void SetActivityForSequence( CStudioHdr *pstudiohdr, int i ) { int iActivityIndex; const char *pszActivityName; mstudioseqdesc_t &seqdesc = pstudiohdr->pSeqdesc( i ); seqdesc.flags |= STUDIO_ACTIVITY; pszActivityName = GetSequenceActivityName( pstudiohdr, i ); if ( pszActivityName[0] != '\0' ) { iActivityIndex = ActivityList_IndexForName( pszActivityName ); if ( iActivityIndex == -1 ) { // Allow this now. Animators can create custom activities that are referenced only on the client or by scripts, etc. //Warning( "***\nModel %s tried to reference unregistered activity: %s \n***\n", pstudiohdr->name, pszActivityName ); //Assert(0); // HACK: the client and server don't share the private activity list so registering it on the client would hose the server #ifdef CLIENT_DLL seqdesc.flags &= ~STUDIO_ACTIVITY; #else seqdesc.activity = ActivityList_RegisterPrivateActivity( pszActivityName ); #endif } else { seqdesc.activity = iActivityIndex; } } }
// ----------------------------------------------------------------------------- void CBasePlayerAnimState::DebugShowAnimState( int iStartLine ) { Vector vOuterVel; GetOuterAbsVelocity( vOuterVel ); int iLine = iStartLine; AnimStatePrintf( iLine++, "main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n", GetSequenceName( m_pOuter->GetModelPtr(), m_pOuter->GetSequence() ), m_pOuter->GetSequence(), m_pOuter->GetCycle(), m_pOuter->GetSequenceCycleRate(m_pOuter->GetModelPtr(), m_pOuter->GetSequence()), m_pOuter->GetPlaybackRate() ); if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( MAIN_IDLE_SEQUENCE_LAYER ); AnimStatePrintf( iLine++, "idle: %s, weight: %.2f\n", GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ), (float)pLayer->GetWeight() ); } for ( int i=0; i < m_pOuter->GetNumAnimOverlays()-1; i++ ) { CAnimationLayer *pLayer = m_pOuter->GetAnimOverlay( AIMSEQUENCE_LAYER + i ); #ifdef CLIENT_DLL AnimStatePrintf( iLine++, "%s(%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", !pLayer->IsActive() ? "-- ": (pLayer->GetSequence() == 0 ? "-- " : (showanimstate_activities.GetBool()) ? GetSequenceActivityName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) ), !pLayer->IsActive() ? 0 : (int)pLayer->GetSequence(), !pLayer->IsActive() ? 0 : (float)pLayer->GetWeight(), !pLayer->IsActive() ? 0 : (float)pLayer->GetCycle(), !pLayer->IsActive() ? 0 : (int)pLayer->GetOrder(), i ); #else AnimStatePrintf( iLine++, "%s(%d), flags (%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)", !pLayer->IsActive() ? "-- " : ( pLayer->GetSequence() == 0 ? "-- " : (showanimstate_activities.GetBool()) ? GetSequenceActivityName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) : GetSequenceName( m_pOuter->GetModelPtr(), pLayer->GetSequence() ) ), !pLayer->IsActive() ? 0 : (int)pLayer->GetSequence(), !pLayer->IsActive() ? 0 : (int)pLayer->m_fFlags,// Doesn't exist on client !pLayer->IsActive() ? 0 : (float)pLayer->GetWeight(), !pLayer->IsActive() ? 0 : (float)pLayer->GetCycle(), !pLayer->IsActive() ? 0 : (int)pLayer->m_nOrder, i ); #endif } AnimStatePrintf( iLine++, "vel: %.2f, time: %.2f, MAX: %.2f, animspeed: %.2f", vOuterVel.Length2D(), gpGlobals->curtime, GetInterpolatedGroundSpeed(), m_pOuter->GetSequenceGroundSpeed(m_pOuter->GetSequence()) ); if ( m_AnimConfig.m_LegAnimType == LEGANIM_8WAY ) { AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f", m_angRender[YAW], g_flLastBodyYaw, m_flLastMoveYaw, m_flGaitYaw, g_flLastBodyPitch ); } else { AnimStatePrintf( iLine++, "ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f", m_angRender[YAW], g_flLastBodyYaw, g_flLastBodyPitch, m_vLastMovePose.x, m_vLastMovePose.y ); } // Draw a red triangle on the ground for the eye yaw. float flBaseSize = 10; float flHeight = 80; Vector vBasePos = GetOuter()->GetAbsOrigin() + Vector( 0, 0, 3 ); QAngle angles( 0, 0, 0 ); angles[YAW] = m_flEyeYaw; Vector vForward, vRight, vUp; AngleVectors( angles, &vForward, &vRight, &vUp ); debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 ); // Draw a blue triangle on the ground for the body yaw. angles[YAW] = m_angRender[YAW]; AngleVectors( angles, &vForward, &vRight, &vUp ); debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 ); }