mirror of
https://github.com/celisej567/source-sdk-2013.git
synced 2026-09-23 20:09:45 +03:00
Added experimental singleplayer anim state
This commit is contained in:
504
sp/src/game/shared/mapbase/singleplayer_animstate.cpp
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504
sp/src/game/shared/mapbase/singleplayer_animstate.cpp
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@@ -0,0 +1,504 @@
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Single Player animation state 'handler'. This utility is used
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// to evaluate the pose parameter value based on the direction
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// and speed of the player.
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//
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//====================================================================================//
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#include "cbase.h"
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#include "singleplayer_animstate.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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#include "apparent_velocity_helper.h"
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#include "utldict.h"
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#include "filesystem.h"
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#include "..\public\datacache\imdlcache.h"
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extern ConVar mp_facefronttime, mp_feetyawrate, mp_ik;
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#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
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CSinglePlayerAnimState *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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pState->Init(pPlayer);
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return pState;
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}
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// Below this many degrees, slow down turning rate linearly
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#define FADE_TURN_DEGREES 45.0f
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// After this, need to start turning feet
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#define MAX_TORSO_ANGLE 90.0f
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// Below this amount, don't play a turning animation/perform IK
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#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
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//static ConVar tf2_feetyawrunscale( "tf2_feetyawrunscale", "2", FCVAR_REPLICATED, "Multiplier on tf2_feetyawrate to allow turning faster when running." );
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extern ConVar sv_backspeed;
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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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{
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m_flGaitYaw = 0.0f;
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m_flGoalFeetYaw = 0.0f;
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m_flCurrentFeetYaw = 0.0f;
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m_flCurrentTorsoYaw = 0.0f;
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m_flLastYaw = 0.0f;
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m_flLastTurnTime = 0.0f;
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m_flTurnCorrectionTime = 0.0f;
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m_pPlayer = NULL;
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};
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void CSinglePlayerAnimState::Init( CBasePlayer *pPlayer )
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{
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m_pPlayer = pPlayer;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::Update()
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{
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m_angRender = GetBasePlayer()->GetLocalAngles();
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ComputePoseParam_BodyYaw();
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ComputePoseParam_BodyPitch(GetBasePlayer()->GetModelPtr());
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ComputePoseParam_BodyLookYaw();
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ComputePoseParam_HeadPitch(GetBasePlayer()->GetModelPtr());
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ComputePlaybackRate();
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}
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void CSinglePlayerAnimState::Release()
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{
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delete this;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::ComputePlaybackRate()
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{
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// Determine ideal playback rate
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Vector vel;
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GetOuterAbsVelocity( vel );
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float speed = vel.Length2D();
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bool isMoving = ( speed > 0.5f ) ? true : false;
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float maxspeed = GetBasePlayer()->GetSequenceGroundSpeed( GetBasePlayer()->GetSequence() );
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if ( isMoving && ( maxspeed > 0.0f ) )
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{
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float flFactor = 1.0f;
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// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
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GetBasePlayer()->SetPlaybackRate( ( speed * flFactor ) / maxspeed );
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// BUG BUG:
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// This stuff really should be m_flPlaybackRate = speed / m_flGroundSpeed
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}
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else
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{
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GetBasePlayer()->SetPlaybackRate( 1.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CBasePlayer
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//-----------------------------------------------------------------------------
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CBasePlayer *CSinglePlayerAnimState::GetBasePlayer()
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{
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return m_pPlayer;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : dt -
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//-----------------------------------------------------------------------------
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void CSinglePlayerAnimState::EstimateYaw( void )
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{
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float dt = gpGlobals->frametime;
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if ( !dt )
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{
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return;
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}
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Vector est_velocity;
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QAngle angles;
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GetOuterAbsVelocity( est_velocity );
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angles = GetBasePlayer()->GetLocalAngles();
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if ( est_velocity[1] == 0 && est_velocity[0] == 0 )
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{
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float flYawDiff = angles[YAW] - m_flGaitYaw;
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flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
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if (flYawDiff > 180)
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flYawDiff -= 360;
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if (flYawDiff < -180)
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flYawDiff += 360;
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if (dt < 0.25)
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flYawDiff *= dt * 4;
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else
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flYawDiff *= dt;
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m_flGaitYaw += flYawDiff;
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m_flGaitYaw = m_flGaitYaw - (int)(m_flGaitYaw / 360) * 360;
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}
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else
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{
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m_flGaitYaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
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if (m_flGaitYaw > 180)
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m_flGaitYaw = 180;
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else if (m_flGaitYaw < -180)
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m_flGaitYaw = -180;
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}
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}
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//-----------------------------------------------------------------------------
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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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{
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int iYaw = GetBasePlayer()->LookupPoseParameter( "move_yaw" );
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if ( iYaw < 0 )
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return;
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// view direction relative to movement
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float flYaw;
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EstimateYaw();
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QAngle angles = GetBasePlayer()->GetLocalAngles();
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float ang = angles[ YAW ];
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if ( ang > 180.0f )
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{
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ang -= 360.0f;
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}
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else if ( ang < -180.0f )
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{
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ang += 360.0f;
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}
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// calc side to side turning
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flYaw = ang - m_flGaitYaw;
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// Invert for mapping into 8way blend
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flYaw = -flYaw;
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flYaw = flYaw - (int)(flYaw / 360) * 360;
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if (flYaw < -180)
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{
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flYaw = flYaw + 360;
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}
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else if (flYaw > 180)
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{
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flYaw = flYaw - 360;
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}
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GetBasePlayer()->SetPoseParameter( iYaw, flYaw );
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#ifndef CLIENT_DLL
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//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
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GetBasePlayer()->SetLocalAngles( QAngle( GetBasePlayer()->EyeAngles().x, m_flCurrentFeetYaw, 0 ) );
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#endif
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}
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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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{
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// Get pitch from v_angle
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float flPitch = GetBasePlayer()->GetLocalAngles()[ PITCH ];
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if ( flPitch > 180.0f )
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{
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flPitch -= 360.0f;
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}
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flPitch = clamp( flPitch, -90, 90 );
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QAngle absangles = GetBasePlayer()->GetAbsAngles();
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absangles.x = 0.0f;
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m_angRender = absangles;
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// See if we have a blender for pitch
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GetBasePlayer()->SetPoseParameter( pStudioHdr, "aim_pitch", flPitch );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : goal -
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// maxrate -
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// dt -
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// current -
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// Output : int
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//-----------------------------------------------------------------------------
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int CSinglePlayerAnimState::ConvergeAngles( float goal,float maxrate, float dt, float& current )
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{
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int direction = TURN_NONE;
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float anglediff = goal - current;
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float anglediffabs = fabs( anglediff );
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anglediff = AngleNormalize( anglediff );
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float scale = 1.0f;
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if ( anglediffabs <= FADE_TURN_DEGREES )
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{
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scale = anglediffabs / FADE_TURN_DEGREES;
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// Always do at least a bit of the turn ( 1% )
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scale = clamp( scale, 0.01f, 1.0f );
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}
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float maxmove = maxrate * dt * scale;
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if ( fabs( anglediff ) < maxmove )
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{
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current = goal;
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}
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else
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{
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if ( anglediff > 0 )
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{
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current += maxmove;
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direction = TURN_LEFT;
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}
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else
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{
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current -= maxmove;
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direction = TURN_RIGHT;
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}
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}
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current = AngleNormalize( current );
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return direction;
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}
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void CSinglePlayerAnimState::ComputePoseParam_BodyLookYaw( void )
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{
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QAngle absangles = GetBasePlayer()->GetAbsAngles();
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absangles.y = AngleNormalize( absangles.y );
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m_angRender = absangles;
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// See if we even have a blender for pitch
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int upper_body_yaw = GetBasePlayer()->LookupPoseParameter( "aim_yaw" );
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if ( upper_body_yaw < 0 )
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{
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return;
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}
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// Assume upper and lower bodies are aligned and that we're not turning
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float flGoalTorsoYaw = 0.0f;
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int turning = TURN_NONE;
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float turnrate = 360.0f;
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Vector vel;
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GetOuterAbsVelocity( vel );
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bool isMoving = ( vel.Length() > 1.0f ) ? true : false;
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if ( !isMoving )
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{
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// Just stopped moving, try and clamp feet
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if ( m_flLastTurnTime <= 0.0f )
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{
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m_flLastTurnTime = gpGlobals->curtime;
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m_flLastYaw = GetBasePlayer()->EyeAngles().y;
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// Snap feet to be perfectly aligned with torso/eyes
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m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
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m_flCurrentFeetYaw = m_flGoalFeetYaw;
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m_nTurningInPlace = TURN_NONE;
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}
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// If rotating in place, update stasis timer
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if ( m_flLastYaw != GetBasePlayer()->EyeAngles().y )
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{
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m_flLastTurnTime = gpGlobals->curtime;
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m_flLastYaw = GetBasePlayer()->EyeAngles().y;
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}
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if ( m_flGoalFeetYaw != m_flCurrentFeetYaw )
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{
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m_flLastTurnTime = gpGlobals->curtime;
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}
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turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
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QAngle eyeAngles = GetBasePlayer()->EyeAngles();
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QAngle vAngle = GetBasePlayer()->GetLocalAngles();
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// See how far off current feetyaw is from true yaw
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float yawdelta = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;
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yawdelta = AngleNormalize( yawdelta );
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bool rotated_too_far = false;
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float yawmagnitude = fabs( yawdelta );
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// If too far, then need to turn in place
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if ( yawmagnitude > 45 )
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{
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rotated_too_far = true;
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}
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// Standing still for a while, rotate feet around to face forward
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// Or rotated too far
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// FIXME: Play an in place turning animation
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if ( rotated_too_far ||
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( gpGlobals->curtime > m_flLastTurnTime + mp_facefronttime.GetFloat() ) )
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{
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m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
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m_flLastTurnTime = gpGlobals->curtime;
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/* float yd = m_flCurrentFeetYaw - m_flGoalFeetYaw;
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if ( yd > 0 )
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{
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m_nTurningInPlace = TURN_RIGHT;
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}
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else if ( yd < 0 )
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{
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m_nTurningInPlace = TURN_LEFT;
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}
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else
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{
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m_nTurningInPlace = TURN_NONE;
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}
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turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
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yawdelta = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;*/
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}
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// Snap upper body into position since the delta is already smoothed for the feet
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flGoalTorsoYaw = yawdelta;
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m_flCurrentTorsoYaw = flGoalTorsoYaw;
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}
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else
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{
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m_flLastTurnTime = 0.0f;
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m_nTurningInPlace = TURN_NONE;
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m_flCurrentFeetYaw = m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
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flGoalTorsoYaw = 0.0f;
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m_flCurrentTorsoYaw = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;
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}
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if ( turning == TURN_NONE )
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{
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m_nTurningInPlace = turning;
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}
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if ( m_nTurningInPlace != TURN_NONE )
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{
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// If we're close to finishing the turn, then turn off the turning animation
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if ( fabs( m_flCurrentFeetYaw - m_flGoalFeetYaw ) < MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION )
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{
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m_nTurningInPlace = TURN_NONE;
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}
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}
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// Rotate entire body into position
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absangles = GetBasePlayer()->GetAbsAngles();
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absangles.y = m_flCurrentFeetYaw;
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m_angRender = absangles;
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GetBasePlayer()->SetPoseParameter( upper_body_yaw, clamp( m_flCurrentTorsoYaw, -60.0f, 60.0f ) );
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/*
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// FIXME: Adrian, what is this?
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int body_yaw = GetBasePlayer()->LookupPoseParameter( "body_yaw" );
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if ( body_yaw >= 0 )
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{
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GetBasePlayer()->SetPoseParameter( body_yaw, 30 );
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}
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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 CSinglePlayerAnimState::ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr )
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{
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// Get pitch from v_angle
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int iHeadPitch = GetBasePlayer()->LookupPoseParameter("head_pitch");
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float flPitch = GetBasePlayer()->EyeAngles()[PITCH];
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if ( flPitch > 180.0f )
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{
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flPitch -= 360.0f;
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}
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flPitch = clamp( flPitch, -90, 90 );
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QAngle absangles = GetBasePlayer()->GetAbsAngles();
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absangles.x = 0.0f;
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m_angRender = absangles;
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GetBasePlayer()->SetPoseParameter( pStudioHdr, iHeadPitch, flPitch );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : activity -
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CSinglePlayerAnimState::BodyYawTranslateActivity( Activity activity )
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{
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// Not even standing still, sigh
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if ( activity != ACT_IDLE )
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return activity;
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// Not turning
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switch ( m_nTurningInPlace )
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{
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default:
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case TURN_NONE:
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return activity;
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/*
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case TURN_RIGHT:
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return ACT_TURNRIGHT45;
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case TURN_LEFT:
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return ACT_TURNLEFT45;
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*/
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case TURN_RIGHT:
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case TURN_LEFT:
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return mp_ik.GetBool() ? ACT_TURN : activity;
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}
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Assert( 0 );
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return activity;
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}
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|
||||
const QAngle& CSinglePlayerAnimState::GetRenderAngles()
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{
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return m_angRender;
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}
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void CSinglePlayerAnimState::GetOuterAbsVelocity( Vector& vel )
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{
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#if defined( CLIENT_DLL )
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||||
GetBasePlayer()->EstimateAbsVelocity( vel );
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#else
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||||
vel = GetBasePlayer()->GetAbsVelocity();
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||||
#endif
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||||
}
|
||||
88
sp/src/game/shared/mapbase/singleplayer_animstate.h
Normal file
88
sp/src/game/shared/mapbase/singleplayer_animstate.h
Normal file
@@ -0,0 +1,88 @@
|
||||
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose: Single Player animation state 'handler'. This utility is used
|
||||
// to evaluate the pose parameter value based on the direction
|
||||
// and speed of the player.
|
||||
//
|
||||
//====================================================================================//
|
||||
|
||||
#ifndef SINGLEPLAYER_ANIMSTATE_H
|
||||
#define SINGLEPLAYER_ANIMSTATE_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "cbase.h"
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#include "c_baseplayer.h"
|
||||
#else
|
||||
#include "player.h"
|
||||
#endif
|
||||
|
||||
#ifdef MAPBASE
|
||||
// Special definition for differentiating between SP and HL2:DM anim states
|
||||
#define SP_ANIM_STATE 1
|
||||
#endif
|
||||
|
||||
class CSinglePlayerAnimState
|
||||
{
|
||||
public:
|
||||
enum
|
||||
{
|
||||
TURN_NONE = 0,
|
||||
TURN_LEFT,
|
||||
TURN_RIGHT
|
||||
};
|
||||
|
||||
CSinglePlayerAnimState( CBasePlayer *pPlayer );
|
||||
|
||||
void Init( CBasePlayer *pPlayer );
|
||||
|
||||
Activity BodyYawTranslateActivity( Activity activity );
|
||||
|
||||
void Update();
|
||||
|
||||
const QAngle& GetRenderAngles();
|
||||
|
||||
void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
|
||||
|
||||
CBasePlayer *GetBasePlayer();
|
||||
|
||||
void Release();
|
||||
|
||||
private:
|
||||
void GetOuterAbsVelocity( Vector& vel );
|
||||
|
||||
int ConvergeAngles( float goal,float maxrate, float dt, float& current );
|
||||
|
||||
void EstimateYaw( void );
|
||||
void ComputePoseParam_BodyYaw( void );
|
||||
void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
|
||||
void ComputePoseParam_BodyLookYaw( void );
|
||||
void ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr );
|
||||
void ComputePlaybackRate();
|
||||
|
||||
CBasePlayer *m_pPlayer;
|
||||
|
||||
float m_flGaitYaw;
|
||||
float m_flStoredCycle;
|
||||
|
||||
float m_flGoalFeetYaw;
|
||||
float m_flCurrentFeetYaw;
|
||||
|
||||
float m_flCurrentTorsoYaw;
|
||||
|
||||
float m_flLastYaw;
|
||||
float m_flLastTurnTime;
|
||||
|
||||
int m_nTurningInPlace;
|
||||
|
||||
QAngle m_angRender;
|
||||
|
||||
float m_flTurnCorrectionTime;
|
||||
};
|
||||
|
||||
CSinglePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer );
|
||||
|
||||
#endif // SINGLEPLAYER_ANIMSTATE_H
|
||||
Reference in New Issue
Block a user