//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFBaseRocket::PostDataUpdate( DataUpdateType_t type )
{
	// Pass through to the base class.
	BaseClass::PostDataUpdate( type );

	if ( type == DATA_UPDATE_CREATED )
	{
		// Now stick our initial velocity and angles into the interpolation history.
		CInterpolatedVar<Vector> &interpolator = GetOriginInterpolator();
		interpolator.ClearHistory();

		CInterpolatedVar<QAngle> &rotInterpolator = GetRotationInterpolator();
		rotInterpolator.ClearHistory();

		float flChangeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );

		// Add a sample 1 second back.
		Vector vCurOrigin = GetLocalOrigin() - m_vInitialVelocity;
		interpolator.AddToHead( flChangeTime - 1.0f, &vCurOrigin, false );

		QAngle vCurAngles = GetLocalAngles();
		rotInterpolator.AddToHead( flChangeTime - 1.0f, &vCurAngles, false );

		// Add the current sample.
		vCurOrigin = GetLocalOrigin();
		interpolator.AddToHead( flChangeTime, &vCurOrigin, false );

		rotInterpolator.AddToHead( flChangeTime - 1.0, &vCurAngles, false );
	}
}
void C_DODBaseRocket::PostDataUpdate( DataUpdateType_t type )
{
	BaseClass::PostDataUpdate( type );

	if ( type == DATA_UPDATE_CREATED )
	{
		// Now stick our initial velocity into the interpolation history 
		CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
		
		interpolator.ClearHistory();
		float changeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );

		// Add a sample 1 second back.
		Vector vCurOrigin = GetLocalOrigin() - m_vInitialVelocity;
		interpolator.AddToHead( changeTime - 1.0, &vCurOrigin, false );

		// Add the current sample.
		vCurOrigin = GetLocalOrigin();
		interpolator.AddToHead( changeTime, &vCurOrigin, false );


		// do the same for angles
		CInterpolatedVar< QAngle > &rotInterpolator = GetRotationInterpolator();

		rotInterpolator.ClearHistory();

		// Add a rotation sample 1 second back
		QAngle vCurAngles = GetLocalAngles();
		rotInterpolator.AddToHead( changeTime - 1.0, &vCurAngles, false );

		// Add the current rotation
		rotInterpolator.AddToHead( changeTime - 1.0, &vCurAngles, false );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_BaseObject::Simulate( void )
{
	if ( IsPlacing() && !MustBeBuiltOnAttachmentPoint() )
	{
		int iValidPlacement = ( IsPlacementPosValid() && ServerValidPlacement() ) ? 1 : 0;

		if ( m_iLastPlacementPosValid != iValidPlacement )
		{
			m_iLastPlacementPosValid = iValidPlacement;
			OnPlacementStateChanged( m_iLastPlacementPosValid > 0 );
		}

		// We figure out our own placement pos, but we still leave it to the server to 
		// do collision with other entities and nobuild triggers, so that sets the 
		// placement animation

		SetLocalOrigin( m_vecBuildOrigin );
		InvalidateBoneCache();

		// Clear out our origin and rotation interpolation history
		// so we don't pop when we teleport in the actual position from the server

		CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
		interpolator.ClearHistory();

		CInterpolatedVar<QAngle> &rotInterpolator = GetRotationInterpolator();
		rotInterpolator.ClearHistory();
	}	

	BaseClass::Simulate();
}
Exemple #4
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void C_HL2MPRagdoll::CreateHL2MPRagdoll( void )
{
	// First, initialize all our data. If we have the player's entity on our client,
	// then we can make ourselves start out exactly where the player is.
	C_HL2MP_Player *pPlayer = dynamic_cast< C_HL2MP_Player* >( m_hPlayer.Get() );
	
	if ( pPlayer && !pPlayer->IsDormant() )
	{
		// move my current model instance to the ragdoll's so decals are preserved.
		pPlayer->SnatchModelInstance( this );

		VarMapping_t *varMap = GetVarMapping();

		// Copy all the interpolated vars from the player entity.
		// The entity uses the interpolated history to get bone velocity.
		bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer());			
		if ( bRemotePlayer )
		{
			Interp_Copy( pPlayer );

			SetAbsAngles( pPlayer->GetRenderAngles() );
			GetRotationInterpolator().Reset();

			m_flAnimTime = pPlayer->m_flAnimTime;
			SetSequence( pPlayer->GetSequence() );
			m_flPlaybackRate = pPlayer->GetPlaybackRate();
		}
		else
		{
			// This is the local player, so set them in a default
			// pose and slam their velocity, angles and origin
			SetAbsOrigin( m_vecRagdollOrigin );
			
			SetAbsAngles( pPlayer->GetRenderAngles() );

			SetAbsVelocity( m_vecRagdollVelocity );

			int iSeq = pPlayer->GetSequence();
			if ( iSeq == -1 )
			{
				Assert( false );	// missing walk_lower?
				iSeq = 0;
			}
			
			SetSequence( iSeq );	// walk_lower, basic pose
			SetCycle( 0.0 );

			Interp_Reset( varMap );
		}		
	}
	else
	{
		// overwrite network origin so later interpolation will
		// use this position
		SetNetworkOrigin( m_vecRagdollOrigin );

		SetAbsOrigin( m_vecRagdollOrigin );
		SetAbsVelocity( m_vecRagdollVelocity );

		Interp_Reset( GetVarMapping() );
		
	}

	SetModelIndex( m_nModelIndex );

	// Make us a ragdoll..
	m_nRenderFX = kRenderFxRagdoll;

	matrix3x4_t boneDelta0[MAXSTUDIOBONES];
	matrix3x4_t boneDelta1[MAXSTUDIOBONES];
	matrix3x4_t currentBones[MAXSTUDIOBONES];
	const float boneDt = 0.05f;

	if ( pPlayer && !pPlayer->IsDormant() )
	{
		pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
	}
	else
	{
		GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
	}

	InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
}
void C_SDKRagdoll::CreateRagdoll()
{
	// First, initialize all our data. If we have the player's entity on our client,
	// then we can make ourselves start out exactly where the player is.
	C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() );

	if ( pPlayer && !pPlayer->IsDormant() )
	{
		// move my current model instance to the ragdoll's so decals are preserved.
		pPlayer->SnatchModelInstance( this );

		VarMapping_t *varMap = GetVarMapping();

		// Copy all the interpolated vars from the player entity.
		// The entity uses the interpolated history to get bone velocity.
		if ( !pPlayer->IsLocalPlayer() && pPlayer->IsInterpolationEnabled() )
		{
			Interp_Copy( pPlayer );

			SetAbsAngles( pPlayer->GetRenderAngles() );
			GetRotationInterpolator().Reset();

			m_flAnimTime = pPlayer->m_flAnimTime;
			SetSequence( pPlayer->GetSequence() );
			m_flPlaybackRate = pPlayer->GetPlaybackRate();
		}
		else
		{
			// This is the local player, so set them in a default
			// pose and slam their velocity, angles and origin
			SetAbsOrigin( m_vecRagdollOrigin );

			SetAbsAngles( pPlayer->GetRenderAngles() );

			SetAbsVelocity( m_vecRagdollVelocity );

			int iSeq = LookupSequence( "RagdollSpawn" );	// hax, find a neutral standing pose
			if ( iSeq == -1 )
			{
				Assert( false );	// missing look_idle?
				iSeq = 0;
			}
			
			SetSequence( iSeq );	// look_idle, basic pose
			SetCycle( 0.0 );

			Interp_Reset( varMap );
		}		

		m_nBody = pPlayer->GetBody();
	}
	else
	{
		// overwrite network origin so later interpolation will
		// use this position
		SetNetworkOrigin( m_vecRagdollOrigin );

		SetAbsOrigin( m_vecRagdollOrigin );
		SetAbsVelocity( m_vecRagdollVelocity );

		Interp_Reset( GetVarMapping() );

	}

	SetModelIndex( m_nModelIndex );
	
	// Turn it into a ragdoll.
	if ( cl_ragdoll_physics_enable.GetInt() )
	{
		// Make us a ragdoll..
		m_nRenderFX = kRenderFxRagdoll;

		matrix3x4_t boneDelta0[MAXSTUDIOBONES];
		matrix3x4_t boneDelta1[MAXSTUDIOBONES];
		matrix3x4_t currentBones[MAXSTUDIOBONES];
		const float boneDt = 0.05f;

		if ( pPlayer && pPlayer == C_BasePlayer::GetLocalPlayer() )
		{
			pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
		}
		else
		{
			GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
		}

		InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
	}
	else
	{
		ClientLeafSystem()->SetRenderGroup( GetRenderHandle(), RENDER_GROUP_TRANSLUCENT_ENTITY );
	}		

	// Fade out the ragdoll in a while
	StartFadeOut( cl_ragdoll_fade_time.GetFloat() );
	SetNextClientThink( gpGlobals->curtime + 5.0f );
}
void C_GENPCRagdoll::CreateRagdoll( void )
{
	// First, initialize all our data. If we have the player's entity on our client,
	// then we can make ourselves start out exactly where the player is.
	C_AI_BaseNPC *pNPC = dynamic_cast< C_AI_BaseNPC* >( m_hNPC.Get() );

	// Cache away our skin before we start meddling (setting it later down)
	int skin = 0;
	if ( pNPC )
		skin = pNPC->GetSkin();

	if ( pNPC && !pNPC->IsDormant() )
	{
		// move my current model instance to the ragdoll's so decals are preserved.
		pNPC->SnatchModelInstance( this );

		// Copy all the interpolated vars from the player entity.
		// The entity uses the interpolated history to get bone velocity.
		Interp_Copy( pNPC );

		SetAbsAngles( pNPC->GetRenderAngles() );
		GetRotationInterpolator().Reset();

		m_flAnimTime = pNPC->m_flAnimTime;
		SetSequence( pNPC->GetSequence() );
		m_flPlaybackRate = pNPC->GetPlaybackRate();
	}
	else
	{
		// overwrite network origin so later interpolation will
		// use this position
		SetNetworkOrigin( m_vecRagdollOrigin );

		SetAbsOrigin( m_vecRagdollOrigin );
		SetAbsVelocity( m_vecRagdollVelocity );

		Interp_Reset( GetVarMapping() );
	}

	SetModelIndex( m_nModelIndex );

	// Make us a ragdoll..
	m_nRenderFX = kRenderFxRagdoll;

	matrix3x4_t boneDelta0[MAXSTUDIOBONES];
	matrix3x4_t boneDelta1[MAXSTUDIOBONES];
	matrix3x4_t currentBones[MAXSTUDIOBONES];
	const float boneDt = 0.05f;

	if ( pNPC && !pNPC->IsDormant() )
	{
		pNPC->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
	}
	else
	{
		GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
	}

	// Finally reset our skin
	m_nSkin = skin;

	InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
}
void C_StriderRagdoll::CreateStriderRagdoll( void )
{
	// First, initialize all our data. If we have the player's entity on our client,
	// then we can make ourselves start out exactly where the player is.
	C_QUA_Strider *pStrider = dynamic_cast< C_QUA_Strider* >( m_hStrider.Get());
	
	if ( pStrider)
	{
		// move my current model instance to the ragdoll's so decals are preserved.
		pStrider->SnatchModelInstance( this );

		VarMapping_t *varMap = GetVarMapping();

		// Copy all the interpolated vars from the player entity.
		// The entity uses the interpolated history to get bone velocity.
		/*bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer());			
		if ( bRemotePlayer )
		{*/
			Interp_Copy( varMap, this, pStrider, pStrider->C_BaseAnimating::GetVarMapping() );

			SetAbsAngles( pStrider->GetRenderAngles() );
			GetRotationInterpolator().Reset();

			m_flAnimTime = pStrider->m_flAnimTime;
			SetSequence( pStrider->GetSequence() );
			m_flPlaybackRate = pStrider->GetPlaybackRate();
			SetPoseParameter(LookupPoseParameter("body_height"),200.0f);
		/*}
		else
		{*/
			// This is the local player, so set them in a default
			// pose and slam their velocity, angles and origin
		//	SetAbsOrigin( m_vecRagdollOrigin );
		//	
		//	SetAbsAngles( pPlayer->GetRenderAngles() );

		//	SetAbsVelocity( m_vecRagdollVelocity );

		//	int iSeq = pPlayer->GetSequence();
		//	if ( iSeq == -1 )
		//	{
		//		Assert( false );	// missing walk_lower?
		//		iSeq = 0;
		//	}
		//	
		//	SetSequence( iSeq );	// walk_lower, basic pose
		//	SetCycle( 0.0 );

		//	Interp_Reset( varMap );
		//}		
	}
	else
	{
		// overwrite network origin so later interpolation will
		// use this position
		SetNetworkOrigin( m_vecRagdollOrigin );

		SetAbsOrigin( m_vecRagdollOrigin );
		SetAbsVelocity( m_vecRagdollVelocity );
		SetSequence(LookupSequence("idle01"));
		SetPoseParameter(LookupPoseParameter("body_height"),m_fAltura);
	
		Interp_Reset( GetVarMapping() );
		
	}

	SetModelIndex( m_nModelIndex );
	//engine->Con_NPrintf(27,"Le volvemos a poner de altura: %f",m_fAltura);		
	SetPoseParameter(LookupPoseParameter("body_height"),200.0f);
	// Make us a ragdoll..
	m_nRenderFX = kRenderFxRagdoll;

	BecomeRagdollOnClient( /*false*/ ); //FixMe No? xd
}
Exemple #8
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void C_CFRagdoll::CreateRagdoll()
{
	// First, initialize all our data. If we have the player's entity on our client,
	// then we can make ourselves start out exactly where the player is.
	C_CFPlayer *pPlayer = dynamic_cast< C_CFPlayer* >( m_hPlayer.Get() );

	if ( pPlayer && !pPlayer->IsDormant() )
	{
		// move my current model instance to the ragdoll's so decals are preserved.
		pPlayer->SnatchModelInstance( this );

		VarMapping_t *varMap = GetVarMapping();

		// Copy all the interpolated vars from the player entity.
		// The entity uses the interpolated history to get bone velocity.
		bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer());			
		if ( bRemotePlayer )
		{
			Interp_Copy( pPlayer );

			SetAbsAngles( pPlayer->GetRenderAngles() );
			GetRotationInterpolator().Reset();

			m_flAnimTime = pPlayer->m_flAnimTime;
			SetSequence( pPlayer->GetSequence() );
			m_flPlaybackRate = pPlayer->GetPlaybackRate();
		}
		else
		{
			// This is the local player, so set them in a default
			// pose and slam their velocity, angles and origin
			SetAbsOrigin( m_vecRagdollOrigin );

			SetAbsAngles( pPlayer->GetRenderAngles() );

			SetAbsVelocity( m_vecRagdollVelocity );

			int iSeq = LookupSequence( "idle" );
			if ( iSeq == -1 )
			{
				Assert( false );	// missing walk_lower?
				iSeq = 0;
			}

			SetSequence( iSeq );	// walk_lower, basic pose
			SetCycle( 0.0 );

			Interp_Reset( varMap );
		}		
	}
	else
	{
		// overwrite network origin so later interpolation will
		// use this position
		SetNetworkOrigin( m_vecRagdollOrigin );

		SetAbsOrigin( m_vecRagdollOrigin );
		SetAbsVelocity( m_vecRagdollVelocity );

		Interp_Reset( GetVarMapping() );

	}

	if (pPlayer)
	{
		SetModelIndex( m_nModelIndex );
		m_nSkin = pPlayer->m_nSkin;
		SetBodygroup(1, pPlayer->m_bIsDecapitated);
	}

	// Turn it into a ragdoll.
	if ( cl_ragdoll_physics_enable.GetBool() )
	{
		// Make us a ragdoll..
		m_nRenderFX = kRenderFxRagdoll;

		matrix3x4_t boneDelta0[MAXSTUDIOBONES];
		matrix3x4_t boneDelta1[MAXSTUDIOBONES];
		matrix3x4_t currentBones[MAXSTUDIOBONES];
		const float boneDt = 0.05f;

		// We have to make sure that we're initting this client ragdoll off of the same model.
		// GetRagdollInitBoneArrays uses the *player* Hdr, which may be a different model than
		// the ragdoll Hdr, if we try to create a ragdoll in the same frame that the player
		// changes their player model.
		CStudioHdr *pRagdollHdr = GetModelPtr();
		CStudioHdr *pPlayerHdr = NULL;
		if ( pPlayer )
			pPlayerHdr = pPlayer->GetModelPtr();

		bool bChangedModel = false;

		if ( pRagdollHdr && pPlayerHdr )
		{
			bChangedModel = pRagdollHdr->GetVirtualModel() != pPlayerHdr->GetVirtualModel();

			Assert( !bChangedModel && "C_CFRagdoll::CreateRagdoll: Trying to create ragdoll with a different model than the player it's based on" );
		}

		if ( pPlayer && !pPlayer->IsDormant() && !bChangedModel && pPlayerHdr )
		{
			pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
		}
		else
		{
			GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
		}

		InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
	}
	SetNextClientThink( CLIENT_THINK_ALWAYS );
}