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 }
void CSDKPlayerAnimState::ComputeFireSequence( CStudioHdr *pStudioHdr ) { #ifdef CLIENT_DLL UpdateLayerSequenceGeneric( pStudioHdr, FIRESEQUENCE_LAYER, m_bFiring, m_flFireCycle, m_iFireSequence, false ); #else // Server doesn't bother with different fire sequences. #endif }
void CSDKPlayerAnimState::ComputeReloadSequence( CStudioHdr *pStudioHdr ) { #ifdef CLIENT_DLL UpdateLayerSequenceGeneric( pStudioHdr, RELOADSEQUENCE_LAYER, m_bReloading, m_flReloadCycle, m_iReloadSequence, false ); #else // Server doesn't bother with different fire sequences. #endif }
void CCSPlayerAnimState::ComputeReloadSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeReloadSequence" ); bool hold = m_flReloadHoldEndTime > gpGlobals->curtime; UpdateLayerSequenceGeneric( pStudioHdr, RELOADSEQUENCE_LAYER, m_bReloading, m_flReloadCycle, m_iReloadSequence, hold ); if ( !m_bReloading ) { m_flReloadHoldEndTime = 0.0f; } }
void CCSPlayerAnimState::ComputeFireSequence( CStudioHdr *pStudioHdr ) { VPROF( "CCSPlayerAnimState::ComputeFireSequence" ); if ( m_delayedFire != PLAYERANIMEVENT_COUNT ) { DoAnimationEvent( m_delayedFire, 0 ); m_delayedFire = PLAYERANIMEVENT_COUNT; } UpdateLayerSequenceGeneric( pStudioHdr, FIRESEQUENCE_LAYER, m_bFiring, m_flFireCycle, m_iFireSequence, false ); }
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; } } }
void CSDKPlayerAnimState::ComputeSecondaryActionSequence( CStudioHdr *pStudioHdr ) { //Keeper Carry layer UpdateLayerSequenceGeneric( pStudioHdr, SECONDARYACTIONSEQUENCE_LAYER, m_bIsSecondaryActionSequenceActive, m_flSecondaryActionSequenceCycle, m_iSecondaryActionSequence, m_bCarryHold); }
void CSDKPlayerAnimState::ComputePrimaryActionSequence( CStudioHdr *pStudioHdr ) { UpdateLayerSequenceGeneric( pStudioHdr, PRIMARYACTIONSEQUENCE_LAYER, m_bIsPrimaryActionSequenceActive, m_flPrimaryActionSequenceCycle, m_iPrimaryActionSequence, false ); }