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//========= Copyright 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"
#ifdef CLIENT_DLL
#include "c_cs_player.h"
#include "bone_setup.h"
#include "interpolatedvar.h"
#include "c_cs_hostage.h"
#else
#include "cs_player.h"
#include "cs_simple_hostage.h"
#include "cs_gamestats.h"
#endif
#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 FIRESEQUENCE_LAYER (AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS+1)
#define RELOADSEQUENCE_LAYER (FIRESEQUENCE_LAYER + 1)
#define GRENADESEQUENCE_LAYER (RELOADSEQUENCE_LAYER + 1)
#define NUM_LAYERS_WANTED (GRENADESEQUENCE_LAYER + 1)
// ------------------------------------------------------------------------------------------------ //
// CCSPlayerAnimState declaration.
// ------------------------------------------------------------------------------------------------ //
class CCSPlayerAnimState : public CBasePlayerAnimState, public ICSPlayerAnimState { public: DECLARE_CLASS( CCSPlayerAnimState, CBasePlayerAnimState ); friend ICSPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
CCSPlayerAnimState();
virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData ); virtual bool IsThrowingGrenade(); 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 );
void InitCS( CBaseAnimatingOverlay *pPlayer, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences ); protected:
int CalcFireLayerSequence(PlayerAnimEvent_t event); void ComputeFireSequence( CStudioHdr *pStudioHdr );
void ComputeReloadSequence( CStudioHdr *pStudioHdr ); int CalcReloadLayerSequence( PlayerAnimEvent_t event );
bool IsOuterGrenadePrimed(); void ComputeGrenadeSequence( CStudioHdr *pStudioHdr ); int CalcGrenadePrimeSequence(); int CalcGrenadeThrowSequence(); int GetOuterGrenadeThrowCounter();
const char* GetWeaponSuffix(); bool HandleJumping();
void UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd );
virtual int CalcSequenceIndex( const char *pBaseName, ... );
private:
// Current state variables.
bool m_bJumping; // Set on a jump event.
float m_flJumpStartTime; bool m_bFirstJumpFrame;
// 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
// 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
// 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.
CCSPlayer *m_pPlayer;
ICSPlayerAnimStateHelpers *m_pHelpers;
void CheckCachedSequenceValidity( void );
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.
CUtlDict<int,int> m_namedSequence; // Dictionary of sequences computed with CalcSequenceIndex. This is because LookupSequence is a performance hit - CS:S player models have 750+ sequences!
};
ICSPlayerAnimState* 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();
// No need to cache sequences, and we *do* have multiple sequences per activity
virtual int SelectWeightedSequence( Activity activity ) { return GetOuter()->SelectWeightedSequence( activity ); } };
//----------------------------------------------------------------------------------------------
ICSPlayerAnimState* CreateHostageAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences ) { CCSHostageAnimState *anim = new CCSHostageAnimState; anim->InitCS( pEntity, pHelpers, legAnimType, bUseAimSequences ); return anim; }
//----------------------------------------------------------------------------------------------
//----------------------------------------------------------------------------------------------
CCSHostageAnimState::CCSHostageAnimState() { }
//----------------------------------------------------------------------------------------------
/**
* Set hostage animation state */ Activity CCSHostageAnimState::CalcMainActivity() { float flOuterSpeed = GetOuterXYSpeed();
if ( HandleJumping() ) { return ACT_HOP; } else { Assert( dynamic_cast<CHostage*>( m_pOuter ) ); CHostage *me = (CHostage*)m_pOuter;
// if we have no leader, hang out
Activity idealActivity = me->GetLeader() ? ACT_IDLE : ACT_BUSY_QUEUE;
if ( m_pOuter->GetFlags() & FL_DUCKING ) { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) idealActivity = ACT_RUN_CROUCH; else idealActivity = ACT_COVER_LOW; } else { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) { if ( flOuterSpeed > ARBITRARY_RUN_SPEED ) idealActivity = ACT_RUN; else idealActivity = ACT_WALK; } }
return idealActivity; } }
// ------------------------------------------------------------------------------------------------ //
// CCSPlayerAnimState implementation.
// ------------------------------------------------------------------------------------------------ //
CCSPlayerAnimState::CCSPlayerAnimState() { m_pOuter = NULL;
m_bJumping = false; m_flJumpStartTime = 0.0f; m_bFirstJumpFrame = false;
m_bReloading = false; m_flReloadCycle = 0.0f; m_iReloadSequence = -1; m_flReloadHoldEndTime = 0.0f;
m_bFiring = false; m_iFireSequence = -1; m_flFireCycle = 0.0f; m_delayedFire = PLAYERANIMEVENT_COUNT;
m_bThrowingGrenade = false; m_bPrimingGrenade = false; m_flGrenadeCycle = 0.0f; m_iGrenadeSequence = -1; m_iLastThrowGrenadeCounter = 0; m_cachedModelIndex = -1;
m_pPlayer = NULL;
m_pHelpers = NULL; }
void CCSPlayerAnimState::InitCS( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences ) { CModAnimConfig config; config.m_flMaxBodyYawDegrees = 90; config.m_LegAnimType = legAnimType; config.m_bUseAimSequences = bUseAimSequences;
m_pPlayer = ToCSPlayer( pEntity );
m_pHelpers = pHelpers;
BaseClass::Init( pEntity, config ); }
//--------------------------------------------------------------------------------------------------------------
void CCSPlayerAnimState::CheckCachedSequenceValidity( void ) { if ( m_cachedModelIndex != GetOuter()->GetModelIndex() ) { m_namedSequence.RemoveAll();
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_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 ); } } }
//--------------------------------------------------------------------------------------------------------------
/**
* 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; }
//--------------------------------------------------------------------------------------------------------------
/**
* Try to look up named sequences in a CUtlDict cache before falling back to the normal LookupSequence. It's * best to avoid the normal LookupSequence when your models have 750+ sequences... */ int CCSPlayerAnimState::CalcSequenceIndex( 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 );
int iSequence = m_namedSequence.Find( szFullName ); if ( iSequence == m_namedSequence.InvalidIndex() ) { iSequence = GetOuter()->LookupSequence( szFullName ); m_namedSequence.Insert( szFullName, iSequence ); } else { iSequence = m_namedSequence[iSequence]; }
#if defined(CLIENT_DLL) && defined(_DEBUG)
int realSequence = GetOuter()->LookupSequence( szFullName ); Assert( realSequence == iSequence ); #endif
// Show warnings if we can't find anything here.
if ( iSequence == -1 ) { static CUtlDict<int,int> dict; if ( dict.Find( szFullName ) == -1 ) { dict.Insert( szFullName, 0 ); Warning( "CalcSequenceIndex: can't find '%s'.\n", szFullName ); }
iSequence = 0; }
return iSequence; }
void CCSPlayerAnimState::ClearAnimationState() { m_bJumping = false; m_bFiring = false; m_bReloading = false; m_flReloadHoldEndTime = 0.0f; m_bThrowingGrenade = m_bPrimingGrenade = false; m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter(); BaseClass::ClearAnimationState(); }
void CCSPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) { Assert( event != PLAYERANIMEVENT_THROW_GRENADE );
MDLCACHE_CRITICAL_SECTION(); switch ( event ) { case PLAYERANIMEVENT_FIRE_GUN_PRIMARY: case PLAYERANIMEVENT_FIRE_GUN_SECONDARY: // Regardless of what we're doing in the fire layer, restart it.
m_flFireCycle = 0; m_iFireSequence = CalcFireLayerSequence( event ); m_bFiring = m_iFireSequence != -1;
// 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 = event; m_bFiring = false; m_iFireSequence = -1;
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( RELOADSEQUENCE_LAYER ); if ( pLayer ) { pLayer->m_flWeight = 0.0f; pLayer->m_nOrder = 15; } }
#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
CWeaponCSBase *pWeapon = m_pHelpers->CSAnim_GetActiveWeapon(); if ( pWeapon && pWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_SHOTGUN ) { m_iReloadSequence = CalcReloadLayerSequence( event ); if ( m_iReloadSequence != -1 ) { m_bReloading = true; m_flReloadCycle = 0; } else { m_bReloading = 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
CWeaponCSBase *pWeapon = m_pHelpers->CSAnim_GetActiveWeapon(); if ( pWeapon && pWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_SHOTGUN ) { m_flReloadHoldEndTime = 0.0f; // clear this out in case we set it in _START or _LOOP above
} else { m_iReloadSequence = CalcReloadLayerSequence( event ); if ( m_iReloadSequence != -1 ) { m_bReloading = true; m_flReloadCycle = 0; } else { m_bReloading = false; } } } break;
case PLAYERANIMEVENT_CLEAR_FIRING: { m_iFireSequence = -1; } 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(); } }
int CCSPlayerAnimState::CalcReloadLayerSequence( PlayerAnimEvent_t event ) { 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 ( event ) { 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]; Q_snprintf( szName, sizeof( szName ), "%s_reload_%s%s", prefix, weaponSuffix, reloadSuffix ); int iReloadSequence = m_pOuter->LookupSequence( szName ); if ( iReloadSequence != -1 ) return iReloadSequence;
// 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->GetCSWpnData().m_WeaponType == 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 ) { if ( !bEnabled || iSequence < 0 ) return;
// Increment the fire sequence's cycle.
flCurCycle += m_pOuter->GetSequenceCycleRate( pStudioHdr, iSequence ) * 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.
CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iLayer );
pLayer->m_flCycle = flCurCycle; pLayer->m_nSequence = iSequence;
pLayer->m_flPlaybackRate = 1.0f; pLayer->m_flWeight = 1.0f; pLayer->m_nOrder = 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 { 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; } }
// 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_iGrenadeSequence = CalcGrenadePrimeSequence(); m_bPrimingGrenade = true; }
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...
if ( bThrowPending && m_flGrenadeCycle == 1 ) { m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter();
// Now play the throw animation.
m_iGrenadeSequence = CalcGrenadeThrowSequence(); if ( m_iGrenadeSequence != -1 ) { // Configure to start playing
m_bThrowingGrenade = true; m_bPrimingGrenade = false; m_flGrenadeCycle = 0; } } } else { m_bPrimingGrenade = false; } } }
int CCSPlayerAnimState::CalcGrenadePrimeSequence() { return CalcSequenceIndex( "idle_shoot_gren1" ); }
int CCSPlayerAnimState::CalcGrenadeThrowSequence() { return CalcSequenceIndex( "idle_shoot_gren2" ); }
int CCSPlayerAnimState::GetOuterGrenadeThrowCounter() { if ( m_pPlayer ) return m_pPlayer->m_iThrowGrenadeCounter; else return 0; }
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::CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle ) { VPROF( "CCSPlayerAnimState::CalcAimLayerSequence" );
const char *pSuffix = GetWeaponSuffix(); if ( !pSuffix ) return 0;
if ( bForceIdle ) { switch ( GetCurrentMainSequenceActivity() ) { 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 ( GetCurrentMainSequenceActivity() ) { case ACT_RUN: return CalcSequenceIndex( "%s%s", DEFAULT_RUN_NAME, pSuffix );
case ACT_WALK: case ACT_RUNTOIDLE: case ACT_IDLETORUN: return CalcSequenceIndex( "%s%s", DEFAULT_WALK_NAME, pSuffix );
case ACT_CROUCHIDLE: return CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_IDLE_NAME, pSuffix );
case ACT_RUN_CROUCH: return CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_WALK_NAME, pSuffix );
case ACT_IDLE: default: return CalcSequenceIndex( "%s%s", DEFAULT_IDLE_NAME, pSuffix ); } } }
const char* CCSPlayerAnimState::GetWeaponSuffix() { VPROF( "CCSPlayerAnimState::GetWeaponSuffix" );
// Figure out the weapon suffix.
CWeaponCSBase *pWeapon = m_pHelpers->CSAnim_GetActiveWeapon(); if ( !pWeapon ) return 0;
const char *pSuffix = pWeapon->GetCSWpnData().m_szAnimExtension;
#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 event) { // 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[32]; if ( pWeapon->GetWeaponID() == WEAPON_ELITE ) { bool bPrimary = (event == PLAYERANIMEVENT_FIRE_GUN_PRIMARY); Q_snprintf( tempsuffix, sizeof(tempsuffix), "%s_%c", pSuffix, bPrimary?'r':'l' ); pSuffix = tempsuffix; }
// Grenades handle their fire events separately
if ( event == PLAYERANIMEVENT_THROW_GRENADE || pWeapon->GetWeaponID() == WEAPON_HEGRENADE || pWeapon->GetWeaponID() == WEAPON_SMOKEGRENADE || pWeapon->GetWeaponID() == WEAPON_FLASHBANG ) { return -1; }
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 CalcSequenceIndex( "%s%s", DEFAULT_FIRE_IDLE_NAME, pSuffix ); } }
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_IDLE ) return ANIM_TOPSPEED_WALK; else if ( currentActivity == ACT_RUN ) { if ( m_pPlayer ) { CBaseCombatWeapon *activeWeapon = m_pPlayer->GetActiveWeapon(); if ( activeWeapon ) { CWeaponCSBase *csWeapon = dynamic_cast< CWeaponCSBase * >( activeWeapon ); if ( csWeapon ) { return csWeapon->GetMaxSpeed(); } } } return ANIM_TOPSPEED_RUN; } else if ( currentActivity == ACT_RUN_CROUCH ) return ANIM_TOPSPEED_RUN_CROUCH; else return 0; }
bool CCSPlayerAnimState::HandleJumping() { if ( m_bJumping ) { if ( m_bFirstJumpFrame ) {
#if !defined(CLIENT_DLL)
//=============================================================================
// HPE_BEGIN:
// [dwenger] Needed for fun-fact implementation
//=============================================================================
CCS_GameStats.IncrementStat(m_pPlayer, CSSTAT_TOTAL_JUMPS, 1);
//=============================================================================
// HPE_END
//=============================================================================
#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.
if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f ) { if ( m_pOuter->GetFlags() & FL_ONGROUND ) { 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() ) { return ACT_HOP; } else { Activity idealActivity = ACT_IDLE;
if ( m_pOuter->GetFlags() & FL_ANIMDUCKING ) { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) idealActivity = ACT_RUN_CROUCH; else idealActivity = ACT_CROUCHIDLE; } else { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) { if ( flOuterSpeed > ARBITRARY_RUN_SPEED ) idealActivity = ACT_RUN; else idealActivity = ACT_WALK; } else { idealActivity = ACT_IDLE; } }
return idealActivity; } }
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++, "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" );
ComputeFireSequence( pStudioHdr ); ComputeReloadSequence( pStudioHdr ); ComputeGrenadeSequence( pStudioHdr ); }
void CCSPlayerAnimState::ClearAnimationLayers() { if ( !m_pOuter ) return;
m_pOuter->SetNumAnimOverlays( NUM_LAYERS_WANTED ); for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ ) { // Client obeys Order of CBaseAnimatingOverlay::MAX_OVERLAYS (15), but server trusts only the ANIM_LAYER_ACTIVE flag.
m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); #ifndef CLIENT_DLL
m_pOuter->GetAnimOverlay( i )->m_fFlags = 0; #endif
} }
void CCSPlayerAnimState::ComputeFireSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeFireSequence" );
if ( m_delayedFire != PLAYERANIMEVENT_COUNT ) { DoAnimationEvent( m_delayedFire, 0 ); m_delayedFire = PLAYERANIMEVENT_COUNT; }
UpdateLayerSequenceGeneric( pStudioHdr, FIRESEQUENCE_LAYER, m_bFiring, m_flFireCycle, m_iFireSequence, false ); }
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