//------------------------------------------------ // Spawn //------------------------------------------------ void CPropAPC::Spawn( void ) { BaseClass::Spawn(); SetBlocksLOS( true ); m_iHealth = m_iMaxHealth = sk_apc_health.GetFloat(); SetCycle( 0 ); m_iMachineGunBurstLeft = MACHINE_GUN_BURST_SIZE; m_iRocketSalvoLeft = ROCKET_SALVO_SIZE; m_nRocketSide = 0; m_lifeState = LIFE_ALIVE; m_bInFiringCone = false; m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; // Reset the gun to a default pose. SetPoseParameter( "vehicle_weapon_pitch", 0 ); SetPoseParameter( "vehicle_weapon_yaw", 90 ); CreateAPCLaserDot(); if ( IsXbox() ) { AddFlag( FL_AIMTARGET ); } }
//------------------------------------------------ // Spawn //------------------------------------------------ void CPropAPC2::Spawn( void ) { SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); BaseClass::Spawn(); SetBlocksLOS( true ); m_iHealth = m_iMaxHealth = 500; m_iAmmoCount=30; // Balas seguidas que podemos disparar m_iCannonCount=100; // Tanto por cien de cañon. SetCycle( 0 ); m_iMachineGunBurstLeft = MACHINE_GUN_BURST_SIZE; m_iRocketSalvoLeft = ROCKET_SALVO_SIZE; m_fReloadTime=gpGlobals->curtime+0.5f; m_fCannonCharge=gpGlobals->curtime+0.05f; m_nRocketSide = 0; m_lifeState = LIFE_ALIVE; m_bInFiringCone = false; m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; // Reset the gun to a default pose. SetPoseParameter( "vehicle_weapon_pitch", 0 ); SetPoseParameter( "vehicle_weapon_yaw", 90 ); AddSolidFlags( FSOLID_NOT_STANDABLE ); m_vOriginalSpawnOrigin = GetAbsOrigin(); m_vOriginalSpawnAngles = GetAbsAngles(); m_bSpawn=false; CreateAPCLaserDot(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CFourWheelVehiclePhysics::VPhysicsUpdate( IPhysicsObject *pPhysics ) { if ( r_vehicleDrawDebug.GetInt() ) { DrawDebugGeometryOverlays(); } // must be a wheel if ( pPhysics == m_pOuter->VPhysicsGetObject() ) return true; // This is here so we can make the pose parameters of the wheels // reflect their current physics state for ( int i = 0; i < m_wheelCount; i++ ) { if ( pPhysics == m_pWheels[i] ) { Vector tmp; pPhysics->GetPosition( &m_wheelPosition[i], &m_wheelRotation[i] ); // transform the wheel into body space VectorITransform( m_wheelPosition[i], m_pOuter->EntityToWorldTransform(), tmp ); SetPoseParameter( m_poseParameters[VEH_FL_WHEEL_HEIGHT + i], (m_wheelBaseHeight[i] - tmp.z) / m_wheelTotalHeight[i] ); SetPoseParameter( m_poseParameters[VEH_FL_WHEEL_SPIN + i], -m_wheelRotation[i].z ); return false; } } return false; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CObjectSentrygun::SetModel( const char *pModel ) { float flPoseParam0 = 0.0; float flPoseParam1 = 0.0; // Save pose parameters across model change if ( m_iPitchPoseParameter >= 0 ) { flPoseParam0 = GetPoseParameter( m_iPitchPoseParameter ); } if ( m_iYawPoseParameter >= 0 ) { flPoseParam1 = GetPoseParameter( m_iYawPoseParameter ); } BaseClass::SetModel( pModel ); // Reset this after model change UTIL_SetSize( this, SENTRYGUN_MINS, SENTRYGUN_MAXS ); SetSolid( SOLID_BBOX ); // Restore pose parameters m_iPitchPoseParameter = LookupPoseParameter( "aim_pitch" ); m_iYawPoseParameter = LookupPoseParameter( "aim_yaw" ); SetPoseParameter( m_iPitchPoseParameter, flPoseParam0 ); SetPoseParameter( m_iYawPoseParameter, flPoseParam1 ); CreateBuildPoints(); ReattachChildren(); ResetSequenceInfo(); }
void CBaseTurret::Spawn() { Precache( ); SetNextThink( gpGlobals->curtime + 1 ); SetMoveType( MOVETYPE_FLY ); m_nSequence = 0; m_flCycle = 0; SetSolid( SOLID_SLIDEBOX ); m_takedamage = DAMAGE_YES; AddFlag( FL_AIMTARGET ); m_iAmmoType = g_pGameRules->GetAmmoDef()->Index("SMG1"); AddFlag( FL_NPC ); if (( m_spawnflags & SF_NPC_TURRET_AUTOACTIVATE ) && !( m_spawnflags & SF_NPC_TURRET_STARTINACTIVE )) { m_iAutoStart = true; } ResetSequenceInfo( ); SetPoseParameter( TURRET_BC_YAW, 0 ); SetPoseParameter( TURRET_BC_PITCH, 0 ); // Activities ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_OPEN ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSE ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_CLOSED_IDLE ); ADD_CUSTOM_ACTIVITY( CBase`matTurret, ACT_TURRET_OPEN_IDLE ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_FIRE ); ADD_CUSTOM_ACTIVITY( CBaseTurret, ACT_TURRET_RELOAD ); }
int CBaseTurret::MoveTurret(void) { bool bDidMove = false; int iPose; matrix3x4_t localToWorld; GetAttachment( LookupAttachment( "eyes" ), localToWorld ); Vector vecGoalDir; AngleVectors( m_vecGoalAngles, &vecGoalDir ); Vector vecGoalLocalDir; VectorIRotate( vecGoalDir, localToWorld, vecGoalLocalDir ); QAngle vecGoalLocalAngles; VectorAngles( vecGoalLocalDir, vecGoalLocalAngles ); float flDiff; QAngle vecNewAngles; // update pitch flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, 0.1 * m_iBaseTurnRate ) ); iPose = LookupPoseParameter( TURRET_BC_PITCH ); SetPoseParameter( iPose, GetPoseParameter( iPose ) + flDiff / 1.5 ); if (fabs(flDiff) > 0.1) { bDidMove = true; } // update yaw, with acceleration #if 0 float flDist = AngleNormalize( vecGoalLocalAngles.y ); float flNewDist; float flNewTurnRate; ChangeDistance( 0.1, flDist, 0.0, m_fTurnRate, m_iBaseTurnRate, m_iBaseTurnRate * 4, flNewDist, flNewTurnRate ); m_fTurnRate = flNewTurnRate; flDiff = flDist - flNewDist; #else flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.y, 0.0, 0.1 * m_iBaseTurnRate ) ); #endif iPose = LookupPoseParameter( TURRET_BC_YAW ); SetPoseParameter( iPose, GetPoseParameter( iPose ) + flDiff / 1.5 ); if (fabs(flDiff) > 0.1) { bDidMove = true; } if (bDidMove) { // DevMsg( "(%.2f, %.2f)\n", AngleNormalize( vecGoalLocalAngles.x ), AngleNormalize( vecGoalLocalAngles.y ) ); } return bDidMove; }
//----------------------------------------------------------------------------- // Purpose: Causes the turret to face its desired angles //----------------------------------------------------------------------------- bool CNPC_CeilingTurret::UpdateFacing( void ) { bool bMoved = false; matrix3x4_t localToWorld; GetAttachment( LookupAttachment( "eyes" ), localToWorld ); Vector vecGoalDir; AngleVectors( m_vecGoalAngles, &vecGoalDir ); Vector vecGoalLocalDir; VectorIRotate( vecGoalDir, localToWorld, vecGoalLocalDir ); if ( g_debug_turret_ceiling.GetBool() ) { Vector vecMuzzle, vecMuzzleDir; QAngle vecMuzzleAng; GetAttachment( "eyes", vecMuzzle, vecMuzzleAng ); AngleVectors( vecMuzzleAng, &vecMuzzleDir ); NDebugOverlay::Cross3D( vecMuzzle, -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, false, 0.05 ); NDebugOverlay::Cross3D( vecMuzzle+(vecMuzzleDir*256), -Vector(2,2,2), Vector(2,2,2), 255, 255, 0, false, 0.05 ); NDebugOverlay::Line( vecMuzzle, vecMuzzle+(vecMuzzleDir*256), 255, 255, 0, false, 0.05 ); NDebugOverlay::Cross3D( vecMuzzle, -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 0.05 ); NDebugOverlay::Cross3D( vecMuzzle+(vecGoalDir*256), -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, false, 0.05 ); NDebugOverlay::Line( vecMuzzle, vecMuzzle+(vecGoalDir*256), 255, 0, 0, false, 0.05 ); } QAngle vecGoalLocalAngles; VectorAngles( vecGoalLocalDir, vecGoalLocalAngles ); // Update pitch float flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, 0.1f * MaxYawSpeed() ) ); SetPoseParameter( m_poseAim_Pitch, GetPoseParameter( m_poseAim_Pitch ) + ( flDiff / 1.5f ) ); if ( fabs( flDiff ) > 0.1f ) { bMoved = true; } // Update yaw flDiff = AngleNormalize( UTIL_ApproachAngle( vecGoalLocalAngles.y, 0.0, 0.1f * MaxYawSpeed() ) ); SetPoseParameter( m_poseAim_Yaw, GetPoseParameter( m_poseAim_Yaw ) + ( flDiff / 1.5f ) ); if ( fabs( flDiff ) > 0.1f ) { bMoved = true; } InvalidateBoneCache(); return bMoved; }
bool CNPC_Infected::OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ) { // required movement direction float flMoveYaw = UTIL_VecToYaw( move.dir ); // FIXME: move this up to navigator so that path goals can ignore these overrides. Vector dir; float flInfluence = GetFacingDirection( dir ); dir = move.facing * (1 - flInfluence) + dir * flInfluence; VectorNormalize( dir ); // ideal facing direction float idealYaw = UTIL_AngleMod( UTIL_VecToYaw( dir ) ); // FIXME: facing has important max velocity issues GetMotor()->SetIdealYawAndUpdate( idealYaw ); // find movement direction to compensate for not being turned far enough float flDiff = UTIL_AngleDiff( flMoveYaw, GetLocalAngles().y ); // Setup the 9-way blend parameters based on our speed and direction. Vector2D vCurMovePose( 0, 0 ); vCurMovePose.x = cos( DEG2RAD( flDiff ) ) * 1.0f; //flPlaybackRate; vCurMovePose.y = -sin( DEG2RAD( flDiff ) ) * 1.0f; //flPlaybackRate; SetPoseParameter( gm_nMoveXPoseParam, vCurMovePose.x ); SetPoseParameter( gm_nMoveYPoseParam, vCurMovePose.y ); // ==== Update Lean pose parameters if ( gm_nLeanYawPoseParam >= 0 ) { float targetLean = GetPoseParameter( gm_nMoveYPoseParam ) * 30.0f; float curLean = GetPoseParameter( gm_nLeanYawPoseParam ); if( curLean < targetLean ) curLean += MIN(fabs(targetLean-curLean), GetAnimTimeInterval()*12.0f); //was 15.0f else curLean -= MIN(fabs(targetLean-curLean), GetAnimTimeInterval()*12.0f); //was 15.0f SetPoseParameter( gm_nLeanYawPoseParam, curLean ); } if( gm_nLeanPitchPoseParam >= 0 ) { float targetLean = GetPoseParameter( gm_nMoveXPoseParam ) * -20.0f; //was -30.0f float curLean = GetPoseParameter( gm_nLeanPitchPoseParam ); if( curLean < targetLean ) curLean += MIN(fabs(targetLean-curLean), GetAnimTimeInterval()*10.0f); //was 15.0f else curLean -= MIN(fabs(targetLean-curLean), GetAnimTimeInterval()*10.0f); //was 15.0f SetPoseParameter( gm_nLeanPitchPoseParam, curLean ); } return true; }
//----------------------------------------------------------------------------- // Purpose: Start building the object //----------------------------------------------------------------------------- bool CObjectSentrygun::StartBuilding( CBaseEntity *pBuilder ) { SetModel( SENTRY_MODEL_LEVEL_1_UPGRADE ); CreateBuildPoints(); SetPoseParameter( m_iPitchPoseParameter, 0.0 ); SetPoseParameter( m_iYawPoseParameter, 0.0 ); return BaseClass::StartBuilding( pBuilder ); }
//----------------------------------------------------------------------------- // Purpose: Spawn the entity //----------------------------------------------------------------------------- void CNPC_CeilingTurret::Spawn( void ) { Precache(); SetModel( CEILING_TURRET_MODEL ); BaseClass::Spawn(); m_HackedGunPos = Vector( 0, 0, 12.75 ); SetViewOffset( EyeOffset( ACT_IDLE ) ); m_flFieldOfView = 0.0f; m_takedamage = DAMAGE_YES; m_iHealth = 1000; m_bloodColor = BLOOD_COLOR_MECH; SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetHeight( CEILING_TURRET_RETRACT_HEIGHT ); AddFlag( FL_AIMTARGET ); AddEFlags( EFL_NO_DISSOLVE ); SetPoseParameter( m_poseAim_Yaw, 0 ); SetPoseParameter( m_poseAim_Pitch, 0 ); m_iAmmoType = GetAmmoDef()->Index( "AR2" ); //Create our eye sprite m_pEyeGlow = CSprite::SpriteCreate( CEILING_TURRET_GLOW_SPRITE, GetLocalOrigin(), false ); m_pEyeGlow->SetTransparency( kRenderTransAdd, 255, 0, 0, 128, kRenderFxNoDissipation ); m_pEyeGlow->SetAttachment( this, 2 ); //Set our autostart state m_bAutoStart = !!( m_spawnflags & SF_CEILING_TURRET_AUTOACTIVATE ); m_bEnabled = ( ( m_spawnflags & SF_CEILING_TURRET_STARTINACTIVE ) == false ); //Do we start active? if ( m_bAutoStart && m_bEnabled ) { SetThink( &CNPC_CeilingTurret::AutoSearchThink ); SetEyeState( TURRET_EYE_DORMANT ); } else { SetEyeState( TURRET_EYE_DISABLED ); } //Stagger our starting times SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ) ); // Don't allow us to skip animation setup because our attachments are critical to us! SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP ); }
//----------------------------------------------------------------------------- // Purpose: // Output : void SyncPoseToAimAngles //----------------------------------------------------------------------------- void CNPC_RocketTurret::SyncPoseToAimAngles ( void ) { QAngle localAngles = TransformAnglesToLocalSpace( m_vecCurrentAngles.Get(), EntityToWorldTransform() ); // Update pitch SetPoseParameter( m_iPosePitch, localAngles.x ); // Update yaw -- NOTE: This yaw movement is screwy for this model, we must invert the yaw delta and also skew an extra 90 deg to // get the 'forward face' of the turret to match up with the look direction. If the model and it's pose parameters change, this will be wrong. SetPoseParameter( m_iPoseYaw, AngleNormalize( -localAngles.y - 90 ) ); InvalidateBoneCache(); }
//----------------------------------------------------------------------------- // Purpose: the entity //----------------------------------------------------------------------------- void CNPC_RocketTurret::Spawn( void ) { Precache(); BaseClass::Spawn(); SetViewOffset( vec3_origin ); AddEFlags( EFL_NO_DISSOLVE ); SetModel( ROCKET_TURRET_MODEL_NAME ); SetSolid( SOLID_VPHYSICS ); m_iMuzzleAttachment = LookupAttachment ( "barrel" ); m_iLightAttachment = LookupAttachment ( "eye" ); m_iPosePitch = LookupPoseParameter( "aim_pitch" ); m_iPoseYaw = LookupPoseParameter( "aim_yaw" ); m_vecCurrentAngles = m_vecGoalAngles = GetAbsAngles(); CreateVPhysics(); //Set our autostart state m_bEnabled = ( ( m_spawnflags & SF_ROCKET_TURRET_START_INACTIVE ) == false ); // Set Locked sprite if ( m_bEnabled ) { m_iLaserState = 1; SetSequence(LookupSequence("idle")); } else { m_iLaserState = 0; SetSequence(LookupSequence("inactive")); } SetCycle(1.0f); UpdateSkin( ROCKET_SKIN_IDLE ); SetPoseParameter( "aim_pitch", 0 ); SetPoseParameter( "aim_yaw", -180 ); if ( m_bEnabled ) { SetThink( &CNPC_RocketTurret::FollowThink ); } SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE ); }
/** * Orient head and eyes towards m_lookAt. */ void C_HL2MP_Player::UpdateLookAt( void ) { // head yaw if (m_headYawPoseParam < 0 || m_headPitchPoseParam < 0) return; // orient eyes m_viewtarget = m_vLookAtTarget; // blinking if (m_blinkTimer.IsElapsed()) { m_blinktoggle = !m_blinktoggle; m_blinkTimer.Start( RandomFloat( 1.5f, 4.0f ) ); } // Figure out where we want to look in world space. QAngle desiredAngles; Vector to = m_vLookAtTarget - EyePosition(); VectorAngles( to, desiredAngles ); // Figure out where our body is facing in world space. QAngle bodyAngles( 0, 0, 0 ); bodyAngles[YAW] = GetLocalAngles()[YAW]; float flBodyYawDiff = bodyAngles[YAW] - m_flLastBodyYaw; m_flLastBodyYaw = bodyAngles[YAW]; // Set the head's yaw. float desired = AngleNormalize( desiredAngles[YAW] - bodyAngles[YAW] ); desired = clamp( desired, m_headYawMin, m_headYawMax ); m_flCurrentHeadYaw = ApproachAngle( desired, m_flCurrentHeadYaw, 130 * gpGlobals->frametime ); // Counterrotate the head from the body rotation so it doesn't rotate past its target. m_flCurrentHeadYaw = AngleNormalize( m_flCurrentHeadYaw - flBodyYawDiff ); desired = clamp( desired, m_headYawMin, m_headYawMax ); SetPoseParameter( m_headYawPoseParam, m_flCurrentHeadYaw ); // Set the head's yaw. desired = AngleNormalize( desiredAngles[PITCH] ); desired = clamp( desired, m_headPitchMin, m_headPitchMax ); m_flCurrentHeadPitch = ApproachAngle( desired, m_flCurrentHeadPitch, 130 * gpGlobals->frametime ); m_flCurrentHeadPitch = AngleNormalize( m_flCurrentHeadPitch ); SetPoseParameter( m_headPitchPoseParam, m_flCurrentHeadPitch ); }
//----------------------------------------------------------------------------- // Purpose: Causes the camera to face its desired angles //----------------------------------------------------------------------------- bool CNPC_CombineCamera::UpdateFacing() { bool bMoved = false; matrix3x4_t localToWorld; GetAttachment(LookupAttachment("eyes"), localToWorld); Vector vecGoalDir; AngleVectors(m_vecGoalAngles, &vecGoalDir ); Vector vecGoalLocalDir; VectorIRotate(vecGoalDir, localToWorld, vecGoalLocalDir); QAngle vecGoalLocalAngles; VectorAngles(vecGoalLocalDir, vecGoalLocalAngles); // Update pitch float flDiff = AngleNormalize(UTIL_ApproachAngle( vecGoalLocalAngles.x, 0.0, 0.1f * MaxYawSpeed())); int iPose = LookupPoseParameter(COMBINE_CAMERA_BC_PITCH); SetPoseParameter(iPose, GetPoseParameter(iPose) + (flDiff / 1.5f)); if (fabs(flDiff) > 0.1f) { bMoved = true; } // Update yaw flDiff = AngleNormalize(UTIL_ApproachAngle( vecGoalLocalAngles.y, 0.0, 0.1f * MaxYawSpeed())); iPose = LookupPoseParameter(COMBINE_CAMERA_BC_YAW); SetPoseParameter(iPose, GetPoseParameter(iPose) + (flDiff / 1.5f)); if (fabs(flDiff) > 0.1f) { bMoved = true; } if (bMoved && (m_flMoveSoundTime < gpGlobals->curtime)) { EmitSound("NPC_CombineCamera.Move"); m_flMoveSoundTime = gpGlobals->curtime + CAMERA_MOVE_INTERVAL; } // You're going to make decisions based on this info. So bump the bone cache after you calculate everything InvalidateBoneCache(); return bMoved; }
//------------------------------------------------ // Spawn //------------------------------------------------ void CPropCrane::Spawn( void ) { Precache(); SetModel( STRING( GetModelName() ) ); SetCollisionGroup( COLLISION_GROUP_VEHICLE ); BaseClass::Spawn(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_NOCLIP ); m_takedamage = DAMAGE_EVENTS_ONLY; m_flTurn = 0; m_flExtension = 0; m_flNextDangerSoundTime = 0; m_flNextCreakSound = 0; m_flNextDropAllowedTime = 0; m_flSlowRaiseTime = 0; m_bDropping = false; m_bMagnetOn = false; InitCraneSpeeds(); SetPoseParameter( "armextensionpose", m_flExtension ); CreateVPhysics(); SetNextThink( gpGlobals->curtime ); }
//------------------------------------------------ // Spawn //------------------------------------------------ void CPropCannon::Spawn( void ) { Precache(); SetModel( STRING( GetModelName() ) ); SetCollisionGroup( COLLISION_GROUP_VEHICLE ); BaseClass::Spawn(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_NOCLIP ); m_takedamage = DAMAGE_EVENTS_ONLY; m_takedamage = DAMAGE_EVENTS_ONLY; m_flTurn = 0; m_flExtension = 0; m_flFlyTime = 0.0f; m_flNextAttackTime = gpGlobals->curtime; InitCannonSpeeds(); SetPoseParameter( "armextensionpose", m_flExtension ); CreateVPhysics(); SetNextThink( gpGlobals->curtime ); }
// Blending Cycler think void CBlendingCycler::Think( void ) { SetNextThink( gpGlobals->curtime + 0.1f ); // Move m_iCurrent += m_iBlendspeed; if ( (m_iCurrent > m_iUpperBound) || (m_iCurrent < m_iLowerBound) ) m_iBlendspeed = m_iBlendspeed * -1; // Set blend SetPoseParameter( 0, m_iCurrent ); Msg( "Current Blend: %d\n", m_iCurrent ); if (IsSequenceFinished() && !SequenceLoops()) { // ResetSequenceInfo(); // hack to avoid reloading model every frame m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 1.0; m_bSequenceFinished = false; m_flLastEventCheck = 0; m_flCycle = 0; if (!m_animate) { m_flPlaybackRate = 0.0; // FIX: don't reset framerate } } }
//----------------------------------------------------------------------------- void C_CHostage::UpdateClientSideAnimation() { if (IsDormant()) { return; } m_PlayerAnimState->Update( GetAbsAngles()[YAW], GetAbsAngles()[PITCH] ); // initialize pose parameters char *setToZero[] = { "spine_yaw", "head_roll" }; CStudioHdr *pStudioHdr = GetModelPtr(); for ( int i=0; i < ARRAYSIZE( setToZero ); i++ ) { int index = LookupPoseParameter( pStudioHdr, setToZero[i] ); if ( index >= 0 ) SetPoseParameter( pStudioHdr, index, 0 ); } // orient head and eyes LookAround(); UpdateLookAt( pStudioHdr ); BaseClass::UpdateClientSideAnimation(); }
//--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::CloseHooks() { if( !m_bLockSilently ) { EmitSound( "NPC_CombineMine.CloseHooks" ); } if( VPhysicsGetObject() ) { // It's possible to not have a valid physics object here, since this function doubles as an initialization function. PhysSetGameFlags( VPhysicsGetObject(), FVPHYSICS_CONSTRAINT_STATIC ); } // Only lock silently the first time we call this. m_bLockSilently = false; SetPoseParameter( m_iAllHooks, 0 ); VPhysicsGetObject()->EnableMotion( false ); // Once I lock down, forget how many tries it took. m_iFlipAttempts = 0; #ifdef _XBOX AddEffects( EF_NOSHADOW ); #endif }
//----------------------------------------------------------------------------- // Primary gun //----------------------------------------------------------------------------- void CPropAPC::AimPrimaryWeapon( const Vector &vecWorldTarget ) { EntityMatrix parentMatrix; parentMatrix.InitFromEntity( this, m_nMachineGunBaseAttachment ); Vector target = parentMatrix.WorldToLocal( vecWorldTarget ); float quadTarget = target.LengthSqr(); float quadTargetXY = target.x*target.x + target.y*target.y; // Target is too close! Can't aim at it if ( quadTarget > m_vecBarrelPos.LengthSqr() ) { // We're trying to aim the offset barrel at an arbitrary point. // To calculate this, I think of the target as being on a sphere with // it's center at the origin of the gun. // The rotation we need is the opposite of the rotation that moves the target // along the surface of that sphere to intersect with the gun's shooting direction // To calculate that rotation, we simply calculate the intersection of the ray // coming out of the barrel with the target sphere (that's the new target position) // and use atan2() to get angles // angles from target pos to center float targetToCenterYaw = atan2( target.y, target.x ); float centerToGunYaw = atan2( m_vecBarrelPos.y, sqrt( quadTarget - (m_vecBarrelPos.y*m_vecBarrelPos.y) ) ); float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) ); float centerToGunPitch = atan2( -m_vecBarrelPos.z, sqrt( quadTarget - (m_vecBarrelPos.z*m_vecBarrelPos.z) ) ); QAngle angles; angles.Init( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw + centerToGunYaw ), 0 ); SetPoseParameter( "vehicle_weapon_yaw", angles.y ); SetPoseParameter( "vehicle_weapon_pitch", angles.x ); StudioFrameAdvance(); float curPitch = GetPoseParameter( "vehicle_weapon_pitch" ); float curYaw = GetPoseParameter( "vehicle_weapon_yaw" ); m_bInFiringCone = (fabs(curPitch - angles.x) < 1e-3) && (fabs(curYaw - angles.y) < 1e-3); } else { m_bInFiringCone = false; } }
//----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - // *pMoveData - //----------------------------------------------------------------------------- void CPropCannon::RunCraneMovement( float flTime ) { if ( m_flExtensionRate ) { // Extend / Retract the crane m_flExtension = clamp( m_flExtension + (m_flExtensionRate * 10 * flTime), 0, 2 ); SetPoseParameter( "armextensionpose", m_flExtension ); StudioFrameAdvance(); } }
//--------------------------------------------------------- //--------------------------------------------------------- void CBounceBomb::CaptiveThink() { SetNextThink( gpGlobals->curtime + 0.05 ); StudioFrameAdvance(); float phase = fabs( sin( gpGlobals->curtime * 4.0f ) ); phase *= BOUNCEBOMB_HOOK_RANGE; SetPoseParameter( m_iAllHooks, phase ); return; }
void C_SkeletonPlayer::UpdateClientSideAnimation() { int curSeq = GetSequence(); Vector vel = GetLocalVelocity(); //EstimateAbsVelocity( vel ); int goalSeq = curSeq; if ( vel.LengthSqr() > 4 ) { QAngle velAng; VectorAngles( vel, velAng ); goalSeq = SelectWeightedSequence( ACT_RUN ); float speed = vel.Length2D(); float yaw = AngleNormalize( -(GetRenderAngles().y - velAng.y) ); float seqspeed = 150.0f; float rate = speed / seqspeed; SetPoseParameter( LookupPoseParameter( "move_x" ), cos( DEG2RAD( yaw ) ) * rate ); SetPoseParameter( LookupPoseParameter( "move_y" ), -sin( DEG2RAD( yaw ) ) * rate ); SetPlaybackRate( clamp( rate * 0.6f, 1, 1.5f ) ); } else goalSeq = SelectWeightedSequence( ACT_IDLE ); if ( curSeq != goalSeq ) { ResetSequence( goalSeq ); } //m_flAnimTime = gpGlobals->curtime; //StudioFrameAdvance(); if ( GetCycle() >= 1.0f ) SetCycle( GetCycle() - 1.0f ); }
void CPropVehicleManhack::UpdateHead( void ) { float yaw = GetPoseParameter( "head_yaw" ); float pitch = GetPoseParameter( "head_pitch" ); // If we should be watching our enemy, turn our head CNPC_Manhack *pManhack=GetManhack(); if (pManhack != NULL) { Vector vehicleEyeOrigin; QAngle vehicleEyeAngles; GetAttachment( "vehicle_driver_eyes", vehicleEyeOrigin, vehicleEyeAngles ); // FIXME: cache this Vector vBodyDir; AngleVectors( vehicleEyeAngles, &vBodyDir ); Vector manhackDir = pManhack->GetAbsOrigin() - vehicleEyeOrigin; VectorNormalize( manhackDir ); float angle = UTIL_VecToYaw( vBodyDir ); float angleDiff = UTIL_VecToYaw( manhackDir ); angleDiff = UTIL_AngleDiff( angleDiff, angle + yaw ); SetPoseParameter( "head_yaw", UTIL_Approach( yaw + angleDiff, yaw, 1 ) ); angle = UTIL_VecToPitch( vBodyDir ); angleDiff = UTIL_VecToPitch( manhackDir ); angleDiff = UTIL_AngleDiff( angleDiff, angle + pitch ); SetPoseParameter( "head_pitch", UTIL_Approach( pitch + angleDiff, pitch, 1 ) ); } else { // Otherwise turn the head back to its normal position SetPoseParameter( "head_yaw", UTIL_Approach( 0, yaw, 10 ) ); SetPoseParameter( "head_pitch", UTIL_Approach( 0, pitch, 10 ) ); } }
void CBaseTurret::Initialize(void) { m_iOn = 0; m_fBeserk = 0; SetPoseParameter( TURRET_BC_YAW, 0 ); SetPoseParameter( TURRET_BC_PITCH, 0 ); if (m_iBaseTurnRate == 0) m_iBaseTurnRate = TURRET_TURNRATE; if (m_flMaxWait == 0) m_flMaxWait = TURRET_MAXWAIT; m_vecGoalAngles = GetAngles(); if (m_iAutoStart) { m_flLastSight = gpGlobals->curtime + m_flMaxWait; SetThink(AutoSearchThink); SetNextThink( gpGlobals->curtime + .1 ); } else SetThink(SUB_DoNothing); }
//------------------------------------------------ // Spawn //------------------------------------------------ void CASW_PropJeep::Spawn( void ) { // Setup vehicle as a real-wheels car. SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); BaseClass::Spawn(); m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; m_flMinimumSpeedToEnterExit = LOCK_SPEED; m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); if ( m_bHasGun ) { SetBodygroup( 1, true ); } else { SetBodygroup( 1, false ); } // Initialize pose parameters SetPoseParameter( JEEP_GUN_YAW, 0 ); SetPoseParameter( JEEP_GUN_PITCH, 0 ); m_nSpinPos = 0; SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); m_aimYaw = 0; m_aimPitch = 0; AddSolidFlags( FSOLID_NOT_STANDABLE ); CAmmoDef *pAmmoDef = GetAmmoDef(); m_nAmmoType = pAmmoDef->Index("GaussEnergy"); // normal HL2 vehicles don't feel nice in a network game // so destroy ourselves and spawn the serverside component of our custom ASW client authorative vehicle system }
//----------------------------------------------------------------------------- // Purpose: Clear all pose parameters //----------------------------------------------------------------------------- void C_HL2MP_Player::InitializePoseParams( void ) { m_headYawPoseParam = LookupPoseParameter( "head_yaw" ); GetPoseParameterRange( m_headYawPoseParam, m_headYawMin, m_headYawMax ); m_headPitchPoseParam = LookupPoseParameter( "head_pitch" ); GetPoseParameterRange( m_headPitchPoseParam, m_headPitchMin, m_headPitchMax ); CStudioHdr *hdr = GetModelPtr(); for ( int i = 0; i < hdr->GetNumPoseParameters() ; i++ ) { SetPoseParameter( hdr, i, 0.0 ); } }
//----------------------------------------------------------------------------- bool C_LowViolenceHostageDeathModel::SetupLowViolenceModel( C_CHostage *pHostage ) { const model_t *model = pHostage->GetModel(); const char *pModelName = modelinfo->GetModelName( model ); if ( InitializeAsClientEntity( pModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false ) { Release(); return false; } // Play the low-violence death anim if ( LookupSequence( "death1" ) == -1 ) { Release(); return false; } m_flFadeOutStart = gpGlobals->curtime + 5.0f; SetNextClientThink( CLIENT_THINK_ALWAYS ); SetSequence( LookupSequence( "death1" ) ); ForceClientSideAnimationOn(); if ( pHostage && !pHostage->IsDormant() ) { SetNetworkOrigin( pHostage->GetAbsOrigin() ); SetAbsOrigin( pHostage->GetAbsOrigin() ); SetAbsVelocity( pHostage->GetAbsVelocity() ); // move my current model instance to the ragdoll's so decals are preserved. pHostage->SnatchModelInstance( this ); SetAbsAngles( pHostage->GetRenderAngles() ); SetNetworkAngles( pHostage->GetRenderAngles() ); CStudioHdr *pStudioHdr = GetModelPtr(); // update pose parameters float poseParameter[MAXSTUDIOPOSEPARAM]; GetPoseParameters( pStudioHdr, poseParameter ); for ( int i=0; i<NumInterestingPoseParameters; ++i ) { int poseParameterIndex = LookupPoseParameter( pStudioHdr, InterestingPoseParameters[i] ); SetPoseParameter( pStudioHdr, poseParameterIndex, poseParameter[poseParameterIndex] ); } } Interp_Reset( GetVarMapping() ); return true; }
//------------------------------------------------ // Spawn //------------------------------------------------ void CPropJeep::Spawn( void ) { // Setup vehicle as a real-wheels car. SetVehicleType( VEHICLE_TYPE_CAR_WHEELS ); BaseClass::Spawn(); m_flHandbrakeTime = gpGlobals->curtime + 0.1; m_bInitialHandbrake = false; m_VehiclePhysics.SetHasBrakePedal( false ); m_flMinimumSpeedToEnterExit = LOCK_SPEED; m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); if ( m_bHasGun ) { SetBodygroup( 1, true ); } else { SetBodygroup( 1, false ); } // Initialize pose parameters SetPoseParameter( JEEP_GUN_YAW, 0 ); SetPoseParameter( JEEP_GUN_PITCH, 0 ); m_nSpinPos = 0; SetPoseParameter( JEEP_GUN_SPIN, m_nSpinPos ); m_aimYaw = 0; m_aimPitch = 0; AddSolidFlags( FSOLID_NOT_STANDABLE ); CAmmoDef *pAmmoDef = GetAmmoDef(); m_nAmmoType = pAmmoDef->Index("GaussEnergy"); }
void CASW_Dummy_Vehicle::SetNormalizedPoseParameter(int iParam, float fValue) { CStudioHdr *pStudioHdr = GetModelPtr(); if (!pStudioHdr) return; if (iParam < 0 || iParam >= pStudioHdr->GetNumPoseParameters()) return; const mstudioposeparamdesc_t &Pose = pStudioHdr->pPoseParameter( iParam ); float diff = Pose.end - Pose.start; SetPoseParameter(iParam, Pose.start + diff * fValue); }