Counter Strike : Global Offensive Source Code
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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;
}