Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "NextBot.h"
#include "headless_hatman.h"
#include "headless_hatman_body.h"
//-------------------------------------------------------------------------------------------
CHeadlessHatmanBody::CHeadlessHatmanBody( INextBot *bot ) : IBody( bot ) { m_moveXPoseParameter = -1; m_moveYPoseParameter = -1; m_currentActivity = -1; }
//-------------------------------------------------------------------------------------------
bool CHeadlessHatmanBody::StartActivity( Activity act, unsigned int flags ) { CBaseCombatCharacter *me = (CBaseCombatCharacter *)GetBot()->GetEntity();
int animSequence = ::SelectWeightedSequence( me->GetModelPtr(), act, me->GetSequence() );
if ( animSequence ) { m_currentActivity = act; me->SetSequence( animSequence ); me->SetPlaybackRate( 1.0f ); me->SetCycle( 0 ); me->ResetSequenceInfo();
return true; }
return false; }
//-------------------------------------------------------------------------------------------
void CHeadlessHatmanBody::Update( void ) { CBaseCombatCharacter *me = (CBaseCombatCharacter *)GetBot()->GetEntity();
if ( m_moveXPoseParameter < 0 ) { m_moveXPoseParameter = me->LookupPoseParameter( "move_x" ); }
if ( m_moveYPoseParameter < 0 ) { m_moveYPoseParameter = me->LookupPoseParameter( "move_y" ); }
// Update the pose parameters
float speed = GetBot()->GetLocomotionInterface()->GetGroundSpeed(); // me->GetAbsVelocity().Length();
if ( speed < 0.01f ) { // stopped
if ( m_moveXPoseParameter >= 0 ) { me->SetPoseParameter( m_moveXPoseParameter, 0.0f ); }
if ( m_moveYPoseParameter >= 0 ) { me->SetPoseParameter( m_moveYPoseParameter, 0.0f ); } } else { Vector forward, right, up; me->GetVectors( &forward, &right, &up );
const Vector &motionVector = GetBot()->GetLocomotionInterface()->GetGroundMotionVector();
// move_x == 1.0 at full forward motion and -1.0 in full reverse
if ( m_moveXPoseParameter >= 0 ) { float forwardVel = DotProduct( motionVector, forward );
me->SetPoseParameter( m_moveXPoseParameter, forwardVel ); }
if ( m_moveYPoseParameter >= 0 ) { float sideVel = DotProduct( motionVector, right );
me->SetPoseParameter( m_moveYPoseParameter, sideVel ); } }
// adjust animation speed to actual movement speed
if ( me->m_flGroundSpeed > 0.0f ) { // Clamp playback rate to avoid datatable warnings. Anything faster would look silly, anyway.
float playbackRate = clamp( speed / me->m_flGroundSpeed, -4.f, 12.f ); me->SetPlaybackRate( playbackRate ); }
// move the animation ahead in time
me->StudioFrameAdvance(); me->DispatchAnimEvents( me ); }
//---------------------------------------------------------------------------------------------
// return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface)
unsigned int CHeadlessHatmanBody::GetSolidMask( void ) const { return MASK_NPCSOLID | CONTENTS_PLAYERCLIP; }
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