Activity CSDKPlayerAnimState::CalcMainActivity() { Activity idealActivity = ACT_DA_STAND_IDLE; if (ShouldUseAimInAnims()) idealActivity = ACT_DA_STAND_AIM; else if (m_pSDKPlayer->IsWeaponReady()) idealActivity = ACT_DA_STAND_READY; if (HandleWallClimb (idealActivity) || HandleWallFlip (idealActivity) || HandleDiving( idealActivity ) || HandleJumping( idealActivity ) || #if defined ( SDK_USE_PRONE ) //Tony; handle these before ducking !! HandleProneTransition( idealActivity ) || HandleProne( idealActivity ) || #endif HandleRollTransition( idealActivity ) || HandleSlideTransition( idealActivity ) || HandleSliding( idealActivity ) || HandleDucking( idealActivity ) || HandleSwimming( idealActivity ) || HandleDying( idealActivity ) #if defined ( SDK_USE_SPRINTING ) || HandleSprinting( idealActivity ) #endif ) { // intentionally blank } else { HandleMoving( idealActivity ); } ShowDebugInfo(); // Client specific. #ifdef CLIENT_DLL if ( anim_showmainactivity.GetBool() ) { DebugShowActivity( idealActivity ); } #endif return idealActivity; }
Activity CSDKPlayerAnimState::CalcMainActivity() { float flOuterSpeed = GetOuterXYSpeed(); CSDKPlayer *pPlayer = dynamic_cast<CSDKPlayer*>(GetBasePlayer()); Activity idealActivity = ACT_IDLE; if (pPlayer->m_Shared.m_bIsShotCharging && mp_charging_animation_enabled.GetBool()) return ACT_IOS_RUNCELEB; if ( HandleJumping(idealActivity) ) { if (pPlayer->GetFlags() & FL_CELEB) return ACT_IOS_JUMPCELEB; //cartwheel celeb //else if (pPlayer->m_nBody > 0) else if (pPlayer->m_Shared.GetAnimEvent() == PLAYERANIMEVENT_KEEPER_JUMP) return ACT_IDLE;//FIXME: Buggy jump animation: ACT_LEAP; //keepers jump else return ACT_IDLE;//FIXME: Buggy jump animation: ACT_HOP; //normal jump } else { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) { if ( flOuterSpeed > (mp_runspeed.GetInt() + mp_sprintspeed.GetInt()) / 2.0f ) { idealActivity = ACT_SPRINT; } else if ( flOuterSpeed > (mp_walkspeed.GetInt() + mp_runspeed.GetInt()) / 2.0f ) { if (pPlayer->GetFlags() & FL_CELEB) //now on layer idealActivity = ACT_IOS_RUNCELEB; else idealActivity = ACT_RUN; } else { idealActivity = ACT_WALK; } } else { idealActivity = ACT_IDLE; } return idealActivity; } }
Activity CSDKPlayerAnimState::CalcMainActivity() { Activity idealActivity = ACT_MP_STAND_IDLE; if ( HandleJumping( idealActivity ) || #if defined ( SDK_USE_PRONE ) //Tony; handle these before ducking !! HandleProneTransition( idealActivity ) || HandleProne( idealActivity ) || #endif HandleDucking( idealActivity ) || HandleSwimming( idealActivity ) || HandleDying( idealActivity ) #if defined ( SDK_USE_SPRINTING ) || HandleSprinting( idealActivity ) #endif ) { // intentionally blank } else { HandleMoving( idealActivity ); } ShowDebugInfo(); // Client specific. #ifdef CLIENT_DLL if ( anim_showmainactivity.GetBool() ) { DebugShowActivity( idealActivity ); } #endif return idealActivity; }
Activity CCSPlayerAnimState::CalcMainActivity() { float flOuterSpeed = GetOuterXYSpeed(); if ( HandleJumping() ) { return ACT_HOP; } else { Activity idealActivity = ACT_IDLE; if ( m_pOuter->GetFlags() & FL_DUCKING ) { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) idealActivity = ACT_RUN_CROUCH; else idealActivity = ACT_CROUCHIDLE; } else { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) { if ( flOuterSpeed > ARBITRARY_RUN_SPEED ) idealActivity = ACT_RUN; else idealActivity = ACT_WALK; } else { idealActivity = ACT_IDLE; } } return idealActivity; } }
/** * Set hostage animation state */ Activity CCSHostageAnimState::CalcMainActivity() { // float flOuterSpeed = GetOuterXYSpeed(); if ( HandleJumping() ) { return ACT_HOP; } else { Assert( dynamic_cast<CHostage*>( m_pOuter ) ); // CHostage *me = (CHostage*)m_pOuter; // if we have no leader, hang out //Activity idealActivity = me->GetLeader() ? ACT_IDLE : ACT_BUSY_QUEUE; /*if ( m_pOuter->GetFlags() & FL_DUCKING ) { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) idealActivity = ACT_RUN_CROUCH; else idealActivity = ACT_COVER_LOW; } else { if ( flOuterSpeed > MOVING_MINIMUM_SPEED ) { if ( flOuterSpeed > ARBITRARY_RUN_SPEED ) idealActivity = ACT_RUN; else idealActivity = ACT_WALK; } }*/ return ACT_WALK; } }