void C_HL2MPRagdoll::CreateHL2MPRagdoll( void ) { // First, initialize all our data. If we have the player's entity on our client, // then we can make ourselves start out exactly where the player is. C_HL2MP_Player *pPlayer = dynamic_cast< C_HL2MP_Player* >( m_hPlayer.Get() ); if ( pPlayer && !pPlayer->IsDormant() ) { // move my current model instance to the ragdoll's so decals are preserved. pPlayer->SnatchModelInstance( this ); VarMapping_t *varMap = GetVarMapping(); // Copy all the interpolated vars from the player entity. // The entity uses the interpolated history to get bone velocity. bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer()); if ( bRemotePlayer ) { Interp_Copy( pPlayer ); SetAbsAngles( pPlayer->GetRenderAngles() ); GetRotationInterpolator().Reset(); m_flAnimTime = pPlayer->m_flAnimTime; SetSequence( pPlayer->GetSequence() ); m_flPlaybackRate = pPlayer->GetPlaybackRate(); } else { // This is the local player, so set them in a default // pose and slam their velocity, angles and origin SetAbsOrigin( m_vecRagdollOrigin ); SetAbsAngles( pPlayer->GetRenderAngles() ); SetAbsVelocity( m_vecRagdollVelocity ); int iSeq = pPlayer->GetSequence(); if ( iSeq == -1 ) { Assert( false ); // missing walk_lower? iSeq = 0; } SetSequence( iSeq ); // walk_lower, basic pose SetCycle( 0.0 ); Interp_Reset( varMap ); } } else { // overwrite network origin so later interpolation will // use this position SetNetworkOrigin( m_vecRagdollOrigin ); SetAbsOrigin( m_vecRagdollOrigin ); SetAbsVelocity( m_vecRagdollVelocity ); Interp_Reset( GetVarMapping() ); } SetModelIndex( m_nModelIndex ); // Make us a ragdoll.. m_nRenderFX = kRenderFxRagdoll; matrix3x4_t boneDelta0[MAXSTUDIOBONES]; matrix3x4_t boneDelta1[MAXSTUDIOBONES]; matrix3x4_t currentBones[MAXSTUDIOBONES]; const float boneDt = 0.05f; if ( pPlayer && !pPlayer->IsDormant() ) { pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); } else { GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); } InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt ); }
void C_GENPCRagdoll::CreateRagdoll( void ) { // First, initialize all our data. If we have the player's entity on our client, // then we can make ourselves start out exactly where the player is. C_AI_BaseNPC *pNPC = dynamic_cast< C_AI_BaseNPC* >( m_hNPC.Get() ); // Cache away our skin before we start meddling (setting it later down) int skin = 0; if ( pNPC ) skin = pNPC->GetSkin(); if ( pNPC && !pNPC->IsDormant() ) { // move my current model instance to the ragdoll's so decals are preserved. pNPC->SnatchModelInstance( this ); // Copy all the interpolated vars from the player entity. // The entity uses the interpolated history to get bone velocity. Interp_Copy( pNPC ); SetAbsAngles( pNPC->GetRenderAngles() ); GetRotationInterpolator().Reset(); m_flAnimTime = pNPC->m_flAnimTime; SetSequence( pNPC->GetSequence() ); m_flPlaybackRate = pNPC->GetPlaybackRate(); } else { // overwrite network origin so later interpolation will // use this position SetNetworkOrigin( m_vecRagdollOrigin ); SetAbsOrigin( m_vecRagdollOrigin ); SetAbsVelocity( m_vecRagdollVelocity ); Interp_Reset( GetVarMapping() ); } SetModelIndex( m_nModelIndex ); // Make us a ragdoll.. m_nRenderFX = kRenderFxRagdoll; matrix3x4_t boneDelta0[MAXSTUDIOBONES]; matrix3x4_t boneDelta1[MAXSTUDIOBONES]; matrix3x4_t currentBones[MAXSTUDIOBONES]; const float boneDt = 0.05f; if ( pNPC && !pNPC->IsDormant() ) { pNPC->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); } else { GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); } // Finally reset our skin m_nSkin = skin; InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt ); }
void C_SDKRagdoll::CreateRagdoll() { // First, initialize all our data. If we have the player's entity on our client, // then we can make ourselves start out exactly where the player is. C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() ); if ( pPlayer && !pPlayer->IsDormant() ) { // move my current model instance to the ragdoll's so decals are preserved. pPlayer->SnatchModelInstance( this ); VarMapping_t *varMap = GetVarMapping(); // Copy all the interpolated vars from the player entity. // The entity uses the interpolated history to get bone velocity. if ( !pPlayer->IsLocalPlayer() && pPlayer->IsInterpolationEnabled() ) { Interp_Copy( pPlayer ); SetAbsAngles( pPlayer->GetRenderAngles() ); GetRotationInterpolator().Reset(); m_flAnimTime = pPlayer->m_flAnimTime; SetSequence( pPlayer->GetSequence() ); m_flPlaybackRate = pPlayer->GetPlaybackRate(); } else { // This is the local player, so set them in a default // pose and slam their velocity, angles and origin SetAbsOrigin( m_vecRagdollOrigin ); SetAbsAngles( pPlayer->GetRenderAngles() ); SetAbsVelocity( m_vecRagdollVelocity ); int iSeq = LookupSequence( "RagdollSpawn" ); // hax, find a neutral standing pose if ( iSeq == -1 ) { Assert( false ); // missing look_idle? iSeq = 0; } SetSequence( iSeq ); // look_idle, basic pose SetCycle( 0.0 ); Interp_Reset( varMap ); } m_nBody = pPlayer->GetBody(); } else { // overwrite network origin so later interpolation will // use this position SetNetworkOrigin( m_vecRagdollOrigin ); SetAbsOrigin( m_vecRagdollOrigin ); SetAbsVelocity( m_vecRagdollVelocity ); Interp_Reset( GetVarMapping() ); } SetModelIndex( m_nModelIndex ); // Turn it into a ragdoll. if ( cl_ragdoll_physics_enable.GetInt() ) { // Make us a ragdoll.. m_nRenderFX = kRenderFxRagdoll; matrix3x4_t boneDelta0[MAXSTUDIOBONES]; matrix3x4_t boneDelta1[MAXSTUDIOBONES]; matrix3x4_t currentBones[MAXSTUDIOBONES]; const float boneDt = 0.05f; if ( pPlayer && pPlayer == C_BasePlayer::GetLocalPlayer() ) { pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); } else { GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); } InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt ); } else { ClientLeafSystem()->SetRenderGroup( GetRenderHandle(), RENDER_GROUP_TRANSLUCENT_ENTITY ); } // Fade out the ragdoll in a while StartFadeOut( cl_ragdoll_fade_time.GetFloat() ); SetNextClientThink( gpGlobals->curtime + 5.0f ); }
void C_CFRagdoll::CreateRagdoll() { // First, initialize all our data. If we have the player's entity on our client, // then we can make ourselves start out exactly where the player is. C_CFPlayer *pPlayer = dynamic_cast< C_CFPlayer* >( m_hPlayer.Get() ); if ( pPlayer && !pPlayer->IsDormant() ) { // move my current model instance to the ragdoll's so decals are preserved. pPlayer->SnatchModelInstance( this ); VarMapping_t *varMap = GetVarMapping(); // Copy all the interpolated vars from the player entity. // The entity uses the interpolated history to get bone velocity. bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer()); if ( bRemotePlayer ) { Interp_Copy( pPlayer ); SetAbsAngles( pPlayer->GetRenderAngles() ); GetRotationInterpolator().Reset(); m_flAnimTime = pPlayer->m_flAnimTime; SetSequence( pPlayer->GetSequence() ); m_flPlaybackRate = pPlayer->GetPlaybackRate(); } else { // This is the local player, so set them in a default // pose and slam their velocity, angles and origin SetAbsOrigin( m_vecRagdollOrigin ); SetAbsAngles( pPlayer->GetRenderAngles() ); SetAbsVelocity( m_vecRagdollVelocity ); int iSeq = LookupSequence( "idle" ); if ( iSeq == -1 ) { Assert( false ); // missing walk_lower? iSeq = 0; } SetSequence( iSeq ); // walk_lower, basic pose SetCycle( 0.0 ); Interp_Reset( varMap ); } } else { // overwrite network origin so later interpolation will // use this position SetNetworkOrigin( m_vecRagdollOrigin ); SetAbsOrigin( m_vecRagdollOrigin ); SetAbsVelocity( m_vecRagdollVelocity ); Interp_Reset( GetVarMapping() ); } if (pPlayer) { SetModelIndex( m_nModelIndex ); m_nSkin = pPlayer->m_nSkin; SetBodygroup(1, pPlayer->m_bIsDecapitated); } // Turn it into a ragdoll. if ( cl_ragdoll_physics_enable.GetBool() ) { // Make us a ragdoll.. m_nRenderFX = kRenderFxRagdoll; matrix3x4_t boneDelta0[MAXSTUDIOBONES]; matrix3x4_t boneDelta1[MAXSTUDIOBONES]; matrix3x4_t currentBones[MAXSTUDIOBONES]; const float boneDt = 0.05f; // We have to make sure that we're initting this client ragdoll off of the same model. // GetRagdollInitBoneArrays uses the *player* Hdr, which may be a different model than // the ragdoll Hdr, if we try to create a ragdoll in the same frame that the player // changes their player model. CStudioHdr *pRagdollHdr = GetModelPtr(); CStudioHdr *pPlayerHdr = NULL; if ( pPlayer ) pPlayerHdr = pPlayer->GetModelPtr(); bool bChangedModel = false; if ( pRagdollHdr && pPlayerHdr ) { bChangedModel = pRagdollHdr->GetVirtualModel() != pPlayerHdr->GetVirtualModel(); Assert( !bChangedModel && "C_CFRagdoll::CreateRagdoll: Trying to create ragdoll with a different model than the player it's based on" ); } if ( pPlayer && !pPlayer->IsDormant() && !bChangedModel && pPlayerHdr ) { pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); } else { GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); } InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt ); } SetNextClientThink( CLIENT_THINK_ALWAYS ); }