void CSDKPlayerAnimState::DebugShowAnimState( int iStartLine )
{
#ifdef CLIENT_DLL
	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 );
#endif
}
Example #2
0
char *check_unique_name ( char *identifier) {

    int i, num_seq;
    static int unique_name = 0;

    num_seq = sequences->num_seq;
    for (i = 0; i < num_seq; i++) {
	if (strcmp(identifier, GetSequenceName(i)) == 0) {
	    if (NULL == (identifier = (char *)realloc(identifier, 
						    (strlen(identifier)+10))))
		return NULL;
	    sprintf(identifier, "%s#%d", identifier, unique_name++);
	}
    }
    return identifier;
}
Example #3
0
// -----------------------------------------------------------------------------
void CBasePlayerAnimState::DebugShowAnimState( int iStartLine )
{
	Vector vOuterVel;
	GetOuterAbsVelocity( vOuterVel );

	int iLine = iStartLine;
	AnimStatePrintf( iLine++, "main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n", 
		GetSequenceName( m_pOuter->GetModelPtr(), m_pOuter->GetSequence() ), 
		m_pOuter->GetSequence(),
		m_pOuter->GetCycle(), 
		m_pOuter->GetSequenceCycleRate(m_pOuter->GetModelPtr(), m_pOuter->GetSequence()),
		m_pOuter->GetPlaybackRate()
		);

	if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY )
	{
		CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER );

		AnimStatePrintf( iLine++, "idle: %s, weight: %.2f\n",
			GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ), 
			(float)pLayer->GetWeight() );
	}

	for ( int i=0; i < m_pOuter->GetNumAnimOverlays()-1; i++ )
	{
		CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( AIMSEQUENCE_LAYER + i );
#ifdef CLIENT_DLL
		AnimStatePrintf( iLine++, "%s(%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", 
			!pLayer->IsActive() ? "-- ": (pLayer->GetSequence() == 0 ? "-- " : (showanimstate_activities.GetBool()) ? GetSequenceActivityName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) ), 
			!pLayer->IsActive() ? 0 : (int)pLayer->GetSequence(), 
			!pLayer->IsActive() ? 0 : (float)pLayer->GetWeight(), 
			!pLayer->IsActive() ? 0 : (float)pLayer->GetCycle(), 
			!pLayer->IsActive() ? 0 : (int)pLayer->GetOrder(),
			i
			);
#else
		AnimStatePrintf( iLine++, "%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", 
			!pLayer->IsActive() ? "-- " : ( pLayer->GetSequence() == 0 ? "-- " : (showanimstate_activities.GetBool()) ? GetSequenceActivityName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) ), 
			!pLayer->IsActive() ? 0 : (int)pLayer->GetSequence(), 
			!pLayer->IsActive() ? 0 : (int)pLayer->m_fFlags,// Doesn't exist on client
			!pLayer->IsActive() ? 0 : (float)pLayer->GetWeight(), 
			!pLayer->IsActive() ? 0 : (float)pLayer->GetCycle(), 
			!pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder,
			i
			);
#endif
	}

	AnimStatePrintf( iLine++, "vel: %.2f, time: %.2f, MAX: %.2f, animspeed: %.2f", 
		vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed(), m_pOuter->GetSequenceGroundSpeed(m_pOuter->GetSequence()) );
	
	if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY )
	{
		AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f", 
			m_angRender[YAW], g_flLastBodyYaw, m_flLastMoveYaw, m_flGaitYaw, g_flLastBodyPitch );
	}
	else
	{
		AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f", 
			m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y );
	}

	// Draw a red triangle on the ground for the eye yaw.
	float flBaseSize = 10;
	float flHeight = 80;
	Vector vBasePos = GetOuter()->GetAbsOrigin() + Vector( 0, 0, 3 );
	QAngle angles( 0, 0, 0 );
	angles[YAW] = m_flEyeYaw;
	Vector vForward, vRight, vUp;
	AngleVectors( angles, &vForward, &vRight, &vUp );
	debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 );

	// Draw a blue triangle on the ground for the body yaw.
	angles[YAW] = m_angRender[YAW];
	AngleVectors( angles, &vForward, &vRight, &vUp );
	debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 );

}
Example #4
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : int
//-----------------------------------------------------------------------------
int	CBaseAnimatingOverlay::AddLayeredSequence( int sequence, int iPriority )
{
	int i = AllocateLayer( iPriority );
	// No room?
	if ( IsValidLayer( i ) )
	{
		m_AnimOverlay[i].m_flCycle = 0;
		m_AnimOverlay[i].m_flPrevCycle = 0;
		m_AnimOverlay[i].m_flPlaybackRate = 1.0;
		m_AnimOverlay[i].m_nActivity = ACT_INVALID;
		m_AnimOverlay[i].m_nSequence = sequence;
		m_AnimOverlay[i].m_flWeight = 1.0f;
		m_AnimOverlay[i].m_flBlendIn = 0.0f;
		m_AnimOverlay[i].m_flBlendOut = 0.0f;
		m_AnimOverlay[i].m_bSequenceFinished = false;
		m_AnimOverlay[i].m_flLastEventCheck = 0;
		m_AnimOverlay[i].m_bLooping = ((GetSequenceFlags( GetModelPtr(), sequence ) & STUDIO_LOOPING) != 0);
		if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
		{
			Msg("%5.3f : adding %d (%d): %s : %5.3f (%.3f)\n", gpGlobals->curtime, i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() );
		}
	}

	return i;
}
Example #5
0
void CBaseAnimatingOverlay::StudioFrameAdvance ()
{
	float flAdvance = GetAnimTimeInterval();

	VerifyOrder();

	BaseClass::StudioFrameAdvance();

	for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
	{
		CAnimationLayer *pLayer = &m_AnimOverlay[i];
		
		if (pLayer->IsActive())
		{
			// Assert( !m_AnimOverlay[ i ].IsAbandoned() );
			if (pLayer->IsKillMe())
			{
				if (pLayer->m_flKillDelay > 0)
				{
					pLayer->m_flKillDelay -= flAdvance;
					pLayer->m_flKillDelay = clamp( 	pLayer->m_flKillDelay, 0.0, 1.0 );
				}
				else if (pLayer->m_flWeight != 0.0f)
				{
					// give it at least one frame advance cycle to propagate 0.0 to client
					pLayer->m_flWeight -= pLayer->m_flKillRate * flAdvance;
					pLayer->m_flWeight = clamp( 	pLayer->m_flWeight.Get(), 0.0, 1.0 );
				}
				else
				{
					// shift the other layers down in order
					if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
					{
						Msg("removing %d (%d): %s : %5.3f (%.3f)\n", i, pLayer->m_nOrder.Get(), GetSequenceName( pLayer->m_nSequence ), pLayer->m_flCycle.Get(), pLayer->m_flWeight.Get() );
					}
					FastRemoveLayer( i );
					// needs at least one thing cycle dead to trigger sequence change
					pLayer->Dying();
					continue;
				}
			}

			pLayer->StudioFrameAdvance( flAdvance, this );
			if ( pLayer->m_bSequenceFinished && (pLayer->IsAutokill()) )
			{
				pLayer->m_flWeight = 0.0f;
				pLayer->KillMe();
			}
		}
		else if (pLayer->IsDying())
		{
			pLayer->Dead();	
		}
		else if (pLayer->m_flWeight > 0.0)
		{
			// Now that the server blends, it is turning off layers all the time.  Having a weight left over
			// when you're no longer marked as active is now harmless and commonplace.  Just clean up.
			pLayer->Init( this );
			pLayer->Dying();
		}
	}

	if (ai_sequence_debug.GetBool() == true && m_debugOverlays & OVERLAY_NPC_SELECTED_BIT)
	{
		for ( int i = 0; i < m_AnimOverlay.Count(); i++ )
		{
			if (m_AnimOverlay[ i ].IsActive())
			{
				/*
				if (m_AnimOverlay[ i ].IsAbandoned())
				{
					Msg(" %d abandoned %.2f (%.2f)\n", i, gpGlobals->curtime, m_AnimOverlay[ i ].m_flLastAccess );
				}
				*/
				Msg(" %d (%d): %s : %5.3f (%.3f)\n", i, m_AnimOverlay[ i ].m_nOrder.Get(), GetSequenceName( m_AnimOverlay[ i ].m_nSequence ), m_AnimOverlay[ i ].m_flCycle.Get(), m_AnimOverlay[ i ].m_flWeight.Get() );
			}
		}
	}

	VerifyOrder();
}
//-----------------------------------------------------------------------------
// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
//			by this player, otherwise draw the worldmodel.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawModel( int flags, const RenderableInstance_t &instance )
{
	if ( !m_bReadyToDraw )
		return 0;

	if ( flags & STUDIO_RENDER )
	{
		// Determine blending amount and tell engine
		float blend = (float)( instance.m_nAlpha / 255.0f );

		// Totally gone
		if ( blend <= 0.0f )
			return 0;

		// Tell engine
		render->SetBlend( blend );

		float color[3];
		GetColorModulation( color );
		render->SetColorModulation(	color );
	}
	
	CMatRenderContextPtr pRenderContext( materials );
	
	if ( ShouldFlipViewModel() )
		pRenderContext->CullMode( MATERIAL_CULLMODE_CW );

	int ret = 0;
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	C_BaseCombatWeapon *pWeapon = GetOwningWeapon();

	// If the local player's overriding the viewmodel rendering, let him do it
	if ( pPlayer && pPlayer->IsOverridingViewmodel() )
	{
		ret = pPlayer->DrawOverriddenViewmodel( this, flags, instance );
	}
	else if ( pWeapon && pWeapon->IsOverridingViewmodel() )
	{
		ret = pWeapon->DrawOverriddenViewmodel( this, flags, instance );
	}
	else
	{
		ret = BaseClass::DrawModel( flags, instance );
	}

	pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );

	// Now that we've rendered, reset the animation restart flag
	if ( flags & STUDIO_RENDER )
	{
		if ( m_nOldAnimationParity != m_nAnimationParity )
		{
			m_nOldAnimationParity = m_nAnimationParity;
		}

		// Tell the weapon itself that we've rendered, in case it wants to do something
		if ( pWeapon )
		{
			pWeapon->ViewModelDrawn( this );
		}

		if ( vm_debug.GetBool() )
		{
			MDLCACHE_CRITICAL_SECTION();

			int line = 16;
			CStudioHdr *hdr = GetModelPtr();
			engine->Con_NPrintf( line++, "%s: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n", 
				(hdr)?hdr->pszName():"(null)",
				GetSequenceName( GetSequence() ),
				GetSequence(),
				GetCycle(), 
				GetSequenceCycleRate( hdr, GetSequence() ),
				GetPlaybackRate()
				);
			if ( hdr )
			{
				for( int i=0; i < hdr->GetNumPoseParameters(); ++i )
				{
					const mstudioposeparamdesc_t &Pose = hdr->pPoseParameter( i );
					engine->Con_NPrintf( line++, "pose_param %s: %f",
						Pose.pszName(), GetPoseParameter( i ) );
				}
			}

			// Determine blending amount and tell engine
			float blend = (float)( instance.m_nAlpha / 255.0f );
			float color[3];
			GetColorModulation( color );
			engine->Con_NPrintf( line++, "blend=%f, color=%f,%f,%f", blend, color[0], color[1], color[2] );
			engine->Con_NPrintf( line++, "GetRenderMode()=%d", GetRenderMode() );
			engine->Con_NPrintf( line++, "m_nRenderFX=0x%8.8X", GetRenderFX() );

			color24 c = GetRenderColor();
			unsigned char a = GetRenderAlpha();
			engine->Con_NPrintf( line++, "rendercolor=%d,%d,%d,%d", c.r, c.g, c.b, a );

			engine->Con_NPrintf( line++, "origin=%f, %f, %f", GetRenderOrigin().x, GetRenderOrigin().y, GetRenderOrigin().z );
			engine->Con_NPrintf( line++, "angles=%f, %f, %f", GetRenderAngles()[0], GetRenderAngles()[1], GetRenderAngles()[2] );

			if ( IsEffectActive( EF_NODRAW ) )
			{
				engine->Con_NPrintf( line++, "EF_NODRAW" );
			}
		}
	}

	return ret;
}