//-----------------------------------------------------------------------------
// Purpose: 
// Input  : actDesired - 
// Output : Activity
//-----------------------------------------------------------------------------
Activity CSDKPlayerAnimState::TranslateActivity( Activity actDesired )
{
	Activity translateActivity = BaseClass::TranslateActivity( actDesired );

	if ( GetSDKPlayer()->GetActiveWeapon() )
	{
		translateActivity = GetSDKPlayer()->GetActiveWeapon()->ActivityOverride( translateActivity, false );
	}

	return translateActivity;
}
Пример #2
0
bool CSDKPlayerAnimState::HandleJumping( Activity &idealActivity )
{
	if ( m_bJumping )
	{
		if ( m_bFirstJumpFrame )
		{
			m_bFirstJumpFrame = false;
			RestartMainSequence();	// Reset the animation.
		}

		// Don't check if he's on the ground for a sec.. sometimes the client still has the
		// on-ground flag set right when the message comes in.
		if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f )
		{
			if ( GetBasePlayer()->GetFlags() & FL_ONGROUND )
			{
				m_bJumping = false;
				//GetSDKPlayer()->m_Shared.m_ePlayerAnimEvent = PLAYERANIMEVENT_NONE;
				RestartMainSequence();	// Reset the animation.
				GetSDKPlayer()->m_Shared.m_bWasJumping = true;
			}
		}
	}

	return m_bJumping;
}
Пример #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSDKPlayerAnimState::Update( float eyeYaw, float eyePitch )
{
	// Profile the animation update.
	VPROF( "CMultiPlayerAnimState::Update" );

	// Clear animation overlays because we're about to completely reconstruct them.
	ClearAnimationLayers();

	// Some mods don't want to update the player's animation state if they're dead and ragdolled.
	if ( !ShouldUpdateAnimState() )
	{
		ClearAnimationState();
		return;
	}

	// Get the SDK player.
	CSDKPlayer *pSDKPlayer = GetSDKPlayer();
	if ( !pSDKPlayer )
		return;

	// Get the studio header for the player.
	CStudioHdr *pStudioHdr = pSDKPlayer->GetModelPtr();
	if ( !pStudioHdr )
		return;

	// Check to see if we should be updating the animation state - dead, ragdolled?
	if ( !ShouldUpdateAnimState() )
	{
		ClearAnimationState();
		return;
	}

	// Store the eye angles.
	m_flEyeYaw = AngleNormalize( eyeYaw );
	m_flEyePitch = AngleNormalize( eyePitch );

	// Compute the player sequences.
	ComputeSequences( pStudioHdr );

	if ( SetupPoseParameters( pStudioHdr ) )
	{
		// Pose parameter - what direction are the player's legs running in.
		ComputePoseParam_MoveYaw( pStudioHdr );

		// Pose parameter - Torso aiming (up/down).
		ComputePoseParam_AimPitch( pStudioHdr );

		// Pose parameter - Torso aiming (rotation).
		ComputePoseParam_AimYaw( pStudioHdr );
	}

#ifdef CLIENT_DLL 
	if ( C_BasePlayer::ShouldDrawLocalPlayer() )
	{
		m_pSDKPlayer->SetPlaybackRate( 1.0f );
	}
#endif
}
Пример #4
0
void CSDKPlayerShared::ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
	Vector org = GetSDKPlayer()->GetAbsOrigin();

	static Vector vecMin(-32, -32, 0 );
	static Vector vecMax(32, 32, 72 );

	VectorAdd( vecMin, org, *pVecWorldMins );
	VectorAdd( vecMax, org, *pVecWorldMaxs );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : event - 
//-----------------------------------------------------------------------------
void CSDKPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
	Activity iGestureActivity = ACT_INVALID;

	switch( event )
	{
	case PLAYERANIMEVENT_ATTACK_PRIMARY:
		{
			// Weapon primary fire.
			if ( m_pSDKPlayer->m_Shared.IsProne() || m_pSDKPlayer->m_Shared.IsDiveSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_PRIMARYATTACK_PRONE );
			else if ( m_pSDKPlayer->m_Shared.IsSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_PRIMARYATTACK_SLIDE );
			else if ( m_pSDKPlayer->m_Shared.IsRolling() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_PRIMARYATTACK_ROLL );
			else if ( m_pSDKPlayer->m_Shared.IsDiving() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_PRIMARYATTACK_DIVE );
			else if ( m_pSDKPlayer->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_PRIMARYATTACK_CROUCH );
			else
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_PRIMARYATTACK );

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}

	case PLAYERANIMEVENT_VOICE_COMMAND_GESTURE:
		{
			if ( !IsGestureSlotActive( GESTURE_SLOT_ATTACK_AND_RELOAD ) )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, (Activity)nData );
			}
			iGestureActivity = ACT_VM_IDLE; //TODO?
			break;
		}
	case PLAYERANIMEVENT_ATTACK_SECONDARY:
		{
			// Weapon secondary fire.
			if ( m_pSDKPlayer->m_Shared.IsProne() || m_pSDKPlayer->m_Shared.IsDiveSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_BRAWL_PRONE );
			else if ( m_pSDKPlayer->m_Shared.IsSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_BRAWL_SLIDE );
			else if ( m_pSDKPlayer->m_Shared.IsRolling() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_BRAWL_ROLL );
			else if ( m_pSDKPlayer->m_Shared.IsDiving() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_BRAWL_DIVE );
			else if ( m_pSDKPlayer->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_BRAWL_CROUCH );
			else
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_BRAWL );

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}
	case PLAYERANIMEVENT_ATTACK_PRE:
		{
			if ( m_pSDKPlayer->GetFlags() & FL_DUCKING ) 
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc in crouch.
				iGestureActivity = ACT_MP_ATTACK_CROUCH_PREFIRE;
			}
			else
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc.
				iGestureActivity = ACT_MP_ATTACK_STAND_PREFIRE;
			}

			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, iGestureActivity, false );
			iGestureActivity = ACT_VM_IDLE; //TODO?

			break;
		}
	case PLAYERANIMEVENT_ATTACK_POST:
		{
			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_POSTFIRE );
			iGestureActivity = ACT_VM_IDLE; //TODO?
			break;
		}

	case PLAYERANIMEVENT_RELOAD:
		{
			// Weapon reload.
			/*//We only have standing reload-- it blends into other states
			if ( m_pSDKPlayer->m_Shared.IsProne() || m_pSDKPlayer->m_Shared.IsDiveSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_PRONE );
			else if ( m_pSDKPlayer->m_Shared.IsSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_SLIDE );
			else if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_CROUCH );
			else*/
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD );

			iGestureActivity = ACT_VM_RELOAD; //Make view reload if it isn't already
			break;
		}
	case PLAYERANIMEVENT_RELOAD_LOOP:
		{
			// Weapon reload.
			/*//We only have standing reload-- it blends into other states
			if ( m_pSDKPlayer->m_Shared.IsProne() || m_pSDKPlayer->m_Shared.IsDiveSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_LOOP_PRONE );
			else if ( m_pSDKPlayer->m_Shared.IsSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_LOOP_SLIDE );
			else if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_LOOP_CROUCH );
			else*/
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_LOOP );

			iGestureActivity = ACT_INVALID; //TODO: fix
			break;
		}
	case PLAYERANIMEVENT_RELOAD_END:
		{
			// Weapon reload.
			if ( m_pSDKPlayer->m_Shared.IsProne() || m_pSDKPlayer->m_Shared.IsDiveSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_END_PRONE );
			else if ( m_pSDKPlayer->m_Shared.IsSliding() )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_END_SLIDE );
			else if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_END_CROUCH );
			else
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_RELOAD_END );

			iGestureActivity = ACT_INVALID; //TODO: fix
			break;
		}
#if defined ( SDK_USE_PRONE )
	case PLAYERANIMEVENT_STAND_TO_PRONE:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			//m_iProneActivity = ACT_MP_STAND_TO_PRONE;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no stand->prone so just idle.
		}
		break;
	case PLAYERANIMEVENT_CROUCH_TO_PRONE:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			//m_iProneActivity = ACT_MP_CROUCH_TO_PRONE;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no crouch->prone so just idle.
		}
		break;
	case PLAYERANIMEVENT_PRONE_TO_STAND:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			m_iProneActivity = ACT_DA_PRONE_TO_STAND;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no prone->stand so just idle.
		}
		break;
	case PLAYERANIMEVENT_PRONE_TO_CROUCH:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			//m_iProneActivity = ACT_MP_PRONE_TO_CROUCH;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no prone->crouch so just idle.
		}
		break;
#endif

	case PLAYERANIMEVENT_DRAW:
		{
			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_DA_DRAW );
			iGestureActivity = ACT_VM_DRAW;
			break;
		}

	case PLAYERANIMEVENT_DIVE:
		{
			m_bDiveStart = true;
			m_bDiveStartFirstFrame = true;
			m_iDiveActivity = ACT_DA_DIVE;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE;
		}
		break;

	case PLAYERANIMEVENT_DIVE_TO_ROLL:
		{
			m_bRollTransition = true;
			m_bRollTransitionFirstFrame = true;
			m_iRollActivity = ACT_DA_DIVEROLL;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no stand->slide so just idle.
		}
		break;

	case PLAYERANIMEVENT_STAND_TO_SLIDE:
		{
			m_bSlideTransition = true;
			m_bSlideTransitionFirstFrame = true;
			m_iSlideActivity = ACT_DA_SLIDESTART;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no stand->slide so just idle.
		}
		break;

	case PLAYERANIMEVENT_STAND_TO_ROLL:
		{
			m_bRollTransition = true;
			m_bRollTransitionFirstFrame = true;
			m_iRollActivity = ACT_DA_ROLL;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no stand->slide so just idle.
		}
		break;

	case PLAYERANIMEVENT_STAND_TO_VAULT:
		m_bRollTransition = true;
		m_bRollTransitionFirstFrame = true;
		m_iRollActivity = ACT_DA_ROLL;
		RestartMainSequence();
		iGestureActivity = ACT_VM_IDLE;
		break;
	case PLAYERANIMEVENT_STAND_TO_WALLRUN:
		m_bRollTransition = true;
		m_bRollTransitionFirstFrame = true;
		m_iRollActivity = ACT_DA_ROLL;
		RestartMainSequence();
		iGestureActivity = ACT_VM_IDLE;
		break;
	case PLAYERANIMEVENT_WALLFLIP:
		RestartMainSequence();
		iGestureActivity = ACT_VM_IDLE;
		break;
	case PLAYERANIMEVENT_WALLCLIMB:
		RestartMainSequence();
		iGestureActivity = ACT_VM_IDLE;
		break;
	case PLAYERANIMEVENT_JUMP:
		{
			// Jump.
			m_bJumping = true;
			m_bFirstJumpFrame = true;
			m_flJumpStartTime = m_pSDKPlayer->GetCurrentTime();

			RestartMainSequence();

			break;
		}

	case PLAYERANIMEVENT_CANCEL:
		{
			ResetGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD );
			break;
		}

	default:
		{
			BaseClass::DoAnimationEvent( event, nData );
			break;
		}
	}

#ifdef CLIENT_DLL
	// Make the weapon play the animation as well
	if ( iGestureActivity != ACT_INVALID && GetSDKPlayer() != CSDKPlayer::GetLocalSDKPlayer())
	{
		CBaseCombatWeapon *pWeapon = GetSDKPlayer()->GetActiveWeapon();
		if ( pWeapon )
		{
			//pWeapon->EnsureCorrectRenderingModel();
			pWeapon->SendWeaponAnim( iGestureActivity );
			// Force animation events!
			//pWeapon->ResetEventsParity();		// reset event parity so the animation events will occur on the weapon. 
			pWeapon->DoAnimationEvents( pWeapon->GetModelPtr() );
		}
	}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSDKPlayerAnimState::Update( float eyeYaw, float eyePitch, float flCharacterYaw, float flCharacterPitch )
{
	// Profile the animation update.
	VPROF( "CMultiPlayerAnimState::Update" );

	// Get the SDK player.
	CSDKPlayer *pSDKPlayer = GetSDKPlayer();
	if ( !pSDKPlayer )
		return;

	// Get the studio header for the player.
	CStudioHdr *pStudioHdr = pSDKPlayer->GetModelPtr();
	if ( !pStudioHdr )
		return;

	// Check to see if we should be updating the animation state - dead, ragdolled?
	if ( !ShouldUpdateAnimState() )
	{
		ClearAnimationState();
		return;
	}

	// Store the eye angles.
	m_flEyeYaw = AngleNormalize( eyeYaw );
	m_flEyePitch = AngleNormalize( eyePitch );

	float flRampSpeed = 20;
	if (pSDKPlayer->GetActiveSDKWeapon() && pSDKPlayer->GetActiveSDKWeapon()->HasAimInSpeedPenalty())
		flRampSpeed = 50;

	float flApproachSpeed = gpGlobals->frametime * pSDKPlayer->GetSlowMoMultiplier() * RemapVal(m_pSDKPlayer->m_Shared.GetAimIn(), 0, 1, 10, flRampSpeed);

	float flYawDifference = AngleNormalize( flCharacterYaw - m_flCharacterEyeYaw );
	float flYawApproachSpeed = flYawDifference * flApproachSpeed;
	if (fabs(flYawApproachSpeed) < fabs(flYawDifference))
		m_flCharacterEyeYaw += flYawApproachSpeed;
	else
		m_flCharacterEyeYaw = flCharacterYaw;

	float flPitchDifference = AngleNormalize( flCharacterPitch - m_flCharacterEyePitch );
	float flPitchApproachSpeed = flPitchDifference * flApproachSpeed;
	if (fabs(flPitchApproachSpeed) < fabs(flPitchDifference))
		m_flCharacterEyePitch += flPitchApproachSpeed;
	else
		m_flCharacterEyePitch = flCharacterPitch;

	// Compute the player sequences.
	ComputeSequences( pStudioHdr );

	if ( SetupPoseParameters( pStudioHdr ) )
	{
		// Pose parameter - what direction are the player's legs running in.
		ComputePoseParam_MoveYaw( pStudioHdr );

		ComputePoseParam_StuntYaw( pStudioHdr );

		// Pose parameter - Torso aiming (up/down).
		ComputePoseParam_AimPitch( pStudioHdr );

		// Pose parameter - Torso aiming (rotation).
		ComputePoseParam_AimYaw( pStudioHdr );
	}

#ifdef CLIENT_DLL 
	if ( C_BasePlayer::ShouldDrawLocalPlayer() )
	{
		m_pSDKPlayer->SetPlaybackRate( 1.0f );
	}
#endif
}
Пример #7
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : event - 
//-----------------------------------------------------------------------------
void CSDKPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
	Activity iGestureActivity = ACT_INVALID;

	switch( event )
	{
	case PLAYERANIMEVENT_ATTACK_PRIMARY:
		{
			// Weapon primary fire.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_PRONE_PRIMARYFIRE );
			}
			else
#endif //SDK_USE_PRONE
			if ( m_pSDKPlayer->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE );
			}

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}

	case PLAYERANIMEVENT_VOICE_COMMAND_GESTURE:
		{
			if ( !IsGestureSlotActive( GESTURE_SLOT_ATTACK_AND_RELOAD ) )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, (Activity)nData );
			}
			iGestureActivity = ACT_VM_IDLE; //TODO?
			break;
		}
	case PLAYERANIMEVENT_ATTACK_SECONDARY:
		{
			// Weapon secondary fire.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_PRONE_SECONDARYFIRE );
			}
			else
#endif //SDK_USE_PRONE
			if ( m_pSDKPlayer->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_SECONDARYFIRE );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_SECONDARYFIRE );
			}

			iGestureActivity = ACT_VM_PRIMARYATTACK;
			break;
		}
	case PLAYERANIMEVENT_ATTACK_PRE:
		{
			if ( m_pSDKPlayer->GetFlags() & FL_DUCKING ) 
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc in crouch.
				iGestureActivity = ACT_MP_ATTACK_CROUCH_PREFIRE;
			}
			else
			{
				// Weapon pre-fire. Used for minigun windup, sniper aiming start, etc.
				iGestureActivity = ACT_MP_ATTACK_STAND_PREFIRE;
			}

			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, iGestureActivity, false );
			iGestureActivity = ACT_VM_IDLE; //TODO?

			break;
		}
	case PLAYERANIMEVENT_ATTACK_POST:
		{
			RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_POSTFIRE );
			iGestureActivity = ACT_VM_IDLE; //TODO?
			break;
		}

	case PLAYERANIMEVENT_RELOAD:
		{
			// Weapon reload.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_PRONE );
			}
			else
#endif //SDK_USE_PRONE
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND );
			}
			iGestureActivity = ACT_VM_RELOAD; //Make view reload if it isn't already
			break;
		}
	case PLAYERANIMEVENT_RELOAD_LOOP:
		{
			// Weapon reload.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_PRONE_LOOP );
			}
			else
#endif //SDK_USE_PRONE
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_LOOP );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_LOOP );
			}
			iGestureActivity = ACT_INVALID; //TODO: fix
			break;
		}
	case PLAYERANIMEVENT_RELOAD_END:
		{
			// Weapon reload.
#if defined ( SDK_USE_PRONE )
			if ( m_pSDKPlayer->m_Shared.IsProne() )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_PRONE_END );
			}
			else
#endif //SDK_USE_PRONE
			if ( GetBasePlayer()->GetFlags() & FL_DUCKING )
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH_END );
			}
			else
			{
				RestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND_END );
			}
			iGestureActivity = ACT_INVALID; //TODO: fix
			break;
		}
#if defined ( SDK_USE_PRONE )
	case PLAYERANIMEVENT_STAND_TO_PRONE:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			m_iProneActivity = ACT_MP_STAND_TO_PRONE;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no stand->prone so just idle.
		}
		break;
	case PLAYERANIMEVENT_CROUCH_TO_PRONE:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			m_iProneActivity = ACT_MP_CROUCH_TO_PRONE;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no crouch->prone so just idle.
		}
		break;
	case PLAYERANIMEVENT_PRONE_TO_STAND:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			m_iProneActivity = ACT_MP_PRONE_TO_STAND;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no prone->stand so just idle.
		}
		break;
	case PLAYERANIMEVENT_PRONE_TO_CROUCH:
		{
			m_bProneTransition = true;
			m_bProneTransitionFirstFrame = true;
			m_iProneActivity = ACT_MP_PRONE_TO_CROUCH;
			RestartMainSequence();
			iGestureActivity = ACT_VM_IDLE; //Clear for weapon, we have no prone->crouch so just idle.
		}
		break;
#endif

	default:
		{
			BaseClass::DoAnimationEvent( event, nData );
			break;
		}
	}

#ifdef CLIENT_DLL
	// Make the weapon play the animation as well
	if ( iGestureActivity != ACT_INVALID && GetSDKPlayer() != CSDKPlayer::GetLocalSDKPlayer())
	{
		CBaseCombatWeapon *pWeapon = GetSDKPlayer()->GetActiveWeapon();
		if ( pWeapon )
		{
			pWeapon->EnsureCorrectRenderingModel();
			pWeapon->SendWeaponAnim( iGestureActivity );
			// Force animation events!
//			pWeapon->ResetEventsParity();		// reset event parity so the animation events will occur on the weapon. 
			pWeapon->DoAnimationEvents( pWeapon->GetModelPtr() );
		}
	}
#endif
}
Пример #8
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : event - 
//-----------------------------------------------------------------------------
void CSDKPlayerAnimState::DoAnimationEvent(PlayerAnimEvent_t event)
{
	bool resetShotCharging = false;

	switch(event)
	{
	case PLAYERANIMEVENT_BLANK:
		{
			GetSDKPlayer()->ResetShotCharging();
			return; // This is a dummy event, so don't do anything and return early
		}
	case PLAYERANIMEVENT_NONE:
		{
			resetShotCharging = true;
			//GetSDKPlayer()->RemoveFlag(FL_FREECAM | FL_KEEPER_SIDEWAYS_DIVING | FL_SLIDING);
			break;
		}
	case PLAYERANIMEVENT_CANCEL:
		{
			resetShotCharging = true;
			//GetSDKPlayer()->RemoveFlag(FL_FREECAM | FL_KEEPER_SIDEWAYS_DIVING | FL_SLIDING);
			ClearAnimationState();
			break;
		}
	case PLAYERANIMEVENT_KICK:
	case PLAYERANIMEVENT_PASS:
	case PLAYERANIMEVENT_PASS_STATIONARY:
	case PLAYERANIMEVENT_VOLLEY:
	case PLAYERANIMEVENT_HEELKICK:
	case PLAYERANIMEVENT_HEADER:
	case PLAYERANIMEVENT_HEADER_STATIONARY:
	case PLAYERANIMEVENT_THROWIN:
	case PLAYERANIMEVENT_THROW:
	case PLAYERANIMEVENT_KEEPER_HANDS_THROW:
	case PLAYERANIMEVENT_KEEPER_HANDS_KICK:
	case PLAYERANIMEVENT_KEEPER_HANDS_PUNCH:
	case PLAYERANIMEVENT_DIVINGHEADER:
		{
			resetShotCharging = true;
		}
	case PLAYERANIMEVENT_SLIDE:
	case PLAYERANIMEVENT_TACKLED_FORWARD:
	case PLAYERANIMEVENT_TACKLED_BACKWARD:
	case PLAYERANIMEVENT_KEEPER_DIVE_LEFT:
	case PLAYERANIMEVENT_KEEPER_DIVE_RIGHT:
	case PLAYERANIMEVENT_KEEPER_DIVE_FORWARD:
	case PLAYERANIMEVENT_KEEPER_DIVE_BACKWARD:
	case PLAYERANIMEVENT_LIFT_UP:
	case PLAYERANIMEVENT_BALL_ROLL_LEFT:
	case PLAYERANIMEVENT_BALL_ROLL_RIGHT:
	case PLAYERANIMEVENT_FAKE_SHOT:
	case PLAYERANIMEVENT_RAINBOW_FLICK:
	case PLAYERANIMEVENT_BICYCLE_KICK:
		{
			// HACKHACK: Side effects?
			//if (GetSDKPlayer()->m_Shared.GetAnimEvent() == PLAYERANIMEVENT_SLIDE)
			//{
			//	return;
			//}

			m_flPrimaryActionSequenceCycle = 0;
			m_iPrimaryActionSequence = CalcPrimaryActionSequence( event );
			m_bIsPrimaryActionSequenceActive = m_iPrimaryActionSequence != -1;
			break;
		}
	case PLAYERANIMEVENT_JUMP:
	case PLAYERANIMEVENT_KEEPER_JUMP:
		{
			// Play the jump animation.
			if (!m_bJumping)
			{
				m_bJumping = true;
				m_bFirstJumpFrame = true;
				m_flJumpStartTime = gpGlobals->curtime;
			}
			break;
		}
	case PLAYERANIMEVENT_CARRY:
		{
			m_iSecondaryActionSequence = CalcSecondaryActionSequence();			//add keeper carry as layer
			if ( m_iSecondaryActionSequence != -1 )
			{
				m_bIsSecondaryActionSequenceActive = true;
				m_flSecondaryActionSequenceCycle = 0;
				m_bCarryHold = true;
			}
			break;
		}
	case PLAYERANIMEVENT_CARRY_END:
		{
			//GetSDKPlayer()->RemoveFlag(FL_FREECAM);
			m_iSecondaryActionSequence = CalcSecondaryActionSequence();
			if ( m_iSecondaryActionSequence != -1 )
			{
				m_bIsSecondaryActionSequenceActive = true;
				m_flSecondaryActionSequenceCycle = 1.1f;
				m_bCarryHold = false;
			}
			break;
		}
	}

	if (resetShotCharging)
		GetSDKPlayer()->ResetShotCharging();

	switch (event)
	{
	case PLAYERANIMEVENT_DIVINGHEADER:
	case PLAYERANIMEVENT_TACKLED_FORWARD:
	case PLAYERANIMEVENT_TACKLED_BACKWARD:
		GetSDKPlayer()->AddFlag(FL_FREECAM);
		break;
	case PLAYERANIMEVENT_CARRY:
	case PLAYERANIMEVENT_SLIDE:
	case PLAYERANIMEVENT_KEEPER_DIVE_LEFT:
	case PLAYERANIMEVENT_KEEPER_DIVE_RIGHT:
	case PLAYERANIMEVENT_KEEPER_DIVE_FORWARD:
	case PLAYERANIMEVENT_KEEPER_DIVE_BACKWARD:
		break;
	default:
		GetSDKPlayer()->RemoveFlag(FL_FREECAM);
		break;
	}

	if (event != PLAYERANIMEVENT_CARRY && event != PLAYERANIMEVENT_CARRY_END)
	{
		GetSDKPlayer()->m_Shared.SetAnimEvent(event);
	}

	//GetSDKPlayer()->RemoveFlag(FL_KEEPER_SIDEWAYS_DIVING | FL_SLIDING);

	//switch(event)
	//{
	//case PLAYERANIMEVENT_KEEPER_DIVE_LEFT:
	//case PLAYERANIMEVENT_KEEPER_DIVE_RIGHT:
	//	//TODO: Uncomment once the getting stuck problem is fixed
	//	//GetSDKPlayer()->AddFlag(FL_KEEPER_SIDEWAYS_DIVING);
	//	break;
	//case PLAYERANIMEVENT_KEEPER_DIVE_FORWARD:
	//case PLAYERANIMEVENT_KEEPER_DIVE_BACKWARD:
	//case PLAYERANIMEVENT_SLIDE:
	//	//TODO: Uncomment once the getting stuck problem is fixed
	//	//GetSDKPlayer()->AddFlag(FL_SLIDING);
	//	break;
	//}

	//GetSDKPlayer()->m_Shared.SetAnimEvent(event);
}
Пример #9
0
int CSDKPlayerAnimState::SelectWeightedSequence( Activity activity )
{
	return GetSDKPlayer()->SelectWeightedSequence( activity );
}