Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "portal_playeranimstate.h"
#include "base_playeranimstate.h"
#ifdef CLIENT_DLL
#include "c_portal_player.h"
#include "c_weapon_portalgun.h"
#else
#include "portal_player.h"
#include "weapon_portalgun.h"
#endif
#define PORTAL_RUN_SPEED 320.0f
#define PORTAL_CROUCHWALK_SPEED 110.0f
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// Output : CMultiPlayerAnimState*
//-----------------------------------------------------------------------------
CPortalPlayerAnimState* CreatePortalPlayerAnimState( CPortal_Player *pPlayer ) { // Setup the movement data.
MultiPlayerMovementData_t movementData; movementData.m_flBodyYawRate = 720.0f; movementData.m_flRunSpeed = PORTAL_RUN_SPEED; movementData.m_flWalkSpeed = -1; movementData.m_flSprintSpeed = -1.0f;
// Create animation state for this player.
CPortalPlayerAnimState *pRet = new CPortalPlayerAnimState( pPlayer, movementData );
// Specific Portal player initialization.
pRet->InitPortal( pPlayer );
return pRet; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CPortalPlayerAnimState::CPortalPlayerAnimState() { m_pPortalPlayer = NULL;
// Don't initialize Portal specific variables here. Init them in InitPortal()
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
// &movementData -
//-----------------------------------------------------------------------------
CPortalPlayerAnimState::CPortalPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData ) : CMultiPlayerAnimState( pPlayer, movementData ) { m_pPortalPlayer = NULL;
// Don't initialize Portal specific variables here. Init them in InitPortal()
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CPortalPlayerAnimState::~CPortalPlayerAnimState() { }
//-----------------------------------------------------------------------------
// Purpose: Initialize Portal specific animation state.
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::InitPortal( CPortal_Player *pPlayer ) { m_pPortalPlayer = pPlayer; m_bInAirWalk = false; m_flHoldDeployedPoseUntilTime = 0.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::ClearAnimationState( void ) { m_bInAirWalk = false;
BaseClass::ClearAnimationState(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : actDesired -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CPortalPlayerAnimState::TranslateActivity( Activity actDesired ) { Activity translateActivity = BaseClass::TranslateActivity( actDesired );
if ( GetPortalPlayer()->GetActiveWeapon() ) { translateActivity = GetPortalPlayer()->GetActiveWeapon()->ActivityOverride( translateActivity, NULL ); }
return translateActivity; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : event -
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) { Activity iWeaponActivity = ACT_INVALID;
switch( event ) { case PLAYERANIMEVENT_ATTACK_PRIMARY: case PLAYERANIMEVENT_ATTACK_SECONDARY: { CPortal_Player *pPlayer = GetPortalPlayer(); if ( !pPlayer ) return;
CWeaponPortalBase *pWpn = pPlayer->GetActivePortalWeapon();
if ( pWpn ) { // Weapon primary fire.
if ( GetBasePlayer()->GetFlags() & FL_DUCKING ) { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ); } else { RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE ); }
iWeaponActivity = ACT_VM_PRIMARYATTACK; } else // unarmed player
{ } break; }
default: { BaseClass::DoAnimationEvent( event, nData ); break; } }
#ifdef CLIENT_DLL
// Make the weapon play the animation as well
if ( iWeaponActivity != ACT_INVALID ) { CBaseCombatWeapon *pWeapon = GetPortalPlayer()->GetActiveWeapon(); if ( pWeapon ) { pWeapon->SendWeaponAnim( iWeaponActivity ); } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPortalPlayerAnimState::Teleport( const Vector *pNewOrigin, const QAngle *pNewAngles, CPortal_Player* pPlayer ) { QAngle absangles = pPlayer->GetAbsAngles(); m_angRender = absangles; m_angRender.x = m_angRender.z = 0.0f; if ( pPlayer ) { // Snap the yaw pose parameter lerping variables to face new angles.
m_flCurrentFeetYaw = m_flGoalFeetYaw = m_flEyeYaw = pPlayer->EyeAngles()[YAW]; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::HandleMoving( Activity &idealActivity ) { float flSpeed = GetOuterXYSpeed();
// If we move, cancel the deployed anim hold
if ( flSpeed > MOVING_MINIMUM_SPEED ) { m_flHoldDeployedPoseUntilTime = 0.0; idealActivity = ACT_MP_RUN; }
else if ( m_flHoldDeployedPoseUntilTime > gpGlobals->curtime ) { // Unless we move, hold the deployed pose for a number of seconds after being deployed
idealActivity = ACT_MP_DEPLOYED_IDLE; } else { return BaseClass::HandleMoving( idealActivity ); }
return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *idealActivity -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPortalPlayerAnimState::HandleDucking( Activity &idealActivity ) { if ( GetBasePlayer()->m_Local.m_bDucking || GetBasePlayer()->m_Local.m_bDucked ) { if ( GetOuterXYSpeed() < MOVING_MINIMUM_SPEED ) { idealActivity = ACT_MP_CROUCH_IDLE; } else { idealActivity = ACT_MP_CROUCHWALK; }
return true; } return false; }
//-----------------------------------------------------------------------------
// Purpose:
bool CPortalPlayerAnimState::HandleJumping( Activity &idealActivity ) { Vector vecVelocity; GetOuterAbsVelocity( vecVelocity );
if ( ( vecVelocity.z > 300.0f || m_bInAirWalk ) ) { // Check to see if we were in an airwalk and now we are basically on the ground.
if ( GetBasePlayer()->GetFlags() & FL_ONGROUND ) { m_bInAirWalk = false; RestartMainSequence(); RestartGesture( GESTURE_SLOT_JUMP, ACT_MP_JUMP_LAND ); } else { // In an air walk.
idealActivity = ACT_MP_AIRWALK; m_bInAirWalk = true; } } // Jumping.
else { if ( m_bJumping ) { if ( m_bFirstJumpFrame ) { 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.
else if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f ) { if ( GetBasePlayer()->GetFlags() & FL_ONGROUND ) { m_bJumping = false; RestartMainSequence(); RestartGesture( GESTURE_SLOT_JUMP, ACT_MP_JUMP_LAND ); } }
// if we're still jumping
if ( m_bJumping ) { idealActivity = ACT_MP_JUMP_START; } } }
if ( m_bJumping || m_bInAirWalk ) return true;
return false; }
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