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1057 lines
28 KiB
1057 lines
28 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "cs_playeranimstate.h"
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#include "base_playeranimstate.h"
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#include "tier0/vprof.h"
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#include "animation.h"
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#include "weapon_csbase.h"
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#include "studio.h"
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#include "apparent_velocity_helper.h"
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#include "utldict.h"
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#include "weapon_basecsgrenade.h"
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#include "datacache/imdlcache.h"
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#ifdef CLIENT_DLL
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#include "c_cs_player.h"
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#include "bone_setup.h"
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#include "interpolatedvar.h"
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#include "c_cs_hostage.h"
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#else
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#include "cs_player.h"
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#include "cs_simple_hostage.h"
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#include "cs_gamestats.h"
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#endif
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#define ANIM_TOPSPEED_WALK 100
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#define ANIM_TOPSPEED_RUN 250
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#define ANIM_TOPSPEED_RUN_CROUCH 85
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#define DEFAULT_IDLE_NAME "idle_upper_"
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#define DEFAULT_CROUCH_IDLE_NAME "crouch_idle_upper_"
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#define DEFAULT_CROUCH_WALK_NAME "crouch_walk_upper_"
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#define DEFAULT_WALK_NAME "walk_upper_"
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#define DEFAULT_RUN_NAME "run_upper_"
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#define DEFAULT_FIRE_IDLE_NAME "idle_shoot_"
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#define DEFAULT_FIRE_CROUCH_NAME "crouch_idle_shoot_"
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#define DEFAULT_FIRE_CROUCH_WALK_NAME "crouch_walk_shoot_"
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#define DEFAULT_FIRE_WALK_NAME "walk_shoot_"
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#define DEFAULT_FIRE_RUN_NAME "run_shoot_"
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#define FIRESEQUENCE_LAYER (AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS+1)
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#define RELOADSEQUENCE_LAYER (FIRESEQUENCE_LAYER + 1)
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#define GRENADESEQUENCE_LAYER (RELOADSEQUENCE_LAYER + 1)
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#define NUM_LAYERS_WANTED (GRENADESEQUENCE_LAYER + 1)
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// ------------------------------------------------------------------------------------------------ //
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// CCSPlayerAnimState declaration.
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// ------------------------------------------------------------------------------------------------ //
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class CCSPlayerAnimState : public CBasePlayerAnimState, public ICSPlayerAnimState
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{
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public:
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DECLARE_CLASS( CCSPlayerAnimState, CBasePlayerAnimState );
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friend ICSPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
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CCSPlayerAnimState();
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virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData );
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virtual bool IsThrowingGrenade();
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virtual int CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle );
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virtual void ClearAnimationState();
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virtual bool CanThePlayerMove();
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virtual float GetCurrentMaxGroundSpeed();
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virtual Activity CalcMainActivity();
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virtual void DebugShowAnimState( int iStartLine );
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virtual void ComputeSequences( CStudioHdr *pStudioHdr );
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virtual void ClearAnimationLayers();
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virtual int SelectWeightedSequence( Activity activity );
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void InitCS( CBaseAnimatingOverlay *pPlayer, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
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protected:
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int CalcFireLayerSequence(PlayerAnimEvent_t event);
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void ComputeFireSequence( CStudioHdr *pStudioHdr );
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void ComputeReloadSequence( CStudioHdr *pStudioHdr );
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int CalcReloadLayerSequence( PlayerAnimEvent_t event );
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bool IsOuterGrenadePrimed();
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void ComputeGrenadeSequence( CStudioHdr *pStudioHdr );
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int CalcGrenadePrimeSequence();
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int CalcGrenadeThrowSequence();
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int GetOuterGrenadeThrowCounter();
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const char* GetWeaponSuffix();
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bool HandleJumping();
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void UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd );
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virtual int CalcSequenceIndex( const char *pBaseName, ... );
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private:
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// Current state variables.
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bool m_bJumping; // Set on a jump event.
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float m_flJumpStartTime;
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bool m_bFirstJumpFrame;
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// Aim sequence plays reload while this is on.
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bool m_bReloading;
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float m_flReloadCycle;
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int m_iReloadSequence;
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float m_flReloadHoldEndTime; // Intermediate shotgun reloads get held a fraction of a second
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// This is set to true if ANY animation is being played in the fire layer.
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bool m_bFiring; // If this is on, then it'll continue the fire animation in the fire layer
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// until it completes.
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int m_iFireSequence; // (For any sequences in the fire layer, including grenade throw).
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float m_flFireCycle;
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PlayerAnimEvent_t m_delayedFire; // if we fire while reloading, delay the fire by one frame so we can cancel the reload first
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// These control grenade animations.
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bool m_bThrowingGrenade;
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bool m_bPrimingGrenade;
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float m_flGrenadeCycle;
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int m_iGrenadeSequence;
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int m_iLastThrowGrenadeCounter; // used to detect when the guy threw the grenade.
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CCSPlayer *m_pPlayer;
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ICSPlayerAnimStateHelpers *m_pHelpers;
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void CheckCachedSequenceValidity( void );
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int m_sequenceCache[ ACT_CROUCHIDLE+1 ]; // Cache the first N sequences, since we don't have weights.
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int m_cachedModelIndex; // Model index for which the sequence cache is valid.
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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!
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};
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ICSPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences )
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{
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CCSPlayerAnimState *pRet = new CCSPlayerAnimState;
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pRet->InitCS( pEntity, pHelpers, legAnimType, bUseAimSequences );
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return pRet;
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}
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//----------------------------------------------------------------------------------------------
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/**
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* Hostage animation mechanism
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*/
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class CCSHostageAnimState : public CCSPlayerAnimState
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{
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public:
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DECLARE_CLASS( CCSHostageAnimState, CCSPlayerAnimState );
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CCSHostageAnimState();
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virtual Activity CalcMainActivity();
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// No need to cache sequences, and we *do* have multiple sequences per activity
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virtual int SelectWeightedSequence( Activity activity ) { return GetOuter()->SelectWeightedSequence( activity ); }
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};
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//----------------------------------------------------------------------------------------------
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ICSPlayerAnimState* CreateHostageAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences )
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{
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CCSHostageAnimState *anim = new CCSHostageAnimState;
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anim->InitCS( pEntity, pHelpers, legAnimType, bUseAimSequences );
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return anim;
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}
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//----------------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------------------
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CCSHostageAnimState::CCSHostageAnimState()
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{
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}
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//----------------------------------------------------------------------------------------------
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/**
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* Set hostage animation state
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*/
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Activity CCSHostageAnimState::CalcMainActivity()
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{
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float flOuterSpeed = GetOuterXYSpeed();
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if ( HandleJumping() )
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{
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return ACT_HOP;
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}
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else
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{
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Assert( dynamic_cast<CHostage*>( m_pOuter ) );
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CHostage *me = (CHostage*)m_pOuter;
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// if we have no leader, hang out
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Activity idealActivity = me->GetLeader() ? ACT_IDLE : ACT_BUSY_QUEUE;
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if ( m_pOuter->GetFlags() & FL_DUCKING )
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{
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if ( flOuterSpeed > MOVING_MINIMUM_SPEED )
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idealActivity = ACT_RUN_CROUCH;
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else
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idealActivity = ACT_COVER_LOW;
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}
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else
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{
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if ( flOuterSpeed > MOVING_MINIMUM_SPEED )
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{
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if ( flOuterSpeed > ARBITRARY_RUN_SPEED )
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idealActivity = ACT_RUN;
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else
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idealActivity = ACT_WALK;
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}
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}
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return idealActivity;
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}
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}
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// ------------------------------------------------------------------------------------------------ //
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// CCSPlayerAnimState implementation.
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// ------------------------------------------------------------------------------------------------ //
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CCSPlayerAnimState::CCSPlayerAnimState()
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{
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m_pOuter = NULL;
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m_bJumping = false;
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m_flJumpStartTime = 0.0f;
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m_bFirstJumpFrame = false;
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m_bReloading = false;
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m_flReloadCycle = 0.0f;
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m_iReloadSequence = -1;
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m_flReloadHoldEndTime = 0.0f;
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m_bFiring = false;
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m_iFireSequence = -1;
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m_flFireCycle = 0.0f;
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m_delayedFire = PLAYERANIMEVENT_COUNT;
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m_bThrowingGrenade = false;
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m_bPrimingGrenade = false;
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m_flGrenadeCycle = 0.0f;
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m_iGrenadeSequence = -1;
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m_iLastThrowGrenadeCounter = 0;
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m_cachedModelIndex = -1;
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m_pPlayer = NULL;
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m_pHelpers = NULL;
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}
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void CCSPlayerAnimState::InitCS( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences )
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{
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CModAnimConfig config;
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config.m_flMaxBodyYawDegrees = 90;
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config.m_LegAnimType = legAnimType;
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config.m_bUseAimSequences = bUseAimSequences;
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m_pPlayer = ToCSPlayer( pEntity );
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m_pHelpers = pHelpers;
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BaseClass::Init( pEntity, config );
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}
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//--------------------------------------------------------------------------------------------------------------
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void CCSPlayerAnimState::CheckCachedSequenceValidity( void )
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{
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if ( m_cachedModelIndex != GetOuter()->GetModelIndex() )
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{
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m_namedSequence.RemoveAll();
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m_cachedModelIndex = GetOuter()->GetModelIndex();
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for ( int i=0; i<=ACT_CROUCHIDLE; ++i )
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{
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m_sequenceCache[i] = -1;
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}
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// precache the sequences we'll be using for movement
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if ( m_cachedModelIndex > 0 )
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{
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m_sequenceCache[ACT_HOP - 1] = GetOuter()->SelectWeightedSequence( ACT_HOP );
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m_sequenceCache[ACT_IDLE - 1] = GetOuter()->SelectWeightedSequence( ACT_IDLE );
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m_sequenceCache[ACT_RUN_CROUCH - 1] = GetOuter()->SelectWeightedSequence( ACT_RUN_CROUCH );
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m_sequenceCache[ACT_CROUCHIDLE - 1] = GetOuter()->SelectWeightedSequence( ACT_CROUCHIDLE );
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m_sequenceCache[ACT_RUN - 1] = GetOuter()->SelectWeightedSequence( ACT_RUN );
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m_sequenceCache[ACT_WALK - 1] = GetOuter()->SelectWeightedSequence( ACT_WALK );
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m_sequenceCache[ACT_IDLE - 1] = GetOuter()->SelectWeightedSequence( ACT_IDLE );
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Cache the sequence numbers for the first ACT_HOP activities, since the CS player doesn't have multiple
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* sequences per activity.
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*/
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int CCSPlayerAnimState::SelectWeightedSequence( Activity activity )
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{
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VPROF( "CCSPlayerAnimState::ComputeMainSequence" );
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if ( activity > ACT_CROUCHIDLE || activity < 1 )
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{
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return GetOuter()->SelectWeightedSequence( activity );
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}
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CheckCachedSequenceValidity();
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int sequence = m_sequenceCache[ activity - 1 ];
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if ( sequence < 0 )
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{
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// just in case, look up the sequence if we didn't precache it above
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sequence = m_sequenceCache[ activity - 1 ] = GetOuter()->SelectWeightedSequence( activity );
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}
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#if defined(CLIENT_DLL) && defined(_DEBUG)
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int realSequence = GetOuter()->SelectWeightedSequence( activity );
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Assert( realSequence == sequence );
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#endif
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return sequence;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Try to look up named sequences in a CUtlDict cache before falling back to the normal LookupSequence. It's
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* best to avoid the normal LookupSequence when your models have 750+ sequences...
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*/
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int CCSPlayerAnimState::CalcSequenceIndex( const char *pBaseName, ... )
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{
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VPROF( "CCSPlayerAnimState::CalcSequenceIndex" );
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CheckCachedSequenceValidity();
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char szFullName[512];
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va_list marker;
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va_start( marker, pBaseName );
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Q_vsnprintf( szFullName, sizeof( szFullName ), pBaseName, marker );
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va_end( marker );
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int iSequence = m_namedSequence.Find( szFullName );
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if ( iSequence == m_namedSequence.InvalidIndex() )
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{
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iSequence = GetOuter()->LookupSequence( szFullName );
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m_namedSequence.Insert( szFullName, iSequence );
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}
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else
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{
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iSequence = m_namedSequence[iSequence];
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}
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#if defined(CLIENT_DLL) && defined(_DEBUG)
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int realSequence = GetOuter()->LookupSequence( szFullName );
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Assert( realSequence == iSequence );
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#endif
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// Show warnings if we can't find anything here.
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if ( iSequence == -1 )
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{
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static CUtlDict<int,int> dict;
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if ( dict.Find( szFullName ) == -1 )
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{
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dict.Insert( szFullName, 0 );
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Warning( "CalcSequenceIndex: can't find '%s'.\n", szFullName );
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}
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iSequence = 0;
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}
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return iSequence;
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}
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void CCSPlayerAnimState::ClearAnimationState()
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{
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m_bJumping = false;
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m_bFiring = false;
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m_bReloading = false;
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m_flReloadHoldEndTime = 0.0f;
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m_bThrowingGrenade = m_bPrimingGrenade = false;
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m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter();
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BaseClass::ClearAnimationState();
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}
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void CCSPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
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{
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Assert( event != PLAYERANIMEVENT_THROW_GRENADE );
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MDLCACHE_CRITICAL_SECTION();
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switch ( event )
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{
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case PLAYERANIMEVENT_FIRE_GUN_PRIMARY:
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case PLAYERANIMEVENT_FIRE_GUN_SECONDARY:
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// Regardless of what we're doing in the fire layer, restart it.
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m_flFireCycle = 0;
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m_iFireSequence = CalcFireLayerSequence( event );
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m_bFiring = m_iFireSequence != -1;
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// If we are interrupting a (shotgun) reload, cancel the reload, and fire next frame.
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if ( m_bFiring && m_bReloading )
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{
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m_bReloading = false;
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m_iReloadSequence = -1;
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m_delayedFire = event;
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m_bFiring = false;
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m_iFireSequence = -1;
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CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( RELOADSEQUENCE_LAYER );
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if ( pLayer )
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{
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pLayer->m_flWeight = 0.0f;
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pLayer->m_nOrder = 15;
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}
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}
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#ifdef CLIENT_DLL
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if ( m_bFiring && !m_bReloading )
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{
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if ( m_pPlayer )
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{
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m_pPlayer->ProcessMuzzleFlashEvent();
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}
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}
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#endif
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break;
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case PLAYERANIMEVENT_JUMP:
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// Play the jump animation.
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m_bJumping = true;
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m_bFirstJumpFrame = true;
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m_flJumpStartTime = gpGlobals->curtime;
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break;
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case PLAYERANIMEVENT_RELOAD:
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{
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// ignore normal reload events for shotguns - they get sent to trigger sounds etc only
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CWeaponCSBase *pWeapon = m_pHelpers->CSAnim_GetActiveWeapon();
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if ( pWeapon && pWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_SHOTGUN )
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{
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m_iReloadSequence = CalcReloadLayerSequence( event );
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if ( m_iReloadSequence != -1 )
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{
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m_bReloading = true;
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m_flReloadCycle = 0;
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}
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else
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{
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m_bReloading = false;
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}
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}
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}
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break;
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case PLAYERANIMEVENT_RELOAD_START:
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case PLAYERANIMEVENT_RELOAD_LOOP:
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// Set the hold time for _start and _loop anims, then fall through to the _end case
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m_flReloadHoldEndTime = gpGlobals->curtime + 0.75f;
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case PLAYERANIMEVENT_RELOAD_END:
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{
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// ignore shotgun reload events for non-shotguns
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CWeaponCSBase *pWeapon = m_pHelpers->CSAnim_GetActiveWeapon();
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if ( pWeapon && pWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_SHOTGUN )
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{
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m_flReloadHoldEndTime = 0.0f; // clear this out in case we set it in _START or _LOOP above
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}
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else
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{
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m_iReloadSequence = CalcReloadLayerSequence( event );
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if ( m_iReloadSequence != -1 )
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{
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m_bReloading = true;
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m_flReloadCycle = 0;
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}
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else
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{
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m_bReloading = false;
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}
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}
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}
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break;
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case PLAYERANIMEVENT_CLEAR_FIRING:
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{
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m_iFireSequence = -1;
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}
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break;
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default:
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Assert( !"CCSPlayerAnimState::DoAnimationEvent" );
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}
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}
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float g_flThrowGrenadeFraction = 0.25;
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bool CCSPlayerAnimState::IsThrowingGrenade()
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{
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if ( m_bThrowingGrenade )
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{
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// An animation event would be more appropriate here.
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|
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 );
|
|
}
|