Beispiel #1
0
bool C_BaseViewModel::Interpolate( float currentTime )
{
	CStudioHdr *pStudioHdr = GetModelPtr();
	// Make sure we reset our animation information if we've switch sequences
	UpdateAnimationParity();

	bool bret = BaseClass::Interpolate( currentTime );

	// Hack to extrapolate cycle counter for view model
	float elapsed_time = currentTime - m_flAnimTime;
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();

	// Predicted viewmodels have fixed up interval
	if ( GetPredictable() || IsClientCreated() )
	{
		Assert( pPlayer );
		float curtime = pPlayer ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
		elapsed_time = curtime - m_flAnimTime;
		// Adjust for interpolated partial frame
		if ( !engine->IsPaused() )
		{
			elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
		}
	}

	// Prediction errors?	
	if ( elapsed_time < 0 )
	{
		elapsed_time = 0;
	}

	float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() ) * GetPlaybackRate();
	if ( dt >= 1.0f )
	{
		if ( !IsSequenceLooping( GetSequence() ) )
		{
			dt = 0.999f;
		}
		else
		{
			dt = fmod( dt, 1.0f );
		}
	}

	SetCycle( dt );
	return bret;
}
Beispiel #2
0
//-----------------------------------------------------------------------------
// Purpose: If the animation parity of the weapon has changed, we reset cycle to avoid popping
//-----------------------------------------------------------------------------
void C_BaseViewModel::UpdateAnimationParity( void )
{
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	
	// If we're predicting, then we don't use animation parity because we change the animations on the clientside
	// while predicting. When not predicting, only the server changes the animations, so a parity mismatch
	// tells us if we need to reset the animation.
	if ( m_nOldAnimationParity != m_nAnimationParity && !GetPredictable() )
	{
		float curtime = (pPlayer && IsIntermediateDataAllocated()) ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
		// FIXME: this is bad
		// Simulate a networked m_flAnimTime and m_flCycle
		// FIXME:  Do we need the magic 0.1?
		SetCycle( 0.0f ); // GetSequenceCycleRate( GetSequence() ) * 0.1;
		m_flAnimTime = curtime;
	}
}