (value > 1.0)
|
|
value = 1.0;
|
|
|
|
value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end;
|
|
}
|
|
switch (pbonecontroller[j].type & STUDIO_TYPES)
|
|
{
|
|
case STUDIO_XR:
|
|
case STUDIO_YR:
|
|
case STUDIO_ZR:
|
|
adj[j] = value * (M_PI / 180.0);
|
|
break;
|
|
case STUDIO_X:
|
|
case STUDIO_Y:
|
|
case STUDIO_Z:
|
|
adj[j] = value;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void StudioCalcBoneQuaterion(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q)
|
|
{
|
|
int j, k;
|
|
vec4_t q1, q2;
|
|
vec3_t angle1, angle2;
|
|
mstudioanimvalue_t *panimvalue;
|
|
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
if (panim->offset[j + 3] == 0)
|
|
{
|
|
// default
|
|
angle2[j] = angle1[j] = pbone->value[j + 3];
|
|
}
|
|
else
|
|
{
|
|
panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j + 3]);
|
|
k = frame;
|
|
|
|
if (panimvalue->num.total < panimvalue->num.valid)
|
|
k = 0;
|
|
|
|
while (panimvalue->num.total <= k)
|
|
{
|
|
k -= panimvalue->num.total;
|
|
panimvalue += panimvalue->num.valid + 1;
|
|
|
|
if (panimvalue->num.total < panimvalue->num.valid)
|
|
k = 0;
|
|
}
|
|
|
|
// Bah, missing blend!
|
|
if (panimvalue->num.valid > k)
|
|
{
|
|
angle1[j] = panimvalue[k + 1].value;
|
|
|
|
if (panimvalue->num.valid > k + 1)
|
|
{
|
|
angle2[j] = panimvalue[k + 2].value;
|
|
}
|
|
else
|
|
{
|
|
if (panimvalue->num.total > k + 1)
|
|
angle2[j] = angle1[j];
|
|
else
|
|
angle2[j] = panimvalue[panimvalue->num.valid + 2].value;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
angle1[j] = panimvalue[panimvalue->num.valid].value;
|
|
if (panimvalue->num.total > k + 1)
|
|
{
|
|
angle2[j] = angle1[j];
|
|
}
|
|
else
|
|
{
|
|
angle2[j] = panimvalue[panimvalue->num.valid + 2].value;
|
|
}
|
|
}
|
|
angle1[j] = pbone->value[j + 3] + angle1[j] * pbone->scale[j + 3];
|
|
angle2[j] = pbone->value[j + 3] + angle2[j] * pbone->scale[j + 3];
|
|
}
|
|
|
|
if (pbone->bonecontroller[j + 3] != -1)
|
|
{
|
|
angle1[j] += adj[pbone->bonecontroller[j + 3]];
|
|
angle2[j] += adj[pbone->bonecontroller[j + 3]];
|
|
}
|
|
}
|
|
|
|
if (!VectorCompare(angle1, angle2))
|
|
{
|
|
AngleQuaternion(angle1, q1);
|
|
AngleQuaternion(angle2, q2);
|
|
QuaternionSlerp(q1, q2, s, q);
|
|
}
|
|
else
|
|
AngleQuaternion(angle1, q);
|
|
}
|
|
|
|
void StudioCalcBonePosition(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos)
|
|
{
|
|
int j, k;
|
|
mstudioanimvalue_t *panimvalue;
|
|
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
// default;
|
|
pos[j] = pbone->value[j];
|
|
if (panim->offset[j] != 0)
|
|
{
|
|
panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
|
|
|
|
k = frame;
|
|
|
|
if (panimvalue->num.total < panimvalue->num.valid)
|
|
k = 0;
|
|
|
|
// find span of values that includes the frame we want
|
|
while (panimvalue->num.total <= k)
|
|
{
|
|
k -= panimvalue->num.total;
|
|
panimvalue += panimvalue->num.valid + 1;
|
|
|
|
if (panimvalue->num.total < panimvalue->num.valid)
|
|
k = 0;
|
|
}
|
|
|
|
// if we're inside the span
|
|
if (panimvalue->num.valid > k)
|
|
{
|
|
// and there's more data in the span
|
|
if (panimvalue->num.valid > k + 1)
|
|
pos[j] += (panimvalue[k + 1].value * (1.0 - s) + s * panimvalue[k + 2].value) * pbone->scale[j];
|
|
else
|
|
pos[j] += panimvalue[k + 1].value * pbone->scale[j];
|
|
}
|
|
else
|
|
{
|
|
// are we at the end of the repeating values section and there's another section with data?
|
|
if (panimvalue->num.total <= k + 1)
|
|
pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0 - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j];
|
|
|
|
else
|
|
pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j];
|
|
}
|
|
}
|
|
|
|
if (pbone->bonecontroller[j] != -1 && adj)
|
|
{
|
|
pos[j] += adj[pbone->bonecontroller[j]];
|
|
}
|
|
}
|
|
}
|
|
|
|
void StudioSlerpBones(vec4_t *q1, float pos1[][3], vec4_t *q2, float pos2[][3], float s)
|
|
{
|
|
int i;
|
|
vec4_t q3;
|
|
float s1;
|
|
|
|
s = Q_clamp(s, 0.0f, 1.0f);
|
|
s1 = 1.0f - s;
|
|
|
|
for (i = 0; i < g_pstudiohdr->numbones; i++)
|
|
{
|
|
QuaternionSlerp(q1[i], q2[i], s, q3);
|
|
|
|
q1[i][0] = q3[0];
|
|
q1[i][1] = q3[1];
|
|
q1[i][2] = q3[2];
|
|
q1[i][3] = q3[3];
|
|
|
|
pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s;
|
|
pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s;
|
|
pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s;
|
|
}
|
|
}
|
|
|
|
void StudioCalcRotations(mstudiobone_t *pbones, int *chain, int chainlength, float *adj, float pos[128][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f, float s)
|
|
{
|
|
int i;
|
|
int j;
|
|
|
|
for (i = chainlength - 1; i >= 0; i--)
|
|
{
|
|
j = chain[i];
|
|
|
|
StudioCalcBoneQuaterion((int)f, s, &pbones[j], &panim[j], adj, q[j]);
|
|
StudioCalcBonePosition((int)f, s, &pbones[j], &panim[j], adj, pos[j]);
|
|
}
|
|
}
|
|
|
|
void ConcatTransforms(float in1[3][4], float in2[3][4], float out[3][4])
|
|
{
|
|
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0];
|
|
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1];
|
|
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2];
|
|
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3];
|
|
|
|
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0];
|
|
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1];
|
|
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2];
|
|
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3];
|
|
|
|
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0];
|
|
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1];
|
|
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2];
|
|
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3];
|
|
}
|
|
|
|
real_t StudioEstimateFrame(float frame, mstudioseqdesc_t *pseqdesc)
|
|
{
|
|
if (pseqdesc->numframes <= 1)
|
|
return 0;
|
|
|
|
return real_t(pseqdesc->numframes - 1) * frame / 256;
|
|
}
|
|
|
|
void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t *angles, const vec_t *origin, const byte *pcontroller, const byte *pblending, int iBone, const edict_t *pEdict)
|
|
{
|
|
int i, j, chainlength = 0;
|
|
int chain[MAXSTUDIOBONES];
|
|
double f;
|
|
|
|
float subframe;
|
|
float adj[MAXSTUDIOCONTROLLERS];
|
|
mstudiobone_t *pbones;
|
|
mstudioseqdesc_t *pseqdesc;
|
|
mstudioanim_t *panim;
|
|
float bonematrix[3][4];
|
|
vec3_t temp_angles;
|
|
|
|
/*static */float pos[MAXSTUDIOBONES][3], pos2[MAXSTUDIOBONES][3];
|
|
/*static */float q[MAXSTUDIOBONES][4], q2[MAXSTUDIOBONES][4];
|
|
|
|
g_pstudiohdr = (studiohdr_t *)IEngineStudio.Mod_Extradata(pModel);
|
|
|
|
// Bound sequence number
|
|
if (sequence < 0 || sequence >= g_pstudiohdr->numseq)
|
|
sequence = 0;
|
|
|
|
pbones = (mstudiobone_t *)((byte *)g_pstudiohdr + g_pstudiohdr->boneindex);
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)g_pstudiohdr + g_pstudiohdr->seqindex) + sequence;
|
|
panim = StudioGetAnim(pModel, pseqdesc);
|
|
|
|
if (iBone < -1 || iBone >= g_pstudiohdr->numbones)
|
|
iBone = 0;
|
|
|
|
if (iBone == -1)
|
|
{
|
|
chainlength = g_pstudiohdr->numbones;
|
|
|
|
for (i = 0; i < chainlength; i++)
|
|
chain[(chainlength - i) - 1] = i;
|
|
}
|
|
else
|
|
{
|
|
// only the parent bones
|
|
for (i = iBone; i != -1; i = pbones[i].parent)
|
|
chain[chainlength++] = i;
|
|
}
|
|
|
|
f = StudioEstimateFrame(frame, pseqdesc);
|
|
subframe = int(f);
|
|
f -= subframe;
|
|
|
|
StudioCalcBoneAdj(0, adj, pcontroller, pcontroller, 0);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f);
|
|
|
|
if (pseqdesc->numblends != NUM_BLENDING)
|
|
{
|
|
if (pseqdesc->numblends > 1)
|
|
{
|
|
float b = real_t(pblending[0]) / 255.0f;
|
|
|
|
panim = StudioGetAnim(pModel, pseqdesc);
|
|
panim += g_pstudiohdr->numbones;
|
|
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f);
|
|
StudioSlerpBones(q, pos, q2, pos2, b);
|
|
}
|
|
}
|
|
// This game knows how to do nine way blending
|
|
else
|
|
{
|
|
/*static */float pos3[MAXSTUDIOBONES][3], pos4[MAXSTUDIOBONES][3];
|
|
/*static */float q3[MAXSTUDIOBONES][4], q4[MAXSTUDIOBONES][4];
|
|
|
|
real_t s, t;
|
|
s = GetPlayerYaw(pEdict);
|
|
t = GetPlayerPitch(pEdict);
|
|
|
|
// Blending is 0-127 == Left to Middle, 128 to 255 == Middle to right
|
|
if (s <= 127.0f)
|
|
{
|
|
// Scale 0-127 blending up to 0-255
|
|
s = (s * 2.0f);
|
|
|
|
if (t <= 127.0f)
|
|
{
|
|
t = (t * 2.0f);
|
|
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 1);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 3);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos3, q3, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 4);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos4, q4, pseqdesc, panim, subframe, f);
|
|
}
|
|
else
|
|
{
|
|
t = 2.0f * (t - 127.0f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 3);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 4);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 6);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos3, q3, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 7);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos4, q4, pseqdesc, panim, subframe, f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Scale 127-255 blending up to 0-255
|
|
s = 2.0f * (s - 127.0f);
|
|
|
|
if (t <= 127.0f)
|
|
{
|
|
t = (t * 2.0f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 1);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 2);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 4);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos3, q3, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 5);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos4, q4, pseqdesc, panim, subframe, f);
|
|
}
|
|
else
|
|
{
|
|
t = 2.0f * (t - 127.0f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 4);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 5);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 7);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos3, q3, pseqdesc, panim, subframe, f);
|
|
|
|
panim = LookupAnimation(pModel, pseqdesc, 8);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos4, q4, pseqdesc, panim, subframe, f);
|
|
}
|
|
}
|
|
|
|
// Normalize interpolant
|
|
s /= 255.0f;
|
|
t /= 255.0f;
|
|
|
|
// Spherically interpolate the bones
|
|
StudioSlerpBones(q, pos, q2, pos2, s);
|
|
StudioSlerpBones(q3, pos3, q4, pos4, s);
|
|
StudioSlerpBones(q, pos, q3, pos3, t);
|
|
}
|
|
|
|
if (pseqdesc->numblends == 9 && sequence < ANIM_FIRST_DEATH_SEQUENCE && sequence != ANIM_SWIM_1 && sequence != ANIM_SWIM_2)
|
|
{
|
|
bool bCopy = true;
|
|
int gaitsequence = GetPlayerGaitsequence(pEdict); // calc gait animation
|
|
|
|
if (gaitsequence < 0 || gaitsequence >= g_pstudiohdr->numseq)
|
|
gaitsequence = 0;
|
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)g_pstudiohdr + g_pstudiohdr->seqindex) + gaitsequence;
|
|
panim = StudioGetAnim(pModel, pseqdesc);
|
|
StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, 0, 0);
|
|
|
|
for (i = 0; i < g_pstudiohdr->numbones; i++)
|
|
{
|
|
if (!Q_strcmp(pbones[i].name, "Bip01 Spine"))
|
|
{
|
|
bCopy = false;
|
|
}
|
|
else if (!Q_strcmp(pbones[pbones[i].parent].name, "Bip01 Pelvis"))
|
|
{
|
|
bCopy = true;
|
|
}
|
|
|
|
if (bCopy)
|
|
{
|
|
Q_memcpy(pos[i], pos2[i], sizeof(pos[i]));
|
|
Q_memcpy(q[i], q2[i], sizeof(q[i]));
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorCopy(angles, temp_angles);
|
|
|
|
#ifndef REGAMEDLL_FIXES
|
|
if (pEdict)
|
|
#else
|
|
if (pEdict && CBaseEntity::Instance(const_cast<edict_t *>(pEdict))->IsPlayer())
|
|
#endif
|
|
{
|
|
temp_angles[1] = UTIL_GetPlayerGaitYaw(ENTINDEX(pEdict));
|
|
|
|
if (temp_angles[1] < 0)
|
|
temp_angles[1] += 360.0f;
|
|
}
|
|
|
|
AngleMatrix(temp_angles, (*g_pRotationMatrix));
|
|
|
|
(*g_pRotationMatrix)[0][3] = origin[0];
|
|
(*g_pRotationMatrix)[1][3] = origin[1];
|
|
(*g_pRotationMatrix)[2][3] = origin[2];
|
|
|
|
for (i = chainlength - 1; i >= 0; i--)
|
|
{
|
|
j = chain[i];
|
|
QuaternionMatrix(q[j], bonematrix);
|
|
|
|
bonematrix[0][3] = pos[j][0];
|
|
bonematrix[1][3] = pos[j][1];
|
|
bonematrix[2][3] = pos[j][2];
|
|
|
|
if (pbones[j].parent == -1)
|
|
ConcatTransforms((*g_pRotationMatrix), bonematrix, (*g_pBoneTransform)[j]);
|
|
else
|
|
ConcatTransforms((*g_pBoneTransform)[pbones[j].parent], bonematrix, (*g_pBoneTransform)[j]);
|
|
}
|
|
}
|