void CSDKPlayerAnimState::ComputeGrenadeSequence( CStudioHdr *pStudioHdr )
{
#ifdef CLIENT_DLL
	if ( m_bThrowingGrenade )
	{
		UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bThrowingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, false );
	}
	else
	{
		// 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;
		}
	}
#endif
}
Exemple #2
0
void CCSPlayerAnimState::ComputeGrenadeSequence( CStudioHdr *pStudioHdr )
{
	VPROF( "CCSPlayerAnimState::ComputeGrenadeSequence" );
	if ( m_bThrowingGrenade )
	{
		UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bThrowingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, false );
	}
	else
	{
		// 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;
					if ( m_pPlayer )
					{
                        /*
						CBaseCombatWeapon *pWeapon = m_pPlayer->GetActiveWeapon();
						CBaseCSGrenade *pGren = dynamic_cast<CBaseCSGrenade*>( pWeapon );
						if ( pWeapon && !pGren )
						{
							// The player coming into our PVS has a non-grenade weapon equipped.
							// Either he switched away from it or he has already thrown the grenade.  Bail.
							m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter();
							return;
						}*/
					}
				}
				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;
		}
	}
}