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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "cs_playeranimstate.h"
#include "base_playeranimstate.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "weapon_csbase.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "weapon_basecsgrenade.h"
#include "datacache/imdlcache.h"
#include "cs_shareddefs.h"
#ifdef CLIENT_DLL
#include "c_cs_player.h"
#include "bone_setup.h"
#include "tier1/interpolatedvar.h"
#include "c_cs_hostage.h"
#else
#include "cs_player.h"
#include "cs_simple_hostage.h"
#include "cs_gamestats.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#define ANIM_TOPSPEED_WALK 100
#define ANIM_TOPSPEED_RUN 250
#define ANIM_TOPSPEED_RUN_CROUCH 85
#define DEFAULT_IDLE_NAME "idle_upper_"
#define DEFAULT_CROUCH_IDLE_NAME "crouch_idle_upper_"
#define DEFAULT_CROUCH_WALK_NAME "crouch_walk_upper_"
#define DEFAULT_WALK_NAME "walk_upper_"
#define DEFAULT_RUN_NAME "run_upper_"
#define DEFAULT_FIRE_IDLE_NAME "idle_shoot_"
#define DEFAULT_FIRE_CROUCH_NAME "crouch_idle_shoot_"
#define DEFAULT_FIRE_CROUCH_WALK_NAME "crouch_walk_shoot_"
#define DEFAULT_FIRE_WALK_NAME "walk_shoot_"
#define DEFAULT_FIRE_RUN_NAME "run_shoot_"
#define DEFAULT_SILENCER_ATTACH_NAME "silencer_attach_%s"
#define DEFAULT_SILENCER_DETACH_NAME "silencer_detach_%s"
#define ANIM_ACT_DURATION_BEFORE_RETURN_TO_IDLE 0.5f
#define ANIM_ACT_DURATION_BEFORE_RETURN_TO_WALK 0.7f
enum CSPlayerAnimStateLayer_t { FIRESEQUENCE_LAYER = ( AIMSEQUENCE_LAYER + NUM_AIMSEQUENCE_LAYERS ), FIRESEQUENCE2_LAYER, DEPLOYSEQUENCE_LAYER, RELOADSEQUENCE_LAYER, SILENCERSEQUENCE_LAYER, GRENADESEQUENCE_LAYER, FLASHEDSEQUENCE_LAYER, FLINCHSEQUENCE_LAYER, TAUNTSEQUENCE_LAYER, FOOTPLANTSEQUENCE_LAYER,
NUM_LAYERS_WANTED };
ConVar post_jump_crouch( "post_jump_crouch", "0.2f", FCVAR_REPLICATED | FCVAR_CHEAT, "This determines how long the third person player character will crouch for after landing a jump. This only affects the third person animation visuals." );
ConVar hostage_feetyawrate( "hostage_feetyawrate", "720", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "How many degrees per second that hostages can turn their feet or upper body." );
// ------------------------------------------------------------------------------------------------ //
// CCSPlayerAnimState declaration.
// ------------------------------------------------------------------------------------------------ //
class CCSPlayerAnimState : public CBasePlayerAnimState { public: DECLARE_CLASS( CCSPlayerAnimState, CBasePlayerAnimState ); friend IPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
CCSPlayerAnimState();
virtual void DoAnimationEvent( PlayerAnimEvent_t animEvent, int nData ); virtual bool IsThrowingGrenade(); virtual bool ShouldHideGrenadeDuringThrow(); virtual int CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle ); virtual void ClearAnimationState(); virtual bool CanThePlayerMove(); virtual float GetCurrentMaxGroundSpeed(); virtual Activity CalcMainActivity(); virtual void DebugShowAnimState( int iStartLine ); virtual void ComputeSequences( CStudioHdr *pStudioHdr ); virtual void ClearAnimationLayers(); virtual int SelectWeightedSequence( Activity activity ); // Calculate the playback rate for movement layer
virtual float CalcMovementPlaybackRate( bool *bIsMoving ); virtual void Update( float eyeYaw, float eyePitch );
virtual void ModifyTauntDuration( float flTimingChange );
void InitCS( CBaseAnimatingOverlay *pPlayer, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences ); protected:
int CalcFireLayerSequence(PlayerAnimEvent_t animEvent); void ComputeFireSequence( CStudioHdr *pStudioHdr );
void ComputeDeploySequence( CStudioHdr *pStudioHdr ); int CalcDeployLayerSequence( void );
void ComputeReloadSequence( CStudioHdr *pStudioHdr ); int CalcReloadLayerSequence( PlayerAnimEvent_t animEvent );
void ComputeSilencerChangeSequence( CStudioHdr *pStudioHdr ); int CalcSilencerChangeLayerSequence( PlayerAnimEvent_t animEvent );
int CalcFlashedLayerSequence( CBaseCombatCharacter *pBaseCombatCharacter ); void ComputeFlashedSequence( CStudioHdr *pStudioHdr );
int CalcFlinchLayerSequence( CBaseCombatCharacter *pBaseCombatCharacter ); void ComputeFlinchSequence( CStudioHdr *pStudioHdr );
int CalcTauntLayerSequence( CBaseCombatCharacter *pBaseCombatCharacter ); void ComputeTauntSequence( CStudioHdr *pStudioHdr );
void ComputeFootPlantSequence(CStudioHdr *pStudioHdr);
bool IsOuterGrenadePrimed(); void ComputeGrenadeSequence( CStudioHdr *pStudioHdr ); int CalcGrenadePrimeSequence(); #ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
int CalcGrenadeThrowSequence( bool bUnderhand = false ); #else
int CalcGrenadeThrowSequence(); #endif
int GetOuterGrenadeThrowCounter();
const char* GetWeaponSuffix(); bool HandleJumping();
void UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd, float flWeight = 1.0f );
virtual int CalcSequenceIndex( PRINTF_FORMAT_STRING const char *pBaseName, ... );
bool ActiveWeaponIsDeployed();
float GetTimeSinceLastActChange(); void UpdateTimeSinceLastActChange();
private:
// Current state variables.
bool m_bJumping; // Set on a jump event.
float m_flJumpStartTime; bool m_bFirstJumpFrame; float m_flPostLandCrouchEndTime; // Aim sequence plays reload while this is on.
bool m_bReloading; float m_flReloadCycle; int m_iReloadSequence; float m_flReloadHoldEndTime; // Intermediate shotgun reloads get held a fraction of a second
// Sequence for silencer changing
bool m_bSilencerChanging; float m_flSilencerChangeCycle; int m_iSilencerChangeSequence;
// Sequence for flashbang reaction
float m_flFlashedAmountDelayed; float m_flFlashedAmount; float m_flLastFlashDuration; int m_iFlashedSequence;
// Sequence for flinches
float m_flFlinchStartTime; float m_flFlinchLength; int m_nFlinchSequence;
// Sequence for taunts
float m_flTauntStartTime; float m_flTauntLength; int m_nTauntSequence;
// Deploy sequence
bool m_bDeploying; int m_iDeploySequence; float m_flDeployCycle;
int m_iCurrentAimSequence; float m_flTargetMaxSpeed; float m_flCurrentMaxSpeed;
int m_iIdleFireSequence;
// This is set to true if ANY animation is being played in the fire layer.
bool m_bFiring; // If this is on, then it'll continue the fire animation in the fire layer
// until it completes.
int m_iFireSequence; // (For any sequences in the fire layer, including grenade throw).
float m_flFireCycle; PlayerAnimEvent_t m_delayedFire; // if we fire while reloading, delay the fire by one frame so we can cancel the reload first
PlayerAnimEvent_t m_activeFireEvent;// The current or last set fire event.
// These control grenade animations.
bool m_bThrowingGrenade; bool m_bPrimingGrenade; float m_flGrenadeCycle; int m_iGrenadeSequence; int m_iLastThrowGrenadeCounter; // used to detect when the guy threw the grenade.
bool m_bTryingToRunAfterJump; // State information that allows us to skip the transition animations to running right after a jump.
Activity m_CurrentActivity;
CCSPlayer *m_pPlayer;
// m_iDeployedWeaponID is the active weapon used for animations. It does not necessarily line up with what the player has active
// since the animation system uses events that have higher latency than networked variables.
// Having our own weapon id will make sure we play animations with the correct weapon.
CSWeaponID m_iDeployedWeaponID; float m_flWeaponSwitchTime;
ICSPlayerAnimStateHelpers *m_pHelpers;
void CheckCachedSequenceValidity( void ); void ClearAnimationLayer( int layer );
int m_sequenceCache[ ACT_CROUCHIDLE+1 ]; // Cache the first N sequences, since we don't have weights.
int m_cachedModelIndex; // Model index for which the sequence cache is valid.
float m_flLastActChangeTime; Activity m_LastActivity; };
IPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences ) { CCSPlayerAnimState *pRet = new CCSPlayerAnimState; pRet->InitCS( pEntity, pHelpers, legAnimType, bUseAimSequences ); return pRet; }
//----------------------------------------------------------------------------------------------
/**
* Hostage animation mechanism */ class CCSHostageAnimState : public CCSPlayerAnimState { public: DECLARE_CLASS( CCSHostageAnimState, CCSPlayerAnimState );
CCSHostageAnimState();
virtual Activity CalcMainActivity(); virtual float GetFeetYawRate( void ) { return hostage_feetyawrate.GetFloat(); }
private: Activity mCurrentActivity; // No need to cache sequences, and we *do* have multiple sequences per activity
//virtual int SelectWeightedSequence( Activity activity ) { return GetOuter()->SelectWeightedSequence( activity ); }
};
//----------------------------------------------------------------------------------------------
IPlayerAnimState* CreateHostageAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences ) { CCSHostageAnimState *anim = new CCSHostageAnimState; anim->InitCS( pEntity, pHelpers, legAnimType, bUseAimSequences ); return anim; }
//----------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------
CCSHostageAnimState::CCSHostageAnimState() { mCurrentActivity = ACT_IDLE; }
//----------------------------------------------------------------------------------------------
/**
* Set hostage animation state */ Activity CCSHostageAnimState::CalcMainActivity() { float flOuterSpeed = GetOuterXYSpeed();
if ( HandleJumping() ) { return ACT_JUMP; } else { Assert( dynamic_cast<CHostage*>( m_pOuter ) ); CHostage *me = (CHostage*)m_pOuter; // If we have no leader, hang out.
Activity targetIdle = me->GetLeader() ? ACT_IDLE : ACT_BUSY_QUEUE; // [msmith] We don't want to jitter the activities based on subtle speed changes.
// The code below only chagnes the activity if the speed has changed by at least SPEED_CHANGE_BUFFER amount.
const float SPEED_CHANGE_BUFFER = (ARBITRARY_RUN_SPEED - MOVING_MINIMUM_SPEED) / 4.0f;
if ( m_pOuter->GetFlags() & FL_DUCKING ) { if ( flOuterSpeed > MOVING_MINIMUM_SPEED + SPEED_CHANGE_BUFFER ) { mCurrentActivity = ACT_RUN_CROUCH; } else if ( flOuterSpeed < MOVING_MINIMUM_SPEED ) { mCurrentActivity = ACT_COVER_LOW; } } else { if ( flOuterSpeed > ARBITRARY_RUN_SPEED ) { mCurrentActivity = ACT_RUN; } else if ( flOuterSpeed < ARBITRARY_RUN_SPEED - SPEED_CHANGE_BUFFER && flOuterSpeed > MOVING_MINIMUM_SPEED + SPEED_CHANGE_BUFFER ) { mCurrentActivity = ACT_WALK; } else if ( flOuterSpeed < MOVING_MINIMUM_SPEED ) { mCurrentActivity = targetIdle; } }
return mCurrentActivity; } }
// ------------------------------------------------------------------------------------------------ //
// CCSPlayerAnimState implementation.
// ------------------------------------------------------------------------------------------------ //
CCSPlayerAnimState::CCSPlayerAnimState() { m_pOuter = NULL;
m_bJumping = false; m_flJumpStartTime = 0.0f; m_bFirstJumpFrame = false;
m_flPostLandCrouchEndTime = 0.0f;
m_bReloading = false; m_flReloadCycle = 0.0f; m_iReloadSequence = -1; m_flReloadHoldEndTime = 0.0f;
m_bSilencerChanging = false; m_flSilencerChangeCycle = 0.0f; m_iSilencerChangeSequence = -1;
m_flFlashedAmountDelayed = 0; m_flFlashedAmount = 0; m_flLastFlashDuration = 0; m_iFlashedSequence = 0;
m_flFlinchStartTime = -1.0f; m_flFlinchLength = 0.0f; m_nFlinchSequence = 0;
m_flTauntStartTime = -1.0f; m_flTauntLength = 0.0f; m_nTauntSequence = 0;
m_bDeploying = false; m_iDeploySequence = -1; m_flDeployCycle = 0.0f;
m_iCurrentAimSequence = 0; m_flTargetMaxSpeed = 0.0f; m_flCurrentMaxSpeed = 0.0f;
m_bFiring = false; m_iFireSequence = -1; m_flFireCycle = 0.0f; m_delayedFire = PLAYERANIMEVENT_COUNT; m_activeFireEvent = PLAYERANIMEVENT_COUNT; m_iIdleFireSequence = -1;
m_bThrowingGrenade = false; m_bPrimingGrenade = false; m_flGrenadeCycle = 0.0f; m_iGrenadeSequence = -1; m_iLastThrowGrenadeCounter = 0; m_cachedModelIndex = -1;
m_bTryingToRunAfterJump = false; m_CurrentActivity = ACT_IDLE;
m_pPlayer = NULL; m_iDeployedWeaponID = WEAPON_NONE; m_flWeaponSwitchTime = 0.0f;
m_pHelpers = NULL;
m_flLastActChangeTime = gpGlobals->curtime; m_LastActivity = ACT_IDLE; }
void CCSPlayerAnimState::UpdateTimeSinceLastActChange() { if ( m_CurrentActivity != m_LastActivity ) { m_flLastActChangeTime = gpGlobals->curtime; m_LastActivity = m_CurrentActivity; } }
float CCSPlayerAnimState::GetTimeSinceLastActChange() { return ( gpGlobals->curtime - m_flLastActChangeTime ); }
void CCSPlayerAnimState::InitCS( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences ) { CModAnimConfig config; config.m_flMaxBodyYawDegrees = 60; //When correcting the player's yaw, m_flMaxBodyYawDegreesCorrectionAmount is applied instead of the max.
//Since this value is intended to be more than m_flMaxBodyYawDegrees, it will set the new yaw PAST the midpoint.
//This looks a little more lifelike when the player is rapidly turning, and if the player halts, it makes the facefront that follows more obvious.
config.m_flMaxBodyYawDegreesCorrectionAmount = 90;
//Disable foot plant tunring if the feet are lagging behind by more than this angle
config.m_flIdleFootPlantMaxYaw = 110;
//Turning less than this amount? Don't lift the feet, just shuffle them over.
config.m_flIdleFootPlantFootLiftDelta = 25;
config.m_LegAnimType = legAnimType; config.m_bUseAimSequences = bUseAimSequences;
m_pPlayer = ToCSPlayer( pEntity );
m_pHelpers = pHelpers;
BaseClass::Init( pEntity, config ); }
void CCSPlayerAnimState::ModifyTauntDuration( float flTimingChange ) { float flInterp = ( m_flTauntLength <= 0.0f ) ? ( -1.0f ) : ( ( gpGlobals->curtime - m_flTauntStartTime ) / m_flTauntLength ); bool bTaunt = ( flInterp >= 0.0f && flInterp <= 1.0f );
if ( bTaunt ) { // Move to start time to account for how much the timing change
m_flTauntStartTime -= flTimingChange; } }
//--------------------------------------------------------------------------------------------------------------
void CCSPlayerAnimState::CheckCachedSequenceValidity( void ) { if ( m_cachedModelIndex != GetOuter()->GetModelIndex() ) { m_cachedModelIndex = GetOuter()->GetModelIndex(); for ( int i=0; i<=ACT_CROUCHIDLE; ++i ) { m_sequenceCache[i] = -1; }
// precache the sequences we'll be using for movement
if ( m_cachedModelIndex > 0 ) { m_sequenceCache[ACT_HOP - 1] = GetOuter()->SelectWeightedSequence( ACT_HOP ); m_sequenceCache[ACT_LEAP - 1] = GetOuter()->SelectWeightedSequence( ACT_LEAP ); m_sequenceCache[ACT_JUMP - 1] = GetOuter()->SelectWeightedSequence( ACT_JUMP ); m_sequenceCache[ACT_IDLE - 1] = GetOuter()->SelectWeightedSequence( ACT_IDLE ); m_sequenceCache[ACT_RUN_CROUCH - 1] = GetOuter()->SelectWeightedSequence( ACT_RUN_CROUCH ); m_sequenceCache[ACT_CROUCHIDLE - 1] = GetOuter()->SelectWeightedSequence( ACT_CROUCHIDLE ); m_sequenceCache[ACT_RUN - 1] = GetOuter()->SelectWeightedSequence( ACT_RUN ); m_sequenceCache[ACT_WALK - 1] = GetOuter()->SelectWeightedSequence( ACT_WALK ); m_sequenceCache[ACT_IDLE - 1] = GetOuter()->SelectWeightedSequence( ACT_IDLE ); } } }
void CCSPlayerAnimState::ClearAnimationLayer( int layer ) { // Client obeys Order of CBaseAnimatingOverlay::MAX_OVERLAYS (15), but server trusts only the ANIM_LAYER_ACTIVE flag.
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( layer ); if ( pLayer ) { pLayer->SetWeight( 0.0f ); pLayer->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); #ifndef CLIENT_DLL
pLayer->m_fFlags = 0; #endif
} }
//--------------------------------------------------------------------------------------------------------------
/**
* Cache the sequence numbers for the first ACT_HOP activities, since the CS player doesn't have multiple * sequences per activity. */ int CCSPlayerAnimState::SelectWeightedSequence( Activity activity ) { VPROF( "CCSPlayerAnimState::ComputeMainSequence" );
if ( activity > ACT_CROUCHIDLE || activity < 1 ) { return GetOuter()->SelectWeightedSequence( activity ); }
CheckCachedSequenceValidity();
int sequence = m_sequenceCache[ activity - 1 ]; if ( sequence < 0 ) { // just in case, look up the sequence if we didn't precache it above
sequence = m_sequenceCache[ activity - 1 ] = GetOuter()->SelectWeightedSequence( activity ); }
#if defined(CLIENT_DLL) && defined(_DEBUG)
int realSequence = GetOuter()->SelectWeightedSequence( activity ); Assert( realSequence == sequence ); #endif
return sequence; }
//--------------------------------------------------------------------------------------------------------------
// sprintf version of LookupSequence()
//--------------------------------------------------------------------------------------------------------------
int CCSPlayerAnimState::CalcSequenceIndex( PRINTF_FORMAT_STRING const char *pBaseName, ... ) { VPROF( "CCSPlayerAnimState::CalcSequenceIndex" );
CheckCachedSequenceValidity();
char szFullName[512]; va_list marker; va_start( marker, pBaseName ); Q_vsnprintf( szFullName, sizeof( szFullName ), pBaseName, marker ); va_end( marker );
// FIXME: this looks up on the player, not their weapon
int iSequence = GetOuter()->LookupSequence( szFullName ); // Show warnings if we can't find anything here.
if ( iSequence == -1 ) { static CUtlDict<int,int> dict; if ( dict.Find( szFullName ) == dict.InvalidIndex() ) { dict.Insert( szFullName, 0 ); Warning( "CalcSequenceIndex: can't find '%s'.\n", szFullName ); }
iSequence = 0; }
return iSequence; }
void CCSPlayerAnimState::ClearAnimationState() { m_bJumping = false; m_bDeploying = false; m_bFiring = false; m_bReloading = false; m_flReloadHoldEndTime = 0.0f; m_bSilencerChanging = false; m_bThrowingGrenade = m_bPrimingGrenade = false; m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter(); m_bTryingToRunAfterJump = false;
BaseClass::ClearAnimationState(); }
void CCSPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t animEvent, int nData ) { Assert( animEvent != PLAYERANIMEVENT_THROW_GRENADE );
CWeaponCSBase *pActiveWeapon = m_pHelpers->CSAnim_GetActiveWeapon(); bool currentWeaponIsDeployedWeapon = ActiveWeaponIsDeployed();
MDLCACHE_CRITICAL_SECTION(); switch ( animEvent ) { case PLAYERANIMEVENT_FIRE_GUN_PRIMARY: case PLAYERANIMEVENT_FIRE_GUN_PRIMARY_OPT: case PLAYERANIMEVENT_FIRE_GUN_PRIMARY_SPECIAL1: case PLAYERANIMEVENT_FIRE_GUN_PRIMARY_OPT_SPECIAL1: case PLAYERANIMEVENT_FIRE_GUN_SECONDARY: case PLAYERANIMEVENT_FIRE_GUN_SECONDARY_SPECIAL1: if ( currentWeaponIsDeployedWeapon ) { // Regardless of what we're doing in the fire layer, restart it.
m_activeFireEvent = animEvent; m_iFireSequence = CalcFireLayerSequence( animEvent ); m_bFiring = m_iFireSequence != -1; m_flFireCycle = 0; // If we are interrupting a (shotgun) reload, cancel the reload, and fire next frame.
if ( m_bFiring && m_bReloading ) { m_bReloading = false; m_iReloadSequence = -1; m_delayedFire = animEvent; m_bFiring = false; m_iFireSequence = -1; ClearAnimationLayer( RELOADSEQUENCE_LAYER ); }
#ifdef CLIENT_DLL
if ( m_bFiring && !m_bReloading ) { if ( m_pPlayer ) { m_pPlayer->ProcessMuzzleFlashEvent(); } } #endif
} break;
case PLAYERANIMEVENT_JUMP: // Play the jump animation.
m_bJumping = true; m_bFirstJumpFrame = true; m_flJumpStartTime = gpGlobals->curtime; break;
case PLAYERANIMEVENT_RELOAD: { // ignore normal reload events for shotguns - they get sent to trigger sounds etc only
// [mlowrance] Mag7 special case: it's classified as a Shotgun, but reloads like a conventional gun with a clip.
if ( pActiveWeapon && ( pActiveWeapon->GetWeaponType() != WEAPONTYPE_SHOTGUN || pActiveWeapon->GetCSWeaponID() == WEAPON_MAG7 ) ) { m_iReloadSequence = CalcReloadLayerSequence( animEvent ); if ( m_iReloadSequence != -1 ) { m_bReloading = true; m_flReloadCycle = 0; } else { m_bReloading = false; } } } break;
case PLAYERANIMEVENT_SILENCER_ATTACH: { m_iSilencerChangeSequence = CalcSilencerChangeLayerSequence( animEvent ); if ( m_iSilencerChangeSequence != -1 ) { m_bSilencerChanging = true; m_flSilencerChangeCycle = 0; } else { m_bSilencerChanging = false; } } break;
case PLAYERANIMEVENT_SILENCER_DETACH: { m_iSilencerChangeSequence = CalcSilencerChangeLayerSequence( animEvent ); if ( m_iSilencerChangeSequence != -1 ) { m_bSilencerChanging = true; m_flSilencerChangeCycle = 0; } else { m_bSilencerChanging = false; } } break;
case PLAYERANIMEVENT_RELOAD_START: case PLAYERANIMEVENT_RELOAD_LOOP: // Set the hold time for _start and _loop anims, then fall through to the _end case
m_flReloadHoldEndTime = gpGlobals->curtime + 0.75f;
case PLAYERANIMEVENT_RELOAD_END: { // ignore shotgun reload events for non-shotguns
// [mlowrance] Mag7 special case: it's classified as a Shotgun, but reloads like a conventional gun with a clip.
if ( pActiveWeapon && ( pActiveWeapon->GetWeaponType() != WEAPONTYPE_SHOTGUN || pActiveWeapon->GetCSWeaponID() == WEAPON_MAG7 ) ) { m_flReloadHoldEndTime = 0.0f; // clear this out in case we set it in _START or _LOOP above
} else { m_iReloadSequence = CalcReloadLayerSequence( animEvent ); if ( m_iReloadSequence != -1 ) { m_bReloading = true; m_flReloadCycle = 0; } else { m_bReloading = false; } } } break;
case PLAYERANIMEVENT_CLEAR_FIRING: { m_iFireSequence = -1; m_flFireCycle = 0; m_bFiring = false; ClearAnimationLayer( FIRESEQUENCE_LAYER ); ClearAnimationLayer( FIRESEQUENCE2_LAYER ); } break;
case PLAYERANIMEVENT_DEPLOY: { // Update the weapon to use for animations.
if ( pActiveWeapon != NULL ) { m_iDeployedWeaponID = pActiveWeapon->GetCSWeaponID(); } else { m_iDeployedWeaponID = WEAPON_NONE; }
// Start the Deploy animation if we have one.
m_iDeploySequence = CalcDeployLayerSequence(); if ( m_iDeploySequence != -1 ) { m_bDeploying = true; m_flDeployCycle = 0.0f;
} else { m_bDeploying = false; m_iDeploySequence = -1; ClearAnimationLayer( DEPLOYSEQUENCE_LAYER ); }
} break;
case PLAYERANIMEVENT_GRENADE_PULL_PIN: break;
//default:
// Assert( !"CCSPlayerAnimState::DoAnimationEvent" );
} }
float g_flThrowGrenadeFraction = 0.25; bool CCSPlayerAnimState::IsThrowingGrenade() { if ( m_bThrowingGrenade ) { // An animation event would be more appropriate here.
return m_flGrenadeCycle < g_flThrowGrenadeFraction; } else { bool bThrowPending = (m_iLastThrowGrenadeCounter != GetOuterGrenadeThrowCounter()); return bThrowPending || IsOuterGrenadePrimed(); } }
bool CCSPlayerAnimState::ShouldHideGrenadeDuringThrow() { return m_bThrowingGrenade && (m_flGrenadeCycle > 0.1f); }
int CCSPlayerAnimState::CalcSilencerChangeLayerSequence( PlayerAnimEvent_t animEvent ) { if ( m_delayedFire != PLAYERANIMEVENT_COUNT ) return ACTIVITY_NOT_AVAILABLE;
const char *weaponSuffix = GetWeaponSuffix(); if ( !weaponSuffix ) return ACTIVITY_NOT_AVAILABLE;
CWeaponCSBase *pWeapon = m_pHelpers->CSAnim_GetActiveWeapon(); if ( !pWeapon ) return ACTIVITY_NOT_AVAILABLE;
char szName[512]; int iSilencerChangeSequence = -1;
if ( animEvent == PLAYERANIMEVENT_SILENCER_ATTACH ) { Q_snprintf( szName, sizeof( szName ), DEFAULT_SILENCER_ATTACH_NAME, weaponSuffix ); } else if ( animEvent == PLAYERANIMEVENT_SILENCER_DETACH ) { Q_snprintf( szName, sizeof( szName ), DEFAULT_SILENCER_DETACH_NAME, weaponSuffix ); } else { return ACTIVITY_NOT_AVAILABLE; } iSilencerChangeSequence = m_pOuter->LookupSequence( szName ); if ( iSilencerChangeSequence != -1 ) return iSilencerChangeSequence;
// no current fallback
return ACTIVITY_NOT_AVAILABLE; }
int CCSPlayerAnimState::CalcReloadLayerSequence( PlayerAnimEvent_t animEvent ) { if ( m_delayedFire != PLAYERANIMEVENT_COUNT ) return -1;
const char *weaponSuffix = GetWeaponSuffix(); if ( !weaponSuffix ) return -1;
CWeaponCSBase *pWeapon = m_pHelpers->CSAnim_GetActiveWeapon(); if ( !pWeapon ) return -1;
const char *prefix = ""; switch ( GetCurrentMainSequenceActivity() ) { case ACT_PLAYER_RUN_FIRE: case ACT_RUN: prefix = "run"; break;
case ACT_PLAYER_WALK_FIRE: case ACT_WALK: prefix = "walk"; break;
case ACT_PLAYER_CROUCH_FIRE: case ACT_CROUCHIDLE: prefix = "crouch_idle"; break;
case ACT_PLAYER_CROUCH_WALK_FIRE: case ACT_RUN_CROUCH: prefix = "crouch_walk"; break;
default: case ACT_PLAYER_IDLE_FIRE: prefix = "idle"; break; }
const char *reloadSuffix = ""; switch ( animEvent ) { case PLAYERANIMEVENT_RELOAD_START: reloadSuffix = "_start"; break;
case PLAYERANIMEVENT_RELOAD_LOOP: reloadSuffix = "_loop"; break;
case PLAYERANIMEVENT_RELOAD_END: reloadSuffix = "_end"; break; }
// First, look for <prefix>_reload_<weapon name><_start|_loop|_end>.
char szName[512]; int iReloadSequence = -1;
// Avoid doing this look up since we don't need it for CSGO
#if !defined( CSTRIKE15 )
Q_snprintf( szName, sizeof( szName ), "%s_reload_%s%s", prefix, weaponSuffix, reloadSuffix ); iReloadSequence = m_pOuter->LookupSequence( szName ); if ( iReloadSequence != -1 ) return iReloadSequence;
#endif
// Next, look for reload_<weapon name><_start|_loop|_end>.
Q_snprintf( szName, sizeof( szName ), "reload_%s%s", weaponSuffix, reloadSuffix ); iReloadSequence = m_pOuter->LookupSequence( szName ); if ( iReloadSequence != -1 ) return iReloadSequence;
// Ok, look for generic categories.. pistol, shotgun, rifle, etc.
if ( pWeapon->GetWeaponType() == WEAPONTYPE_PISTOL ) { Q_snprintf( szName, sizeof( szName ), "reload_pistol" ); iReloadSequence = m_pOuter->LookupSequence( szName ); if ( iReloadSequence != -1 ) return iReloadSequence; } // Fall back to reload_m4.
iReloadSequence = CalcSequenceIndex( "reload_m4" ); if ( iReloadSequence > 0 ) return iReloadSequence;
return -1; }
void CCSPlayerAnimState::UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd, float flWeight ) { if ( !bEnabled || iSequence < 0 ) return;
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iLayer ); pLayer->SetSequence( iSequence );
// find cycle rate for the layer
float flSequenceCycleRate = m_pPlayer->GetLayerSequenceCycleRate( pLayer, iSequence );
// weapon vs self
flCurCycle += flSequenceCycleRate * gpGlobals->frametime;
if ( flCurCycle > 1 ) { if ( bWaitAtEnd ) { flCurCycle = 1; } else { // Not firing anymore.
bEnabled = false; iSequence = 0; return; } }
// Now dump the state into its animation layer.
pLayer->SetCycle( flCurCycle );
pLayer->SetPlaybackRate( 1.0f ); pLayer->SetWeight( flWeight ); pLayer->SetOrder( iLayer ); #ifndef CLIENT_DLL
pLayer->m_fFlags |= ANIM_LAYER_ACTIVE; #endif
}
bool CCSPlayerAnimState::IsOuterGrenadePrimed() { CBaseCombatCharacter *pChar = m_pOuter->MyCombatCharacterPointer(); if ( pChar ) { CBaseCSGrenade *pGren = dynamic_cast<CBaseCSGrenade*>( pChar->GetActiveWeapon() ); return pGren && pGren->IsPinPulled(); } else { return NULL; } }
void CCSPlayerAnimState::ComputeGrenadeSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeGrenadeSequence" );
if ( m_bThrowingGrenade ) { UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bThrowingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, false ); } else {
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
bool bThrowingUnderhand = false; #endif
if ( m_pPlayer ) { CBaseCombatWeapon *pWeapon = m_pPlayer->GetActiveWeapon(); CBaseCSGrenade *pGren = dynamic_cast<CBaseCSGrenade*>( pWeapon ); if ( !pGren ) { // The player no longer has a grenade equipped. Bail.
m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter(); return; } #ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
else { bThrowingUnderhand = pGren->IsThrownUnderhand(); } #endif
}
// Priming the grenade isn't an event.. we just watch the player for it.
// Also play the prime animation first if he wants to throw the grenade.
bool bThrowPending = (m_iLastThrowGrenadeCounter != GetOuterGrenadeThrowCounter()); if ( IsOuterGrenadePrimed() || bThrowPending ) { if ( !m_bPrimingGrenade ) { // If this guy just popped into our PVS, and he's got his grenade primed, then
// let's assume that it's all the way primed rather than playing the prime
// animation from the start.
if ( TimeSinceLastAnimationStateClear() < 0.4f ) { m_flGrenadeCycle = 1; } else { m_flGrenadeCycle = 0; } m_bPrimingGrenade = true; }
// [MLowrance] Moved this from the IF statement above. This allows the sequences to switch while maintaining the last frame of the prime anim.
// So priming the grenade at Idle, then going to a Run while holding the last frame doesn't break the character.
m_iGrenadeSequence = CalcGrenadePrimeSequence();
UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bPrimingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, true ); // If we're waiting to throw and we're done playing the prime animation...
// [mlowrance] due to timing and gameplay issues, if we're pending to throw... don't wait, do it
if ( bThrowPending ) //&& m_flGrenadeCycle == 1 )
{ m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter();
// Now play the throw animation.
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
m_iGrenadeSequence = CalcGrenadeThrowSequence( bThrowingUnderhand ); #else
m_iGrenadeSequence = CalcGrenadeThrowSequence(); #endif
if ( m_iGrenadeSequence != -1 ) { // Configure to start playing
m_bThrowingGrenade = true; m_bPrimingGrenade = false; m_flGrenadeCycle = 0; } } } else { m_bPrimingGrenade = false; } } }
int CCSPlayerAnimState::CalcGrenadePrimeSequence() { const char *prefix = ""; switch ( GetCurrentMainSequenceActivity() ) { case ACT_PLAYER_RUN_FIRE: case ACT_RUN: prefix = "run"; break;
case ACT_PLAYER_WALK_FIRE: case ACT_WALK: prefix = "walk"; break;
case ACT_PLAYER_CROUCH_FIRE: case ACT_CROUCHIDLE: prefix = "crouch_idle"; break;
case ACT_PLAYER_CROUCH_WALK_FIRE: case ACT_RUN_CROUCH: prefix = "crouch_walk"; break;
default: case ACT_PLAYER_IDLE_FIRE: prefix = "idle"; break; }
return CalcSequenceIndex( "%s_shoot_gren1", prefix ); }
#ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
int CCSPlayerAnimState::CalcGrenadeThrowSequence( bool bUnderhand ) #else
int CCSPlayerAnimState::CalcGrenadeThrowSequence( ) #endif
{ const char *prefix = ""; switch ( GetCurrentMainSequenceActivity() ) { case ACT_PLAYER_RUN_FIRE: case ACT_RUN: prefix = "run"; break;
case ACT_PLAYER_WALK_FIRE: case ACT_WALK: prefix = "walk"; break;
case ACT_PLAYER_CROUCH_FIRE: case ACT_CROUCHIDLE: prefix = "crouch_idle"; break;
case ACT_PLAYER_CROUCH_WALK_FIRE: case ACT_RUN_CROUCH: prefix = "crouch_walk"; break;
default: case ACT_PLAYER_IDLE_FIRE: prefix = "idle"; break; } #ifdef GRENADE_UNDERHAND_FEATURE_ENABLED
if ( bUnderhand ) { return CalcSequenceIndex( "%s_shoot_gren3", prefix ); } else #endif
{ return CalcSequenceIndex( "%s_shoot_gren2", prefix ); } }
int CCSPlayerAnimState::GetOuterGrenadeThrowCounter() { if ( m_pPlayer ) return m_pPlayer->m_iThrowGrenadeCounter; else return 0; }
void CCSPlayerAnimState::ComputeSilencerChangeSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeSilencerChangeSequence" ); UpdateLayerSequenceGeneric( pStudioHdr, SILENCERSEQUENCE_LAYER, m_bSilencerChanging, m_flSilencerChangeCycle, m_iSilencerChangeSequence, false ); }
void CCSPlayerAnimState::ComputeReloadSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeReloadSequence" ); bool hold = m_flReloadHoldEndTime > gpGlobals->curtime; UpdateLayerSequenceGeneric( pStudioHdr, RELOADSEQUENCE_LAYER, m_bReloading, m_flReloadCycle, m_iReloadSequence, hold ); if ( !m_bReloading ) { m_flReloadHoldEndTime = 0.0f; } }
int CCSPlayerAnimState::CalcFlinchLayerSequence( CBaseCombatCharacter *pBaseCombatCharacter ) { if ( !pBaseCombatCharacter ) return ACTIVITY_NOT_AVAILABLE;
int nSequence = ACTIVITY_NOT_AVAILABLE;
float flTimeSinceLastInjury = pBaseCombatCharacter->GetTimeSinceLastInjury(); float flTimeSinceEndOfLastFlinch = gpGlobals->curtime - ( m_flFlinchStartTime + m_flFlinchLength );
// If there were hurt after the end of the last flinch, time to flinch again!
bool bFlinch = pBaseCombatCharacter->HasEverBeenInjured() && ( flTimeSinceLastInjury <= flTimeSinceEndOfLastFlinch );
if ( bFlinch ) { Activity flinchActivity;
if ( m_pOuter->GetFlags() & FL_DUCKING ) { // Crouching flinches
if ( pBaseCombatCharacter->LastHitGroup() != HITGROUP_HEAD ) { switch ( pBaseCombatCharacter->GetLastInjuryRelativeDirection() ) { case DAMAGED_DIR_BACK: flinchActivity = ACT_FLINCH_CROUCH_FRONT; break;
case DAMAGED_DIR_LEFT: flinchActivity = ACT_FLINCH_CROUCH_LEFT; break;
case DAMAGED_DIR_RIGHT: flinchActivity = ACT_FLINCH_CROUCH_RIGHT; break;
case DAMAGED_DIR_FRONT: case DAMAGED_DIR_NONE: default: flinchActivity = ACT_FLINCH_CROUCH_FRONT; break; } } else { switch ( pBaseCombatCharacter->GetLastInjuryRelativeDirection() ) { case DAMAGED_DIR_BACK: flinchActivity = ACT_FLINCH_HEAD_BACK; break;
case DAMAGED_DIR_LEFT: flinchActivity = ACT_FLINCH_HEAD_LEFT; break;
case DAMAGED_DIR_RIGHT: flinchActivity = ACT_FLINCH_HEAD_RIGHT; break;
case DAMAGED_DIR_FRONT: case DAMAGED_DIR_NONE: default: flinchActivity = ACT_FLINCH_HEAD; break; } }
// do we have a sequence for the ideal activity?
if ( SelectWeightedSequence( flinchActivity ) == ACTIVITY_NOT_AVAILABLE ) { flinchActivity = ACT_FLINCH_CROUCH_FRONT; } } else { // Standing flinches
int nLastHitGroup = pBaseCombatCharacter->LastHitGroup();
switch ( nLastHitGroup ) { // pick a region-specific flinch
case HITGROUP_HEAD: { switch ( pBaseCombatCharacter->GetLastInjuryRelativeDirection() ) { case DAMAGED_DIR_BACK: flinchActivity = ACT_FLINCH_HEAD_BACK; break;
case DAMAGED_DIR_LEFT: flinchActivity = ACT_FLINCH_HEAD_LEFT; break;
case DAMAGED_DIR_RIGHT: flinchActivity = ACT_FLINCH_HEAD_RIGHT; break;
case DAMAGED_DIR_FRONT: case DAMAGED_DIR_NONE: default: flinchActivity = ACT_FLINCH_HEAD; break; } } break; case HITGROUP_STOMACH: flinchActivity = ( pBaseCombatCharacter->GetLastInjuryRelativeDirection() == DAMAGED_DIR_BACK ) ? ACT_FLINCH_STOMACH_BACK : ACT_FLINCH_STOMACH; break; case HITGROUP_LEFTARM: flinchActivity = ACT_FLINCH_LEFTARM; break; case HITGROUP_RIGHTARM: flinchActivity = ACT_FLINCH_RIGHTARM; break; case HITGROUP_LEFTLEG: flinchActivity = ACT_FLINCH_LEFTLEG; break; case HITGROUP_RIGHTLEG: flinchActivity = ACT_FLINCH_RIGHTLEG; break; case HITGROUP_CHEST: flinchActivity = ( pBaseCombatCharacter->GetLastInjuryRelativeDirection() == DAMAGED_DIR_BACK ) ? ACT_FLINCH_CHEST_BACK : ACT_FLINCH_CHEST; break; case HITGROUP_GEAR: case HITGROUP_GENERIC: default: // just get a generic flinch.
flinchActivity = flinchActivity = ( pBaseCombatCharacter->GetLastInjuryRelativeDirection() == DAMAGED_DIR_BACK ) ? ACT_FLINCH_STOMACH_BACK : ACT_FLINCH_PHYSICS; break; } }
// Get the sequence for this activity
nSequence = SelectWeightedSequence( flinchActivity );
// Do we have a sequence for the ideal activity?
if ( nSequence == ACTIVITY_NOT_AVAILABLE ) { // Fall back to a basic physics flinch
nSequence = SelectWeightedSequence( ACT_FLINCH_PHYSICS ); } }
return nSequence; }
void CCSPlayerAnimState::ComputeFootPlantSequence( CStudioHdr *pStudioHdr ) { if ( !m_bInFootPlantIdleTurn ) return;
VPROF("CCSPlayerAnimState::ComputeFootPlantSequence");
CBaseCombatCharacter *pBaseCombatCharacter = dynamic_cast<CBaseCombatCharacter*>(m_pOuter); if (!pBaseCombatCharacter) return;
int nSequence = SelectWeightedSequence( m_bFootPlantIdleNeedToLiftFeet ? ACT_TURN : ACT_STEP_FORE ); UpdateLayerSequenceGeneric( pStudioHdr, FOOTPLANTSEQUENCE_LAYER, m_bInFootPlantIdleTurn, m_flFootPlantIdleTurnCycle, nSequence, false ); }
void CCSPlayerAnimState::ComputeFlinchSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeFlinchSequence" );
CBaseCombatCharacter *pBaseCombatCharacter = dynamic_cast< CBaseCombatCharacter* >( m_pOuter ); if ( !pBaseCombatCharacter ) return;
float flInterp = ( m_flFlinchLength <= 0.0f ) ? ( -1.0f ) : ( ( gpGlobals->curtime - m_flFlinchStartTime ) / m_flFlinchLength ); bool bFlinch = ( flInterp >= 0.0f && flInterp <= 1.0f );
if ( bFlinch && ( pBaseCombatCharacter->LastHitGroup() == HITGROUP_HEAD ) && m_nFlinchSequence != SelectWeightedSequence( ACT_FLINCH_HEAD ) && m_nFlinchSequence != SelectWeightedSequence( ACT_FLINCH_HEAD_BACK ) && m_nFlinchSequence != SelectWeightedSequence( ACT_FLINCH_HEAD_LEFT ) && m_nFlinchSequence != SelectWeightedSequence( ACT_FLINCH_HEAD_RIGHT ) ) { // They were hit in the head while doing a non-head flinch
// Override it and force a new head flinch
bFlinch = false; m_flFlinchStartTime = -1.0f; m_flFlinchLength = 0.0f; }
if ( !bFlinch ) { // Calculate a new flinch if we have one
int nSequence = CalcFlinchLayerSequence( pBaseCombatCharacter ); if ( nSequence != ACTIVITY_NOT_AVAILABLE ) { flInterp = 0.0f; bFlinch = true; m_nFlinchSequence = nSequence; m_flFlinchStartTime = gpGlobals->curtime; m_flFlinchLength = m_pOuter->SequenceDuration( nSequence ); } }
// Update with the current flinch state
UpdateLayerSequenceGeneric( pStudioHdr, FLINCHSEQUENCE_LAYER, bFlinch, flInterp, m_nFlinchSequence, false ); }
int CCSPlayerAnimState::CalcFlashedLayerSequence( CBaseCombatCharacter *pBaseCombatCharacter ) { if ( !pBaseCombatCharacter ) return ACTIVITY_NOT_AVAILABLE;
return SelectWeightedSequence( ACT_GESTURE_BIG_FLINCH ); }
void CCSPlayerAnimState::ComputeFlashedSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeFlashedSequence" );
CBaseCombatCharacter *pBaseCombatCharacter = dynamic_cast< CBaseCombatCharacter* >( m_pOuter ); if ( !pBaseCombatCharacter ) return;
CCSPlayer *pPlayer = ToCSPlayer( pBaseCombatCharacter ); if ( !pPlayer ) return; float flCurrentFlashDuration = pPlayer->m_flFlashDuration.Get(); if ( flCurrentFlashDuration != m_flLastFlashDuration ) m_flFlashedAmount = MAX( 0.0f, flCurrentFlashDuration - 1.25f );
bool bFlashed = m_flFlashedAmount > 0;
if ( bFlashed ) { int nSequence = CalcFlashedLayerSequence( pBaseCombatCharacter ); if ( nSequence != ACTIVITY_NOT_AVAILABLE ) { m_iFlashedSequence = nSequence;
m_flFlashedAmountDelayed = Approach( m_flFlashedAmount, m_flFlashedAmountDelayed, gpGlobals->frametime * 5.0f );
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( FLASHEDSEQUENCE_LAYER ); pLayer->SetSequence( m_iFlashedSequence ); pLayer->SetCycle( clamp( m_flFlashedAmountDelayed, 0, 1 ) ); pLayer->SetPlaybackRate( 1.0f ); pLayer->SetWeight( 1.0f ); pLayer->SetOrder( FLASHEDSEQUENCE_LAYER ); #ifndef CLIENT_DLL
pLayer->m_fFlags |= ANIM_LAYER_ACTIVE; #endif
} }
if ( bFlashed ) { m_flFlashedAmount -= gpGlobals->frametime; } else { m_flFlashedAmount = 0.0f; } m_flLastFlashDuration = pPlayer->m_flFlashDuration.Get();
}
int CCSPlayerAnimState::CalcTauntLayerSequence( CBaseCombatCharacter *pBaseCombatCharacter ) { return ACTIVITY_NOT_AVAILABLE; /*
if ( !pBaseCombatCharacter ) return ACTIVITY_NOT_AVAILABLE;
if ( !m_pPlayer || !m_pPlayer->IsTaunting() ) return ACTIVITY_NOT_AVAILABLE;
CWeaponCSBase *pActiveWeapon = m_pPlayer->GetActiveCSWeapon(); if ( !pActiveWeapon ) return ACTIVITY_NOT_AVAILABLE;
CEconItemView *pItemView = pActiveWeapon->GetAttributeContainer()->GetItem(); if ( !pItemView->IsValid() ) return ACTIVITY_NOT_AVAILABLE;
const CEconTauntDefinition *pTauntDef = GetItemSchema()->GetTauntDefinition( pItemView->GetTauntID() );
const char *pchTauntSequenceName = "";
if ( pTauntDef ) { pchTauntSequenceName = pTauntDef->GetSequenceName(); }
return m_pOuter->LookupSequence( pchTauntSequenceName ); */ }
void CCSPlayerAnimState::ComputeTauntSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeFlinchSequence" );
CBaseCombatCharacter *pBaseCombatCharacter = dynamic_cast< CBaseCombatCharacter* >( m_pOuter ); if ( !pBaseCombatCharacter ) return;
float flInterp = ( m_flTauntLength <= 0.0f ) ? ( -1.0f ) : ( ( gpGlobals->curtime - m_flTauntStartTime ) / m_flTauntLength ); bool bTaunt = ( flInterp >= 0.0f && flInterp <= 1.0f );
if ( !bTaunt ) { // Calculate a new taunt if we have one
int nSequence = CalcTauntLayerSequence( pBaseCombatCharacter ); if ( nSequence != ACTIVITY_NOT_AVAILABLE ) { flInterp = 0.0f; bTaunt = true; m_nTauntSequence = nSequence; m_flTauntStartTime = gpGlobals->curtime; m_flTauntLength = m_pOuter->SequenceDuration( nSequence ); } }
// Update with the current taunt state
UpdateLayerSequenceGeneric( pStudioHdr, TAUNTSEQUENCE_LAYER, bTaunt, flInterp, m_nTauntSequence, false ); }
int CCSPlayerAnimState::CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle ) { VPROF( "CCSPlayerAnimState::CalcAimLayerSequence" );
const char *pSuffix = GetWeaponSuffix(); if ( !pSuffix ) return 0;
Activity activity = GetCurrentMainSequenceActivity();
if ( bForceIdle ) { switch ( activity ) { case ACT_CROUCHIDLE: case ACT_RUN_CROUCH: return CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_IDLE_NAME, pSuffix );
default: return CalcSequenceIndex( "%s%s", DEFAULT_IDLE_NAME, pSuffix ); } } else { switch ( activity ) { case ACT_RUN: case ACT_LEAP: m_iCurrentAimSequence = CalcSequenceIndex( "%s%s", DEFAULT_RUN_NAME, pSuffix ); break;
case ACT_WALK: case ACT_RUNTOIDLE: case ACT_IDLETORUN: case ACT_JUMP: m_iCurrentAimSequence = CalcSequenceIndex( "%s%s", DEFAULT_WALK_NAME, pSuffix ); break;
case ACT_RUN_CROUCH: m_iCurrentAimSequence = CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_WALK_NAME, pSuffix ); break; // Since we blend between two transitioners, we always have the lower one be idle (hence the forceIdle flag above).
// Because the lower on is always idle, we never want to have an idle sequence in the upper transitioner.
case ACT_CROUCHIDLE: case ACT_HOP: case ACT_IDLE: default: break; } return m_iCurrentAimSequence; } }
const char* CCSPlayerAnimState::GetWeaponSuffix() { VPROF( "CCSPlayerAnimState::GetWeaponSuffix" );
// Figure out the weapon suffix.
CWeaponCSBase *pWeapon = m_pHelpers->CSAnim_GetActiveWeapon(); if ( !pWeapon ) return NULL;
const char *pSuffix = pWeapon->GetPlayerAnimationExtension();
#ifdef CS_SHIELD_ENABLED
if ( m_pOuter->HasShield() == true ) { if ( m_pOuter->IsShieldDrawn() == true ) pSuffix = "shield"; else pSuffix = "shield_undeployed"; } #endif
return pSuffix; }
int CCSPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t animEvent) { // Figure out the weapon suffix.
CWeaponCSBase *pWeapon = m_pHelpers->CSAnim_GetActiveWeapon(); if ( !pWeapon ) return -1;
const char *pSuffix = GetWeaponSuffix(); if ( !pSuffix ) return -1;
char tempsuffix[256]; if ( pWeapon->GetCSWeaponID() == WEAPON_ELITE ) { bool bPrimary = (animEvent == PLAYERANIMEVENT_FIRE_GUN_PRIMARY); Q_snprintf( tempsuffix, sizeof(tempsuffix), "%s_%c", pSuffix, bPrimary?'r':'l' ); pSuffix = tempsuffix; } else if ( pWeapon->GetCSWeaponID() == WEAPON_KNIFE || pWeapon->GetCSWeaponID() == WEAPON_KNIFE_GG ) { const char* newSuffix = tempsuffix;
if ( animEvent == PLAYERANIMEVENT_FIRE_GUN_PRIMARY ) { Q_snprintf( tempsuffix, sizeof(tempsuffix), "%s_light_r", pSuffix ); } else if ( animEvent == PLAYERANIMEVENT_FIRE_GUN_PRIMARY_OPT ) { Q_snprintf( tempsuffix, sizeof(tempsuffix), "%s_light_l", pSuffix ); } else if ( animEvent == PLAYERANIMEVENT_FIRE_GUN_PRIMARY_SPECIAL1 ) { Q_snprintf( tempsuffix, sizeof(tempsuffix), "%s_light_r_bs", pSuffix ); } else if ( animEvent == PLAYERANIMEVENT_FIRE_GUN_PRIMARY_OPT_SPECIAL1 ) { Q_snprintf( tempsuffix, sizeof(tempsuffix), "%s_light_l_bs", pSuffix ); } else if ( animEvent == PLAYERANIMEVENT_FIRE_GUN_SECONDARY ) { Q_snprintf( tempsuffix, sizeof(tempsuffix), "%s_heavy", pSuffix ); } else if ( animEvent == PLAYERANIMEVENT_FIRE_GUN_SECONDARY_SPECIAL1 ) { Q_snprintf( tempsuffix, sizeof(tempsuffix), "%s_heavy_bs", pSuffix ); } else { newSuffix = pSuffix; }
pSuffix = newSuffix; }
// Grenades handle their fire events separately
if ( animEvent == PLAYERANIMEVENT_THROW_GRENADE || pWeapon->IsKindOf(WEAPONTYPE_GRENADE) ) { return -1; }
m_iIdleFireSequence = CalcSequenceIndex( "%s%s", DEFAULT_FIRE_IDLE_NAME, pSuffix );
switch ( GetCurrentMainSequenceActivity() ) { case ACT_PLAYER_RUN_FIRE: case ACT_RUN: return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_RUN_NAME, pSuffix );
case ACT_PLAYER_WALK_FIRE: case ACT_WALK: return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_WALK_NAME, pSuffix );
case ACT_PLAYER_CROUCH_FIRE: case ACT_CROUCHIDLE: return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_CROUCH_NAME, pSuffix );
case ACT_PLAYER_CROUCH_WALK_FIRE: case ACT_RUN_CROUCH: return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );
default: case ACT_PLAYER_IDLE_FIRE: return m_iIdleFireSequence; } }
bool CCSPlayerAnimState::CanThePlayerMove() { return m_pHelpers->CSAnim_CanMove(); }
float CCSPlayerAnimState::GetCurrentMaxGroundSpeed() { Activity currentActivity = m_pOuter->GetSequenceActivity( m_pOuter->GetSequence() );
if ( currentActivity == ACT_WALK || currentActivity == ACT_JUMP || currentActivity == ACT_IDLE || currentActivity == ACT_HOP || currentActivity == ACT_BUSY_QUEUE || currentActivity == ACT_TURN || currentActivity == ACT_STEP_FORE ) { m_flTargetMaxSpeed = ANIM_TOPSPEED_WALK; } else if ( currentActivity == ACT_RUN || currentActivity == ACT_LEAP ) { m_flTargetMaxSpeed = ANIM_TOPSPEED_RUN; if ( m_pPlayer ) { CBaseCombatWeapon *activeWeapon = m_pPlayer->GetActiveWeapon(); if ( activeWeapon ) { CWeaponCSBase *csWeapon = dynamic_cast< CWeaponCSBase * >( activeWeapon ); if ( csWeapon ) { m_flTargetMaxSpeed = csWeapon->GetMaxSpeed(); } } } } else if ( currentActivity == ACT_RUN_CROUCH || currentActivity == ACT_CROUCHIDLE ) { m_flTargetMaxSpeed = ANIM_TOPSPEED_RUN_CROUCH; } else { AssertMsg1( false, "Need to handle the activity %d", currentActivity); DevMsg("Need to handle the activity %d\n", (int)currentActivity); m_flTargetMaxSpeed = 0.0f; }
// The current max speed smoothly moves toward the TargetMax speed to avoid pops in animation.
return m_flCurrentMaxSpeed; }
bool CCSPlayerAnimState::HandleJumping() {
if ( m_bJumping ) { if ( m_bFirstJumpFrame ) {
#if !defined(CLIENT_DLL)
// [dwenger] Needed for fun-fact implementation
CCS_GameStats.IncrementStat( m_pPlayer, CSSTAT_TOTAL_JUMPS, 1 ); #endif
m_bFirstJumpFrame = false; RestartMainSequence(); // Reset the animation.
}
// Don't check if he's on the ground for a sec.. sometimes the client still has the
// on-ground flag set right when the message comes in.
const float GROUND_CHECK_DELAY = 0.2f; if ( gpGlobals->curtime - m_flJumpStartTime > GROUND_CHECK_DELAY ) { if ( m_pOuter->GetFlags() & FL_ONGROUND ) { m_flPostLandCrouchEndTime = gpGlobals->curtime + post_jump_crouch.GetFloat(); m_bJumping = false; RestartMainSequence(); // Reset the animation.
} } }
// Are we still jumping? If so, keep playing the jump animation.
return m_bJumping; }
Activity CCSPlayerAnimState::CalcMainActivity() { float flOuterSpeed = GetOuterXYSpeed();
if ( HandleJumping() ) { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) { if ( flOuterSpeed > ARBITRARY_RUN_SPEED ) return ACT_LEAP; else return ACT_JUMP; } return ACT_HOP; } else { int moveState = m_pPlayer->m_iMoveState; bool inPostJump = false;
#if defined( CLIENT_DLL )
inPostJump = ( gpGlobals->curtime < m_flPostLandCrouchEndTime );
#endif
if ( m_pOuter->GetFlags() & FL_ANIMDUCKING || inPostJump ) { // If the player is trying to run after jumping, we transition directly to the run animation instead of going through the
// chain of animations based soley on the player's speed.
if ( inPostJump && ( moveState == MOVESTATE_RUN ) ) { m_bTryingToRunAfterJump = true; }
if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) { return ACT_RUN_CROUCH; }
return ACT_CROUCHIDLE; } else {
if ( m_CurrentActivity == ACT_IDLE || m_CurrentActivity == ACT_TURN || m_CurrentActivity == ACT_STEP_FORE ) { //we aren't showing any movement animation at the moment.
//but we want to walk or run
if ( moveState != MOVESTATE_IDLE ) { //we can walk right away, pose params will blend us in nicely
m_CurrentActivity = ACT_WALK;
//but we need to be going fast enough to go all the way up to a run
if ( flOuterSpeed > ARBITRARY_RUN_SPEED ) { m_CurrentActivity = ACT_RUN; } } } else if ( m_CurrentActivity == ACT_WALK ) { //we're showing a little movement animation
//but we want to stop
if ( moveState == MOVESTATE_IDLE ) { //only stop if we're slow enough
if ( flOuterSpeed < MOVING_MINIMUM_SPEED && GetTimeSinceLastActChange() > ANIM_ACT_DURATION_BEFORE_RETURN_TO_IDLE ) { m_CurrentActivity = ACT_IDLE; } }
//but we want to RUN we need to be moving fast enough
else if ( moveState == MOVESTATE_RUN && flOuterSpeed > ARBITRARY_RUN_SPEED ) { m_CurrentActivity = ACT_RUN; }
} else if ( m_CurrentActivity == ACT_RUN ) { //we're playing the run animation
//if we want to walk, don't do it until we drop into walk speed
if ( moveState == MOVESTATE_WALK && flOuterSpeed < ARBITRARY_RUN_SPEED && GetTimeSinceLastActChange() > ANIM_ACT_DURATION_BEFORE_RETURN_TO_WALK ) { m_CurrentActivity = ACT_WALK; } //and if we want to stop, don't do it until we drop to near-stop speed
else if ( moveState == MOVESTATE_IDLE && flOuterSpeed < MOVING_MINIMUM_SPEED && GetTimeSinceLastActChange() > ANIM_ACT_DURATION_BEFORE_RETURN_TO_IDLE ) { m_CurrentActivity = ACT_IDLE; }
}
// As soon as they lift up on trying to run, we no longer force the post run animation after a jump.
if ( moveState != MOVESTATE_RUN ) { m_bTryingToRunAfterJump = false; }
if ( m_bTryingToRunAfterJump ) { m_CurrentActivity = ACT_RUN; }
UpdateTimeSinceLastActChange();
return m_CurrentActivity; }
} }
void CCSPlayerAnimState::DebugShowAnimState( int iStartLine ) { engine->Con_NPrintf( iStartLine++, "fire : %s, cycle: %.2f\n", m_bFiring ? GetSequenceName( m_pOuter->GetModelPtr(), m_iFireSequence ) : "[not firing]", m_flFireCycle ); engine->Con_NPrintf( iStartLine++, "deploy : %s, cycle: %.2f\n", m_bDeploying ? GetSequenceName( m_pOuter->GetModelPtr(), m_iDeploySequence ) : "[not deploying]", m_flDeployCycle ); engine->Con_NPrintf( iStartLine++, "reload: %s, cycle: %.2f\n", m_bReloading ? GetSequenceName( m_pOuter->GetModelPtr(), m_iReloadSequence ) : "[not reloading]", m_flReloadCycle ); BaseClass::DebugShowAnimState( iStartLine ); }
void CCSPlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr ) { BaseClass::ComputeSequences( pStudioHdr );
VPROF( "CCSPlayerAnimState::ComputeSequences" ); // dispatched through weapon
ComputeDeploySequence( pStudioHdr ); ComputeFireSequence( pStudioHdr ); ComputeReloadSequence( pStudioHdr ); ComputeSilencerChangeSequence( pStudioHdr ); ComputeGrenadeSequence( pStudioHdr ); // not dispatched through weapon (normally)
ComputeFlashedSequence( pStudioHdr ); ComputeFlinchSequence( pStudioHdr ); ComputeTauntSequence( pStudioHdr ); ComputeFootPlantSequence(pStudioHdr); }
void CCSPlayerAnimState::ClearAnimationLayers() { if ( !m_pOuter ) return;
m_pOuter->SetNumAnimOverlays( NUM_LAYERS_WANTED ); for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ ) { ClearAnimationLayer( i ); } }
void CCSPlayerAnimState::ComputeFireSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeFireSequence" );
if ( m_delayedFire != PLAYERANIMEVENT_COUNT ) { DoAnimationEvent( m_delayedFire, 0 ); m_delayedFire = PLAYERANIMEVENT_COUNT; }
// firing anims are blended in case the player starts or stops moving during long firing animations
bool bCrouched = ( m_pOuter->GetFlags() & FL_DUCKING ) ? true : false;
if (bCrouched) { UpdateLayerSequenceGeneric( pStudioHdr, FIRESEQUENCE_LAYER, m_bFiring, m_flFireCycle, m_iFireSequence, false ); } else {
float flMaxSpeed = GetCurrentMaxGroundSpeed(); float flPortionOfMaxSpeed = 0.0f;
if ( flMaxSpeed > 0 ) { Vector vel; GetOuterAbsVelocity( vel ); flPortionOfMaxSpeed = MIN( vel.Length2D() / flMaxSpeed, 1.0f ); }
if ( flPortionOfMaxSpeed < 1.0f && m_iIdleFireSequence != -1 ) { //if we're at all under top speed, lay down a base layer of the idle (non-moving) firing animation, weighted by that portion of max speed
UpdateLayerSequenceGeneric( pStudioHdr, FIRESEQUENCE_LAYER, m_bFiring, m_flFireCycle, m_iIdleFireSequence, false, 1.0 - flPortionOfMaxSpeed ); }
if ( flPortionOfMaxSpeed > 0 ) { //we are moving and firing, but playing the idle firing animation. Re-evaluate the sequence so we can swap to the walk/crouchwalk/run version.
if ( m_bFiring && m_iFireSequence == m_iIdleFireSequence ) { m_iFireSequence = CalcFireLayerSequence( m_activeFireEvent ); }
// blend in the moving version of this firing animation
UpdateLayerSequenceGeneric( pStudioHdr, FIRESEQUENCE2_LAYER, m_bFiring, m_flFireCycle, m_iFireSequence, false, flPortionOfMaxSpeed ); } } }
int CCSPlayerAnimState::CalcDeployLayerSequence( void ) { // Figure out the weapon suffix.
const char *pSuffix = GetWeaponSuffix(); if ( !pSuffix ) return -1; //[msmith] NOTE: Once we get all the deploy animations added in, use the line below (CalcSequenceIndex) instead of querying LookupSequence directly.
//return CalcSequenceIndex( "deploy_%s", pSuffix );
char szName[512]; Q_snprintf( szName, sizeof( szName ), "deploy_%s", pSuffix ); return m_pOuter->LookupSequence( szName ); }
void CCSPlayerAnimState::ComputeDeploySequence( CStudioHdr *pStudioHdr ) { // We need to base the deploy animation on weapon changes instead of an animation event since animation
// events are delayed and can cause base animations to be out of sync with the new weapons.
// There is a tricky bit here since the weapon gets set before the deploy event.
// To fix this, while the actively deployed weapon differs from the active weapon,
// clear out all the other layers.
if ( !ActiveWeaponIsDeployed() ) { // Clear out the transition history so that we pop to the new weapon instead of blending to it.
m_LowAimSequenceTransitioner.RemoveAll(); m_HighAimSequenceTransitioner.RemoveAll();
// Resets and turns off any Fire anim that might be playing
m_bFiring = false; m_iFireSequence = -1; ClearAnimationLayer( FIRESEQUENCE_LAYER ); // Resets and turns off any Reload anim that might be playing
m_bReloading = false; m_iReloadSequence = -1; ClearAnimationLayer( RELOADSEQUENCE_LAYER );
// Resets and turns off any Silencer attach/detach anim that might be playing
m_bSilencerChanging = false; m_iSilencerChangeSequence = -1; ClearAnimationLayer( SILENCERSEQUENCE_LAYER );
// Resets and turns off any Grenade animations that might be playing.
m_bThrowingGrenade = false; m_bPrimingGrenade = false; m_iGrenadeSequence = -1; ClearAnimationLayer( GRENADESEQUENCE_LAYER );
}
if ( m_bDeploying ) { VPROF( "CCSPlayerAnimState::ComputeDeploySequence" ); UpdateLayerSequenceGeneric( pStudioHdr, DEPLOYSEQUENCE_LAYER, m_bDeploying, m_flDeployCycle, m_iDeploySequence, false ); // Not deploying anymore so clear out the layer.
if ( !m_bDeploying ) { ClearAnimationLayer( DEPLOYSEQUENCE_LAYER ); } } }
float CCSPlayerAnimState::CalcMovementPlaybackRate( bool *bIsMoving ) { // Determine ideal playback rate
Vector vel; GetOuterAbsVelocity( vel );
float speed = vel.Length2D(); bool isMoving = ( speed > MOVING_MINIMUM_SPEED );
*bIsMoving = false; float flReturnValue = 1;
if ( isMoving && CanThePlayerMove() ) { if ( m_flCurrentMaxSpeed < 0.001f ) { flReturnValue = 0.01; } else { // [msmith]
// The playback rate is used to blend between idle and moving.
// If we're fully moving, we want it to be 1.0.
flReturnValue = speed / m_flCurrentMaxSpeed;
// We cap this to one so we are never more than fully moving.
flReturnValue = clamp( flReturnValue, 0.0f, 1.0f ); } *bIsMoving = true; } return flReturnValue; }
void CCSPlayerAnimState::Update( float eyeYaw, float eyePitch ) {
// Adjust the maxSpeed toward the targetmax speed. Doesn't need to be perfect here.
// We just need to avoid some pops from when the speed suddenly changes.
const float SPEED_BLEND_VALUE = 0.15f; m_flCurrentMaxSpeed += ( m_flTargetMaxSpeed - m_flCurrentMaxSpeed ) * SPEED_BLEND_VALUE;
if ( m_pPlayer && m_pPlayer->IsTaunting() ) { // Get the studio header for the player.
CStudioHdr *pStudioHdr = m_pPlayer->GetModelPtr(); if ( !pStudioHdr ) return;
Vector vPositionToFace = vec3_origin; // FIXME: orientation lock target goes here!
bool bInTaunt = m_pPlayer->IsTaunting(); bool bIsImmobilized = bInTaunt; bool bForceAdjust = bInTaunt; // FIXME: Maybe want this at some point
bool bIsOrientationLockedOnEntity = false;
if ( !bIsImmobilized ) { // Pose parameter - what direction are the player's legs running in.
ComputePoseParam_MoveYaw( pStudioHdr ); }
if ( bIsOrientationLockedOnEntity ) { // snap body to align with eye angles
m_bForceAimYaw = true;
Vector toOther = vPositionToFace - m_pPlayer->GetAbsOrigin(); QAngle alignedAngles; VectorAngles( toOther, alignedAngles );
m_flEyeYaw = alignedAngles.y; m_flEyePitch = alignedAngles.x; } // else if ( bForceAdjust )
// {
// m_bForceAimYaw = true;
// m_flEyeYaw = m_pPlayer->GetTauntYaw();
// }
if ( bIsOrientationLockedOnEntity || !bIsImmobilized || bForceAdjust ) { eyePitch = m_flEyePitch; eyeYaw = m_flEyeYaw; } }
BaseClass::Update(eyeYaw, eyePitch); }
bool CCSPlayerAnimState::ActiveWeaponIsDeployed() { CWeaponCSBase *pActiveWeapon = m_pHelpers->CSAnim_GetActiveWeapon(); bool currentWeaponIsDeployedWeapon = true; if ( pActiveWeapon != NULL ) { currentWeaponIsDeployedWeapon = ( pActiveWeapon->GetCSWeaponID() == m_iDeployedWeaponID ); if ( !currentWeaponIsDeployedWeapon ) { // If the player is out of view we don't get animation events about deploy etc.
// Because of this we use a time out to update the active weapon.
const float MAX_DEPLOY_DELAY = 1.0f;
if ( m_flWeaponSwitchTime == 0.0f ) { m_flWeaponSwitchTime = gpGlobals->curtime; } else if ( m_flWeaponSwitchTime + MAX_DEPLOY_DELAY < gpGlobals->curtime ) { // It has been MAX_DEPLOY_DELAY since the player switched weapons.
// Go ahead and set the active weapon as the deployed weapon.
m_iDeployedWeaponID = pActiveWeapon->GetCSWeaponID(); currentWeaponIsDeployedWeapon = true; } } else { m_flWeaponSwitchTime = 0.0f; } } return currentWeaponIsDeployedWeapon; }
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