Esempio n. 1
0
// 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 CAnimating::ResetSequence(int nSequence)
{
	if ( !SequenceLoops() )
	{
		SetCycle( 0 );
	}

	// Tracker 17868:  If the sequence number didn't actually change, but you call resetsequence info, it changes
	//  the newsequenceparity bit which causes the client to call m_flCycle.Reset() which causes a very slight 
	//  discontinuity in looping animations as they reset around to cycle 0.0.  This was causing the parentattached
	//  helmet on barney to hitch every time barney's idle cycled back around to its start.
	bool changed = nSequence != GetSequence() ? true : false;

	SetSequence( nSequence );
	if ( changed || !SequenceLoops() )
	{
		ResetSequenceInfo();
	}
}
void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator )
{
	StudioFrameAdvance( ); // animate

	if ( IsSequenceFinished() )
	{
		if ( SequenceLoops() )
		{
			// animation does loop, which means we're playing subtle idle. Might need to fidget.
			int iSequence = SelectWeightedSequence( GetActivity() );
			if ( iSequence != ACTIVITY_NOT_AVAILABLE )
			{
				ResetSequence( iSequence );	// Set to new anim (if it's there)
			}
		}
#if 0
		else
		{
			// animation that just ended doesn't loop! That means we just finished a fidget
			// and should return to our heaviest weighted idle (the subtle one)
			SelectHeaviestSequence( GetActivity() );
		}
#endif
	}

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if ( pOwner == NULL )
		return;

	CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
	if ( vm == NULL )
		return;

	// HACK: Player weapon and view model often use the same mdl, which results
	// in duplicate anim events.  For now, let the view model handle the events
	// if they're the same, which is the preferred behavior in general.
	CStudioHdr *w_hdr = GetModelPtr();
	CStudioHdr *v_hdr = vm->GetModelPtr();
	if ( w_hdr->GetRenderHdr() != v_hdr->GetRenderHdr() )
	{
		// Animation events are passed back to the weapon's owner/operator
		DispatchAnimEvents( pOperator );
	}

	// Update and dispatch the viewmodel events
	if ( vm != NULL )
	{
		vm->StudioFrameAdvance();
		vm->DispatchAnimEvents( this );
	}
}
Esempio n. 4
0
void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator )
{
	StudioFrameAdvance( ); // animate

	if ( IsSequenceFinished() )
	{
		if ( SequenceLoops() )
		{
			// animation does loop, which means we're playing subtle idle. Might need to fidget.
			int iSequence = SelectWeightedSequence( GetActivity() );
			if ( iSequence != ACTIVITY_NOT_AVAILABLE )
			{
				ResetSequence( iSequence );	// Set to new anim (if it's there)
			}
		}
#if 0
		else
		{
			// animation that just ended doesn't loop! That means we just finished a fidget
			// and should return to our heaviest weighted idle (the subtle one)
			SelectHeaviestSequence( GetActivity() );
		}
#endif
	}

	// Animation events are passed back to the weapon's owner/operator
	DispatchAnimEvents( pOperator );

	// Update and dispatch the viewmodel events
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( pOwner == NULL )
		return;

	CBaseViewModel *vm = pOwner->GetViewModel();
	
	if ( vm != NULL )
	{
		vm->StudioFrameAdvance();
		vm->DispatchAnimEvents( this );
	}
}
Esempio n. 5
0
bool C_CFPlayer::GetIntervalMovement( float flIntervalUsed, bool &bMoveSeqFinished, Vector &newPosition, QAngle &newAngles )
{
	CStudioHdr *pstudiohdr = GetModelPtr( );
	if (! pstudiohdr || !pstudiohdr->SequencesAvailable())
		return false;

	float flComputedCycleRate = GetSequenceCycleRate( pstudiohdr, GetSequence() );
	
	float flNextCycle = GetCycle() + flIntervalUsed * flComputedCycleRate * m_flPlaybackRate;

	if ((!SequenceLoops()) && flNextCycle > 1.0)
	{
		flIntervalUsed = GetCycle() / (flComputedCycleRate * m_flPlaybackRate);
		flNextCycle = 1.0;
		bMoveSeqFinished = true;
	}
	else
	{
		bMoveSeqFinished = false;
	}

	Vector deltaPos;
	QAngle deltaAngles;

	float poseParameters[MAXSTUDIOPOSEPARAM];
	GetPoseParameters(pstudiohdr, poseParameters);

	if (Studio_SeqMovement( pstudiohdr, GetSequence(), GetCycle(), flNextCycle, poseParameters, deltaPos, deltaAngles ))
	{
		VectorYawRotate( deltaPos, GetLocalAngles().y, deltaPos );
		newPosition = GetLocalOrigin() + deltaPos;
		newAngles.Init();
		newAngles.y = GetLocalAngles().y + deltaAngles.y;
		return true;
	}
	else
	{
		newPosition = GetLocalOrigin();
		newAngles = GetLocalAngles();
		return false;
	}
}
Esempio n. 6
0
//
// cycler think
//
void CCycler::Think( void )
{
	SetNextThink( gpGlobals->curtime + 0.1f );

	if (m_animate)
	{
		StudioFrameAdvance ( );
	}
	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 CHL1MP_Player::SetAnimation( PLAYER_ANIM playerAnim )
{
//    BaseClass::SetAnimation( playerAnim );
	if ( playerAnim == PLAYER_ATTACK1 )
	{
		DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
	}

	int animDesired;
	char szAnim[64];

	float speed;

	speed = GetAbsVelocity().Length2D();

	if (GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
	{
		speed = 0;
		playerAnim = PLAYER_IDLE;
	}

	if ( playerAnim == PLAYER_ATTACK1 )
	{
		if ( speed > 0 )
		{
			playerAnim = PLAYER_WALK;
		}
		else
		{
			playerAnim = PLAYER_IDLE;
		}
	}

	Activity idealActivity = ACT_WALK;// TEMP!!!!!

	// This could stand to be redone. Why is playerAnim abstracted from activity? (sjb)
	if (playerAnim == PLAYER_JUMP)
	{
		idealActivity = ACT_HOP;
	}
	else if (playerAnim == PLAYER_SUPERJUMP)
	{
		idealActivity = ACT_LEAP;
	}
	else if (playerAnim == PLAYER_DIE)
	{
		if ( m_lifeState == LIFE_ALIVE )
		{
			idealActivity = ACT_DIERAGDOLL;
		}
	}
	else if (playerAnim == PLAYER_ATTACK1)
	{
		if ( GetActivity() == ACT_HOVER	|| 
			GetActivity() == ACT_SWIM		||
			GetActivity() == ACT_HOP		||
			GetActivity() == ACT_LEAP		||
			GetActivity() == ACT_DIESIMPLE )
		{
			idealActivity = GetActivity();
		}
		else
		{
			idealActivity = ACT_RANGE_ATTACK1;
		}
	}
	else if (playerAnim == PLAYER_IDLE || playerAnim == PLAYER_WALK)
	{
		if ( !( GetFlags() & FL_ONGROUND ) && (GetActivity() == ACT_HOP || GetActivity() == ACT_LEAP) )	// Still jumping
		{
			idealActivity = GetActivity();
		}
		else if ( GetWaterLevel() > 1 )
		{
			if ( speed == 0 )
				idealActivity = ACT_HOVER;
			else
				idealActivity = ACT_SWIM;
		}
		else if ( speed > 0 )
		{
			idealActivity = ACT_WALK;
		}
		else
		{
			idealActivity = ACT_IDLE;
		}
	}


	if (idealActivity == ACT_RANGE_ATTACK1)
	{
		if ( GetFlags() & FL_DUCKING )	// crouching
		{
			Q_strncpy( szAnim, "crouch_shoot_" ,sizeof(szAnim));
		}
		else
		{
			Q_strncpy( szAnim, "ref_shoot_" ,sizeof(szAnim));
		}
		Q_strncat( szAnim, m_szAnimExtension ,sizeof(szAnim), COPY_ALL_CHARACTERS );
		animDesired = LookupSequence( szAnim );
		if (animDesired == -1)
			animDesired = 0;

		if ( GetSequence() != animDesired || !SequenceLoops() )
		{
			SetCycle( 0 );
		}

		// Tracker 24588:  In single player when firing own weapon this causes eye and punchangle to jitter
		//if (!SequenceLoops())
		//{
		//	AddEffects( EF_NOINTERP );
		//}

		SetActivity( idealActivity );
		ResetSequence( animDesired );
	}
	else if (idealActivity == ACT_IDLE)
	{
		if ( GetFlags() & FL_DUCKING )
		{
			animDesired = LookupSequence( "crouch_idle" );
		}
		else
		{
			animDesired = LookupSequence( "look_idle" );
		}
		if (animDesired == -1)
			animDesired = 0;

		SetActivity( ACT_IDLE );
	}
	else if ( idealActivity == ACT_WALK )
	{
		if ( GetFlags() & FL_DUCKING )
		{
			animDesired = SelectWeightedSequence( ACT_CROUCH );
			SetActivity( ACT_CROUCH );
		}
		else
		{
			animDesired = SelectWeightedSequence( ACT_RUN );
			SetActivity( ACT_RUN );
		}
		
	}
	else
	{
		if ( GetActivity() == idealActivity)
			return;

		SetActivity( idealActivity );

		animDesired = SelectWeightedSequence( GetActivity() );

		// Already using the desired animation?
		if (GetSequence() == animDesired)
			return;

		m_iRealSequence = animDesired;
		ResetSequence( animDesired );
		SetCycle( 0 );
		return;
	}

	// Already using the desired animation?
	if (GetSequence() == animDesired)
		return;

	m_iRealSequence = animDesired;

	//Msg( "Set animation to %d\n", animDesired );
	// Reset to first frame of desired animation
	ResetSequence( animDesired );
	SetCycle( 0 );
}