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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "c_ai_basenpc.h"
#include "bone_setup.h"
// Must be the last file included
#include "memdbgon.h"
extern ConVar r_sequence_debug;
class C_NPC_Puppet : public C_AI_BaseNPC { DECLARE_CLASS( C_NPC_Puppet, C_AI_BaseNPC ); public:
virtual void ClientThink( void ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed ); virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
EHANDLE m_hAnimationTarget; int m_nTargetAttachment;
DECLARE_CLIENTCLASS(); };
IMPLEMENT_CLIENTCLASS_DT( C_NPC_Puppet, DT_NPC_Puppet, CNPC_Puppet ) RecvPropEHandle( RECVINFO(m_hAnimationTarget) ), RecvPropInt( RECVINFO(m_nTargetAttachment) ), END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Puppet::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); } }
//-----------------------------------------------------------------------------
// Purpose: We need to slam our position!
//-----------------------------------------------------------------------------
void C_NPC_Puppet::BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed ) { if ( m_hAnimationTarget && m_nTargetAttachment != -1 ) { C_BaseAnimating *pTarget = m_hAnimationTarget->GetBaseAnimating(); if ( pTarget ) { matrix3x4_t matTarget; pTarget->GetAttachment( m_nTargetAttachment, matTarget );
MatrixCopy( matTarget, GetBoneForWrite( 0 ) ); boneComputed.ClearAll(); // FIXME: Why is this calculated already?
boneComputed.MarkBone( 0 ); } }
// Call the baseclass
BaseClass::BuildTransformations( pStudioHdr, pos, q, cameraTransform, boneMask, boneComputed ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Puppet::ClientThink( void ) { if ( m_hAnimationTarget == NULL ) return;
C_BaseAnimating *pTarget = m_hAnimationTarget->GetBaseAnimating(); if ( pTarget == NULL ) return;
int nTargetSequence = pTarget->GetSequence(); const char *pSequenceName = pTarget->GetSequenceName( nTargetSequence );
int nSequence = LookupSequence( pSequenceName ); if ( nSequence >= 0 ) { if ( nSequence != GetSequence() ) { SetSequence( nSequence ); UpdateVisibility(); }
SetCycle( pTarget->GetCycle() ); SetPlaybackRate( pTarget->GetPlaybackRate() ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_NPC_Puppet::AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime ) { if ( m_hAnimationTarget == NULL ) return;
C_BaseAnimatingOverlay *pTarget = dynamic_cast<C_BaseAnimatingOverlay *>( m_hAnimationTarget->GetBaseAnimating() ); if ( pTarget == NULL ) return;
// resort the layers
int layer[MAX_OVERLAYS]; int i; for (i = 0; i < MAX_OVERLAYS; i++) { layer[i] = MAX_OVERLAYS; } for (i = 0; i < pTarget->m_AnimOverlay.Count(); i++) { if (pTarget->m_AnimOverlay[i].m_nOrder < MAX_OVERLAYS) { layer[pTarget->m_AnimOverlay[i].m_nOrder] = i; } }
int j; for (j = 0; j < MAX_OVERLAYS; j++) { i = layer[ j ]; if (i < pTarget->m_AnimOverlay.Count()) { float fWeight = pTarget->m_AnimOverlay[i].m_flWeight;
if (fWeight > 0) { const char *pSequenceName = pTarget->GetSequenceName( pTarget->m_AnimOverlay[i].m_nSequence );
int nSequence = LookupSequence( pSequenceName ); if ( nSequence >= 0 ) { float fCycle = pTarget->m_AnimOverlay[ i ].m_flCycle;
fCycle = ClampCycle( fCycle, IsSequenceLooping( nSequence ) );
if (fWeight > 1) fWeight = 1;
boneSetup.AccumulatePose( pos, q, nSequence, fCycle, fWeight, currentTime, NULL );
#if _DEBUG
if (Q_stristr( boneSetup.GetStudioHdr()->pszName(), r_sequence_debug.GetString()) != NULL) { DevMsgRT( "%6.2f : %30s : %5.3f : %4.2f : %1d\n", currentTime, boneSetup.GetStudioHdr()->pSeqdesc( nSequence ).pszLabel(), fCycle, fWeight, i ); } #endif
} } } } }
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