// GetModelBoundingBox( index, Float:mins[3], Float:maxs[3], sequence = Model_DefaultSize ); static cell AMX_NATIVE_CALL GetModelBoundingBox(AMX *amx, cell *params) { int entityIndex = params[1]; CHECK_ENTITY(entityIndex); edict_t *pentModel = INDEXENT2(entityIndex); if (!FNullEnt(pentModel)) { studiohdr_t *pStudiohdr = static_cast<studiohdr_t*>(GET_MODEL_PTR(pentModel)); if (!pStudiohdr) { MF_LogError(amx, AMX_ERR_NATIVE, "Could not find the model pointer for the entity."); return 0; } cell *bbmins = MF_GetAmxAddr(amx, params[2]); cell *bbmaxs = MF_GetAmxAddr(amx, params[3]); int sequence = params[4]; if (sequence <= Model_DefaultSize) { bbmins[0] = amx_ftoc(pStudiohdr->min.x); bbmins[1] = amx_ftoc(pStudiohdr->min.y); bbmins[2] = amx_ftoc(pStudiohdr->min.z); bbmaxs[0] = amx_ftoc(pStudiohdr->max.x); bbmaxs[1] = amx_ftoc(pStudiohdr->max.y); bbmaxs[2] = amx_ftoc(pStudiohdr->max.z); } else { if (sequence <= Model_CurrentSequence || sequence >= pStudiohdr->numseq) sequence = pentModel->v.sequence; mstudioseqdesc_t *pSeqdesc; pSeqdesc = (mstudioseqdesc_t*)((byte*)pStudiohdr + pStudiohdr->seqindex); bbmins[0] = amx_ftoc(pSeqdesc[sequence].bbmin.x); bbmins[1] = amx_ftoc(pSeqdesc[sequence].bbmin.y); bbmins[2] = amx_ftoc(pSeqdesc[sequence].bbmin.z); bbmaxs[0] = amx_ftoc(pSeqdesc[sequence].bbmax.x); bbmaxs[1] = amx_ftoc(pSeqdesc[sequence].bbmax.y); bbmaxs[2] = amx_ftoc(pSeqdesc[sequence].bbmax.z); } return 1; } return 0; };
//========================================================= //========================================================= void CBaseAnimating::ResetSequenceInfo() { void *pmodel = GET_MODEL_PTR( ENT( pev ) ); GetSequenceInfo( pmodel, pev, m_flFrameRate, m_flGroundSpeed ); m_fSequenceLoops = ( ( GetSequenceFlags() & STUDIO_LOOPING ) != 0 ); pev->animtime = gpGlobals->time; pev->framerate = 1.0; m_fSequenceFinished = false; m_flLastEventCheck = gpGlobals->time; }
//========================================================= //========================================================= int CBaseAnimating::FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { void *pmodel = GET_MODEL_PTR( ENT( pev ) ); if( piDir == NULL ) { int iDir; int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir ); if( iDir != 1 ) return -1; else return sequence; } return ::FindTransition( pmodel, iEndingSequence, iGoalSequence, piDir ); }
void CWeaponCycler::SecondaryAttack(void) { pev->sequence = (pev->sequence + 1) % 8; pev->modelindex = m_iModel; void *pmodel = GET_MODEL_PTR(ENT(pev)); float flFrameRate, flGroundSpeed; GetSequenceInfo(pmodel, pev, &flFrameRate, &flGroundSpeed); pev->modelindex = 0; if (flFrameRate == 0) pev->sequence = 0; SendWeaponAnim(pev->sequence); m_flNextSecondaryAttack = gpGlobals->time + 0.3; }
// lookup_sequence(entid, "sequence name", &Float:framerate = 0.0, &bool:loops = false, &Float:groundspeed = 0.0); static cell AMX_NATIVE_CALL lookup_sequence(AMX* amx, cell* params) { int index = params[1]; CHECK_ENTITY(index); edict_t* ent = INDEXENT(index); studiohdr_t* pstudiohdr = static_cast<studiohdr_t*>(GET_MODEL_PTR(ent)); if (pstudiohdr == NULL) { MF_LogError(amx, AMX_ERR_NATIVE, "Could not retrieve the model pointer from the entity provided."); return 0; } mstudioseqdesc_t* pseqdesc; pseqdesc = reinterpret_cast<mstudioseqdesc_t*>( reinterpret_cast<char*>(pstudiohdr) + pstudiohdr->seqindex); char* label = MF_GetAmxString(amx, params[2], 0, NULL); for (int i = 0; i < pstudiohdr->numseq; i++) { if (UTIL_stricmp( pseqdesc[i].label, label ) == 0) { REAL* FrameRate = reinterpret_cast<REAL*>(MF_GetAmxAddr(amx, params[3])); cell* Loops = MF_GetAmxAddr(amx, params[4]); REAL* GroundSpeed = reinterpret_cast<REAL*>(MF_GetAmxAddr(amx, params[5])); // Taken from HLSDK: animation & animating.cpp pseqdesc = &pseqdesc[i]; *FrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1); *GroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] ); *GroundSpeed = *GroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1); *Loops = pseqdesc->flags & STUDIO_LOOPING; return i; } } return -1; };
// Find an entity that I'm interested in and precache the sounds he'll need in the sequence. void CCineMonster::Activate(void) { edict_t * pentTarget; CBaseMonster *pTarget; // The entity name could be a target name or a classname // Check the targetname pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity)); pTarget = NULL; while(!pTarget && !FNullEnt(pentTarget)) { if(FBitSet(VARS(pentTarget)->flags, FL_MONSTER)) { pTarget = GetMonsterPointer(pentTarget); } pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); } // If no entity with that targetname, check the classname if(!pTarget) { pentTarget = FIND_ENTITY_BY_CLASSNAME(NULL, STRING(m_iszEntity)); while(!pTarget && !FNullEnt(pentTarget)) { pTarget = GetMonsterPointer(pentTarget); pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity)); } } // Found a compatible entity if(pTarget) { void *pmodel; pmodel = GET_MODEL_PTR(pTarget->edict()); if(pmodel) { // Look through the event list for stuff to precache SequencePrecache(pmodel, STRING(m_iszIdle)); SequencePrecache(pmodel, STRING(m_iszPlay)); } } }
// SetModelBoudingBox( index, sequence = Model_DefaultSize ); static cell AMX_NATIVE_CALL SetModelBoundingBox(AMX *amx, cell *params) { int entityIndex = params[1]; CHECK_ENTITY(entityIndex); edict_t *pentModel = INDEXENT2(entityIndex); if (!FNullEnt(pentModel)) { studiohdr_t *pStudiohdr = static_cast<studiohdr_t*>(GET_MODEL_PTR(pentModel)); if (!pStudiohdr) { MF_LogError(amx, AMX_ERR_NATIVE, "Could not find the model pointer for the entity."); return 0; } int sequence = params[2]; if (sequence <= Model_DefaultSize) { SET_SIZE(pentModel, pStudiohdr->min, pStudiohdr->max); } else { if (sequence <= Model_CurrentSequence || sequence >= pStudiohdr->numseq) sequence = pentModel->v.sequence; mstudioseqdesc_t *pSeqdesc; pSeqdesc = (mstudioseqdesc_t*)((byte*)pStudiohdr + pStudiohdr->seqindex); SET_SIZE(pentModel, pSeqdesc[sequence].bbmin, pSeqdesc[sequence].bbmax); return 1; } } return 0; }
void StudioFrameAdvanceEnt(edict_t *pEdict) { float flInterval = gpGlobals->time - pEdict->v.animtime; if (flInterval <= 0.001f) { pEdict->v.animtime = gpGlobals->time; return; } if (pEdict->v.animtime == 0.0f) { flInterval = 0.0f; } studiohdr_t *pstudiohdr = static_cast<studiohdr_t *>(GET_MODEL_PTR(pEdict)); if (!pstudiohdr) { return; } if (pEdict->v.sequence >= pstudiohdr->numseq || pEdict->v.sequence < 0) { return; } float flFrameRate = 256.0f; mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pEdict->v.sequence); if (pseqdesc->numframes > 1) { flFrameRate = pseqdesc->fps * 256.0f / (pseqdesc->numframes - 1); } pEdict->v.frame += flInterval * flFrameRate * pEdict->v.framerate; pEdict->v.animtime = gpGlobals->time; if (pEdict->v.frame < 0.0f || pEdict->v.frame >= 256.0f) { // true if the sequence loops if (pseqdesc->flags & STUDIO_LOOPING) pEdict->v.frame -= int(pEdict->v.frame / 256.0f) * 256.0f; else pEdict->v.frame = (pEdict->v.frame < 0.0f) ? 0.0f : 255.0f; } }
// Find an entity that I'm interested in and precache the sounds he'll need in the sequence. void CCineMonster::Activate( void ) { CBaseMonster* pTarget = nullptr; CBaseEntity* pNextTarget = nullptr; // The entity name could be a target name or a classname // Check the targetname while( !pTarget && ( pNextTarget = UTIL_FindEntityByTargetname( pNextTarget, STRING( m_iszEntity ) ) ) != nullptr ) { if( pNextTarget->GetFlags().Any( FL_MONSTER ) ) { pTarget = pNextTarget->MyMonsterPointer(); } } // If no entity with that targetname, check the classname if( !pTarget ) { pNextTarget = nullptr; while( !pTarget && ( pNextTarget = UTIL_FindEntityByClassname( pNextTarget, STRING( m_iszEntity ) ) ) != nullptr ) { pTarget = pNextTarget->MyMonsterPointer(); } } // Found a compatible entity if( pTarget ) { void *pmodel; pmodel = GET_MODEL_PTR( pTarget->edict() ); if( pmodel ) { // Look through the event list for stuff to precache SequencePrecache( pmodel, STRING( m_iszIdle ) ); SequencePrecache( pmodel, STRING( m_iszPlay ) ); } } }
// lookup_sequence_by_id(entid, sequence_id, &Float:framerate = 0.0, &bool:loops = false, &Float:groundspeed = 0.0); static cell AMX_NATIVE_CALL lookup_sequence_by_id(AMX* amx, cell* params) { int index = params[1]; CHECK_ENTITY(index); edict_t* ent = INDEXENT(index); studiohdr_t* pstudiohdr = static_cast<studiohdr_t*>(GET_MODEL_PTR(ent)); if (pstudiohdr == NULL) { MF_LogError(amx, AMX_ERR_NATIVE, "Could not retrieve the model pointer from the entity (%d %p) provided.", index, ent); return 0; } mstudioseqdesc_t* pseqdesc; pseqdesc = reinterpret_cast<mstudioseqdesc_t*>( reinterpret_cast<char*>(pstudiohdr)+pstudiohdr->seqindex); int sequence_id = params[2]; if (sequence_id < 0 || sequence_id >= pstudiohdr->numseq) return -1; REAL* FrameRate = reinterpret_cast<REAL*>(MF_GetAmxAddr(amx, params[3])); cell* Loops = MF_GetAmxAddr(amx, params[4]); REAL* GroundSpeed = reinterpret_cast<REAL*>(MF_GetAmxAddr(amx, params[5])); // Taken from HLSDK: animation & animating.cpp pseqdesc = &pseqdesc[sequence_id]; *FrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1); *GroundSpeed = sqrt(pseqdesc->linearmovement[0] * pseqdesc->linearmovement[0] + pseqdesc->linearmovement[1] * pseqdesc->linearmovement[1] + pseqdesc->linearmovement[2] * pseqdesc->linearmovement[2]); *GroundSpeed = *GroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1); *Loops = pseqdesc->flags & STUDIO_LOOPING; return sequence_id; };
/* <10b5f> ../cstrike/dlls/animating.cpp:250 */ int CBaseAnimating::ExtractBbox(int sequence, float *mins, float *maxs) { return ::ExtractBbox(GET_MODEL_PTR(ENT(pev)), sequence, mins, maxs); }
/* <10af0> ../cstrike/dlls/animating.cpp:244 */ NOXREF int CBaseAnimating::GetBodygroup(int iGroup) { return ::GetBodygroup(GET_MODEL_PTR(ENT(pev)), pev, iGroup); }
/* <10aad> ../cstrike/dlls/animating.cpp:239 */ NOXREF void CBaseAnimating::SetBodygroup(int iGroup, int iValue) { ::SetBodygroup(GET_MODEL_PTR(ENT(pev)), pev, iGroup, iValue); }
/* <108d3> ../cstrike/dlls/animating.cpp:192 */ NOXREF float CBaseAnimating::SetBlending(int iBlender, float flValue) { void *pmodel = GET_MODEL_PTR(ENT(pev)); return ::SetBlending(pmodel, pev, iBlender, flValue); }
/* <10837> ../cstrike/dlls/animating.cpp:171 */ float CBaseAnimating::SetBoneController(int iController, float flValue) { void *pmodel = GET_MODEL_PTR(ENT(pev)); return SetController(pmodel, pev, iController, flValue); }
/* <1077c> ../cstrike/dlls/animating.cpp:126 */ BOOL CBaseAnimating::GetSequenceFlags(void) { void *pmodel = GET_MODEL_PTR(ENT(pev)); return ::GetSequenceFlags(pmodel, pev); }
//LRC - changed signature, to support custom gib models void CGib :: SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int notfirst, const char *szGibModel ) { if (cGibs == 0) return; // spawn nothing! CGib *pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( szGibModel ); //LRC - check the model itself to find out how many gibs are available studiohdr_t *pstudiohdr = (studiohdr_t *)(GET_MODEL_PTR( ENT(pGib->pev) )); if (! pstudiohdr) return; mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex); //ALERT(at_console, "read %d bodyparts, canonical is %d\n", pbodypart->nummodels, HUMAN_GIB_COUNT); for (int cSplat = 0 ; cSplat < cGibs ; cSplat++ ) { if (pGib == NULL) // first time through, we set pGib before the loop started { pGib = GetClassPtr( (CGib *)NULL ); pGib->Spawn( szGibModel ); } if (notfirst) pGib->pev->body = RANDOM_LONG(1, pbodypart->nummodels - 1);// start at one to avoid throwing random amounts of skulls (0th gib) else pGib->pev->body = RANDOM_LONG(0, pbodypart->nummodels - 1); if ( pevVictim ) { // spawn the gib somewhere in the monster's bounding volume pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) ); pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT ( 0 , 1 ) ); pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT ( 0 , 1 ) ) + 1; // absmin.z is in the floor because the engine subtracts 1 to enlarge the box // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT ( -0.25, 0.25 ); pGib->pev->velocity.y += RANDOM_FLOAT ( -0.25, 0.25 ); pGib->pev->velocity.z += RANDOM_FLOAT ( -0.25, 0.25 ); pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT ( 300, 400 ); pGib->pev->avelocity.x = RANDOM_FLOAT ( 100, 200 ); pGib->pev->avelocity.y = RANDOM_FLOAT ( 100, 300 ); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if ( pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if ( pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->pev->solid = SOLID_BBOX; UTIL_SetSize ( pGib->pev, Vector( 0 , 0 , 0 ), Vector ( 0, 0, 0 ) ); } pGib->LimitVelocity(); pGib = NULL; //LRC } }
int CBaseAnimating::ExtractBbox( int sequence, Vector& vecMins, Vector& vecMaxs ) { return ::ExtractBbox( GET_MODEL_PTR( ENT( pev ) ), sequence, vecMins, vecMaxs ); }
float AvHBaseBuildable::GetTimeForAnimation(int inIndex) const { return GetSequenceDuration(GET_MODEL_PTR(ENT(pev)), this->pev); }
// Float:set_controller(entid, controllerid, Float:value); static cell AMX_NATIVE_CALL set_controller(AMX* amx, cell* params) { // From animation.cpp from the HLSDK // SetController( void *pmodel, entvars_t *pev, int iController, float flValue ) int entindex = params[1]; CHECK_ENTITY(entindex); edict_t* entity = INDEXENT(entindex); int iController = params[2]; if (iController < 0 || iController > 3) { MF_LogError(amx, AMX_ERR_NATIVE, "Invalid controller id passed. Expected 0 through 3, got %d.", iController); return 0; } entvars_t* pev = &entity->v; float flValue = amx_ctof(params[3]); studiohdr_t* pstudiohdr = static_cast<studiohdr_t*>(GET_MODEL_PTR(entity)); if (! pstudiohdr) { MF_LogError(amx, AMX_ERR_NATIVE, "Could not find the model pointer for the entity."); return amx_ftoc(flValue); } mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex); int i = 0; // find first controller that matches the index for (i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++) { if (pbonecontroller->index == iController) break; } if (i >= pstudiohdr->numbonecontrollers) return amx_ftoc(flValue); // wrap 0..360 if it's a rotational controller if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) { // ugly hack, invert value if end < start if (pbonecontroller->end < pbonecontroller->start) flValue = -flValue; // does the controller not wrap? if (pbonecontroller->start + 359.0 >= pbonecontroller->end) { if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180) flValue = flValue - 360; if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180) flValue = flValue + 360; } else { if (flValue > 360) flValue = flValue - (int)(flValue / 360.0) * 360.0; else if (flValue < 0) flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0; } } int setting = static_cast<int>(255 * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start)); if (setting < 0) setting = 0; if (setting > 255) setting = 255; pev->controller[iController] = setting; return amx_ftoc(setting * (1.0 / 255.0) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start); }
//========================================================= // LookupActivity //========================================================= float CBaseAnimating :: SequenceDuration( void ) { void *pmodel = GET_MODEL_PTR(ENT(pev)); return ::SequenceDuration( pmodel, pev->sequence ); }
/* <10653> ../cstrike/dlls/animating.cpp:91 */ int CBaseAnimating::LookupActivityHeaviest(int activity) { void *pmodel = GET_MODEL_PTR(ENT(pev)); return ::LookupActivityHeaviest(pmodel, pev, activity); }
//========================================================= // SetActivity //========================================================= void CFriend :: SetActivity ( Activity NewActivity ) { int iSequence = ACTIVITY_NOT_AVAILABLE; void *pmodel = GET_MODEL_PTR( ENT(pev) ); switch ( NewActivity) { case ACT_RANGE_ATTACK1: // if (RANDOM_LONG(0,1)) // { // iSequence = LookupSequence( "throwgrenade" ); // } // else // { if (pev->frags) { iSequence = LookupSequence( "standing_shotgun" ); } else { iSequence = LookupSequence( "standing_mp5" ); } // } break; case ACT_RANGE_ATTACK2: // grunt is going to a secondary long range attack. This may be a thrown // grenade or fired grenade, we must determine which and pick proper sequence // get toss anim iSequence = LookupSequence( "throwgrenade" ); break; case ACT_RUN: if ( pev->health <= LIMP_HEALTH ) { // limp! iSequence = LookupActivity ( ACT_RUN_HURT ); } else { iSequence = LookupActivity ( NewActivity ); } break; case ACT_WALK: if ( pev->health <= LIMP_HEALTH ) { // limp! iSequence = LookupActivity ( ACT_WALK_HURT ); } else { iSequence = LookupActivity ( NewActivity ); } break; case ACT_IDLE: if ( m_MonsterState == MONSTERSTATE_COMBAT ) { NewActivity = ACT_IDLE_ANGRY; } iSequence = LookupActivity ( NewActivity ); break; default: iSequence = LookupActivity ( NewActivity ); break; } m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present // Set to the desired anim, or default anim if the desired is not present if ( iSequence > ACTIVITY_NOT_AVAILABLE ) { if ( pev->sequence != iSequence || !m_fSequenceLoops ) { pev->frame = 0; } pev->sequence = iSequence; // Set to the reset anim (if it's there) ResetSequenceInfo( ); SetYawSpeed(); } else { // Not available try to get default anim ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity ); pev->sequence = 0; // Set to the reset anim (if it's there) } }
/* <106a1> ../cstrike/dlls/animating.cpp:100 */ int CBaseAnimating::LookupSequence(const char *label) { void *pmodel = GET_MODEL_PTR(ENT(pev)); return ::LookupSequence(pmodel, label); }