void CBasePlayerAnimState::OptimizeLayerWeights( int iFirstLayer, int nLayers ) { int i; // Find the total weight of the blended layers, not including the idle layer (iFirstLayer) float totalWeight = 0.0f; for ( i=1; i < nLayers; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); if ( pLayer->IsActive() && pLayer->GetWeight() > 0.0f ) { totalWeight += pLayer->GetWeight(); } } // Set the idle layer's weight to be 1 minus the sum of other layer weights CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer ); if ( pLayer->IsActive() && pLayer->GetWeight() > 0.0f ) { float flWeight = 1.0f - totalWeight; flWeight = MAX( flWeight, 0.0f ); pLayer->SetWeight( flWeight ); } // This part is just an optimization. Since we have the walk/run animations weighted on top of // the idle animations, all this does is disable the idle animations if the walk/runs are at // full weighting, which is whenever a guy is at full speed. // // So it saves us blending a couple animation layers whenever a guy is walking or running full speed. int iLastOne = -1; for ( i=0; i < nLayers; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); if ( pLayer->IsActive() && pLayer->GetWeight() > 0.99 ) iLastOne = i; } if ( iLastOne != -1 ) { for ( int i=iLastOne-1; i >= 0; i-- ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iFirstLayer+i ); #ifdef CLIENT_DLL pLayer->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS ); #else pLayer->m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS ); pLayer->m_fFlags = 0; #endif } } }
//----------------------------------------------------------------------------- // Purpose: Override for backpeddling // Input : dt - //----------------------------------------------------------------------------- void CBasePlayerAnimState::ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ) { VPROF( "CBasePlayerAnimState::ComputePoseParam_MoveYaw" ); //Matt: Goldsrc style animations need to not rotate the model if ( m_AnimConfig.m_LegAnimType == LEGANIM_GOLDSRC ) { #ifndef CLIENT_DLL //Adrian: Make the model's angle match the legs so the hitboxes match on both sides. GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) ); #endif } // If using goldsrc-style animations where he's moving in the direction that his feet are facing, // we don't use move yaw. if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) return; // view direction relative to movement float flYaw; EstimateYaw(); float ang = m_flEyeYaw; if ( ang > 180.0f ) { ang -= 360.0f; } else if ( ang < -180.0f ) { ang += 360.0f; } // calc side to side turning flYaw = ang - m_flGaitYaw; // Invert for mapping into 8way blend flYaw = -flYaw; flYaw = flYaw - (int)(flYaw / 360) * 360; if (flYaw < -180) { flYaw = flYaw + 360; } else if (flYaw > 180) { flYaw = flYaw - 360; } if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY ) { #ifndef CLIENT_DLL //Adrian: Make the model's angle match the legs so the hitboxes match on both sides. GetOuter()->SetLocalAngles( QAngle( 0, m_flCurrentFeetYaw, 0 ) ); #endif int iMoveX = GetOuter()->LookupPoseParameter( pStudioHdr, "move_x" ); int iMoveY = GetOuter()->LookupPoseParameter( pStudioHdr, "move_y" ); if ( iMoveX < 0 || iMoveY < 0 ) return; bool bIsMoving; float flPlaybackRate = CalcMovementPlaybackRate( &bIsMoving ); // Setup the 9-way blend parameters based on our speed and direction. Vector2D vCurMovePose( 0, 0 ); if ( bIsMoving ) { vCurMovePose.x = cos( DEG2RAD( flYaw ) ) * flPlaybackRate; vCurMovePose.y = -sin( DEG2RAD( flYaw ) ) * flPlaybackRate; } GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x ); GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y ); m_vLastMovePose = vCurMovePose; } else { int iMoveYaw = GetOuter()->LookupPoseParameter( pStudioHdr, "move_yaw" ); if ( iMoveYaw >= 0 ) { GetOuter()->SetPoseParameter( pStudioHdr, iMoveYaw, flYaw ); m_flLastMoveYaw = flYaw; // Now blend in his idle animation. // This makes the 8-way blend act like a 9-way blend by blending to // an idle sequence as he slows down. #if defined(CLIENT_DLL) #ifndef INFESTED_DLL bool bIsMoving; CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER ); pLayer->SetWeight( 1 - CalcMovementPlaybackRate( &bIsMoving ) ); if ( !bIsMoving ) { pLayer->SetWeight( 1 ); } if ( ShouldChangeSequences() ) { // Whenever this layer stops blending, we can choose a new idle sequence to blend to, so he // doesn't always use the same idle. if ( pLayer->GetWeight() < 0.02f || m_iCurrent8WayIdleSequence == -1 ) { m_iCurrent8WayIdleSequence = m_pOuter->SelectWeightedSequence( ACT_IDLE ); m_iCurrent8WayCrouchIdleSequence = m_pOuter->SelectWeightedSequence( ACT_CROUCHIDLE ); } if ( m_eCurrentMainSequenceActivity == ACT_CROUCHIDLE || m_eCurrentMainSequenceActivity == ACT_RUN_CROUCH ) pLayer->SetSequence( m_iCurrent8WayCrouchIdleSequence ); else pLayer->SetSequence( m_iCurrent8WayIdleSequence ); } pLayer->SetPlaybackRate( 1 ); pLayer->SetCycle( pLayer->GetCycle() + m_pOuter->GetSequenceCycleRate( pStudioHdr, pLayer->GetSequence() ) * gpGlobals->frametime ); pLayer->SetCycle( fmod( pLayer->GetCycle(), 1 ) ); pLayer->SetOrder( MAIN_IDLE_SEQUENCE_LAYER ); #endif #endif } } }
void RecvProxy_WeightChanged( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CAnimationLayer *pLayer = (CAnimationLayer *)pStruct; pLayer->SetWeight( pData->m_Value.m_Float ); }