hl2_src-leak-2017/src/game/shared/portal/portal_player_shared.cpp

926 lines
26 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#ifdef CLIENT_DLL
#include "c_portal_player.h"
#include "prediction.h"
#define CRecipientFilter C_RecipientFilter
#else
#include "portal_player.h"
#include "ai_basenpc.h"
#include "portal_gamestats.h"
#include "util.h"
#endif
#include "engine/IEngineSound.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
acttable_t unarmedActtable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
};
const char *g_pszChellConcepts[] =
{
"CONCEPT_CHELL_IDLE",
"CONCEPT_CHELL_DEAD",
};
extern ConVar sv_footsteps;
extern ConVar sv_debug_player_use;
extern float IntervalDistance( float x, float x0, float x1 );
//-----------------------------------------------------------------------------
// Consider the weapon's built-in accuracy, this character's proficiency with
// the weapon, and the status of the target. Use this information to determine
// how accurately to shoot at the target.
//-----------------------------------------------------------------------------
Vector CPortal_Player::GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
{
if ( pWeapon )
return pWeapon->GetBulletSpread( WEAPON_PROFICIENCY_PERFECT );
return VECTOR_CONE_15DEGREES;
}
void CPortal_Player::GetStepSoundVelocities( float *velwalk, float *velrun )
{
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
if ( ( GetFlags() & FL_DUCKING ) || ( GetMoveType() == MOVETYPE_LADDER ) )
{
*velwalk = 10; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
*velrun = 60;
}
else
{
*velwalk = 90;
*velrun = 220;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : step -
// fvol -
// force - force sound to play
//-----------------------------------------------------------------------------
void CPortal_Player::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
{
#ifndef CLIENT_DLL
IncrementStepsTaken();
#endif
BaseClass::PlayStepSound( vecOrigin, psurface, fvol, force );
}
Activity CPortal_Player::TranslateActivity( Activity baseAct, bool *pRequired /* = NULL */ )
{
Activity translated = baseAct;
if ( GetActiveWeapon() )
{
translated = GetActiveWeapon()->ActivityOverride( baseAct, pRequired );
}
else if ( unarmedActtable )
{
acttable_t *pTable = unarmedActtable;
int actCount = ARRAYSIZE(unarmedActtable);
for ( int i = 0; i < actCount; i++, pTable++ )
{
if ( baseAct == pTable->baseAct )
{
translated = (Activity)pTable->weaponAct;
}
}
}
else if (pRequired)
{
*pRequired = false;
}
return translated;
}
CWeaponPortalBase* CPortal_Player::GetActivePortalWeapon() const
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
{
return dynamic_cast< CWeaponPortalBase* >( pWeapon );
}
else
{
return NULL;
}
}
CBaseEntity *CPortal_Player::FindUseEntity()
{
Vector forward, up;
EyeVectors( &forward, NULL, &up );
trace_t tr;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchCenter = EyePosition();
// NOTE: Some debris objects are useable too, so hit those as well
// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP;
UTIL_TraceLine( searchCenter, searchCenter + forward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity *pNearest = NULL;
CBaseEntity *pObject = tr.m_pEnt;
// TODO: Removed because we no longer have ghost animatings. We may need similar code that clips rays against transformed objects.
//#ifndef CLIENT_DLL
// // Check for ghost animatings (these aren't hit in the normal trace because they aren't solid)
// if ( !IsUseableEntity(pObject, 0) )
// {
// Ray_t rayGhostAnimating;
// rayGhostAnimating.Init( searchCenter, searchCenter + forward * 1024 );
//
// CBaseEntity *list[1024];
// int nCount = UTIL_EntitiesAlongRay( list, 1024, rayGhostAnimating, 0 );
//
// // Loop through all entities along the pick up ray
// for ( int i = 0; i < nCount; i++ )
// {
// CGhostAnimating *pGhostAnimating = dynamic_cast<CGhostAnimating*>( list[i] );
//
// // If the entity is a ghost animating
// if( pGhostAnimating )
// {
// trace_t trGhostAnimating;
// enginetrace->ClipRayToEntity( rayGhostAnimating, MASK_ALL, pGhostAnimating, &trGhostAnimating );
//
// if ( trGhostAnimating.fraction < tr.fraction )
// {
// // If we're not grabbing the clipped ghost
// VPlane plane = pGhostAnimating->GetLocalClipPlane();
// UTIL_Portal_PlaneTransform( pGhostAnimating->GetCloneTransform(), plane, plane );
// if ( plane.GetPointSide( trGhostAnimating.endpos ) != SIDE_FRONT )
// {
// tr = trGhostAnimating;
// pObject = tr.m_pEnt;
// }
// }
// }
// }
// }
//#endif
int count = 0;
// UNDONE: Might be faster to just fold this range into the sphere query
const int NUM_TANGENTS = 7;
while ( !IsUseableEntity(pObject, 0) && count < NUM_TANGENTS)
{
// trace a box at successive angles down
// 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
const float tangents[NUM_TANGENTS] = { 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f };
Vector down = forward - tangents[count]*up;
VectorNormalize(down);
UTIL_TraceHull( searchCenter, searchCenter + down * 72, -Vector(16,16,16), Vector(16,16,16), useableContents, this, COLLISION_GROUP_NONE, &tr );
pObject = tr.m_pEnt;
count++;
}
float nearestDot = CONE_90_DEGREES;
if ( IsUseableEntity(pObject, 0) )
{
Vector delta = tr.endpos - tr.startpos;
float centerZ = CollisionProp()->WorldSpaceCenter().z;
delta.z = IntervalDistance( tr.endpos.z, centerZ + CollisionProp()->OBBMins().z, centerZ + CollisionProp()->OBBMaxs().z );
float dist = delta.Length();
if ( dist < PLAYER_USE_RADIUS )
{
#ifndef CLIENT_DLL
if ( sv_debug_player_use.GetBool() )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
}
if ( pObject->MyNPCPointer() && pObject->MyNPCPointer()->IsPlayerAlly( this ) )
{
// If about to select an NPC, do a more thorough check to ensure
// that we're selecting the right one from a group.
pObject = DoubleCheckUseNPC( pObject, searchCenter, forward );
}
g_PortalGameStats.Event_PlayerUsed( searchCenter, forward, pObject );
#endif
return pObject;
}
}
#ifndef CLIENT_DLL
CBaseEntity *pFoundByTrace = pObject;
#endif
// check ground entity first
// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
// otherwise, search out in a 90 degree cone (hemisphere)
if ( GetGroundEntity() && IsUseableEntity(GetGroundEntity(), FCAP_USE_ONGROUND) )
{
pNearest = GetGroundEntity();
nearestDot = CONE_45_DEGREES;
}
for ( CEntitySphereQuery sphere( searchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( !pObject )
continue;
if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
continue;
// see if it's more roughly in front of the player than previous guess
Vector point;
pObject->CollisionProp()->CalcNearestPoint( searchCenter, &point );
Vector dir = point - searchCenter;
VectorNormalize(dir);
float dot = DotProduct( dir, forward );
// Need to be looking at the object more or less
if ( dot < 0.8 )
continue;
if ( dot > nearestDot )
{
// Since this has purely been a radius search to this point, we now
// make sure the object isn't behind glass or a grate.
trace_t trCheckOccluded;
UTIL_TraceLine( searchCenter, point, useableContents, this, COLLISION_GROUP_NONE, &trCheckOccluded );
if ( trCheckOccluded.fraction == 1.0 || trCheckOccluded.m_pEnt == pObject )
{
pNearest = pObject;
nearestDot = dot;
}
}
}
#ifndef CLIENT_DLL
if ( !pNearest )
{
// Haven't found anything near the player to use, nor any NPC's at distance.
// Check to see if the player is trying to select an NPC through a rail, fence, or other 'see-though' volume.
trace_t trAllies;
UTIL_TraceLine( searchCenter, searchCenter + forward * PLAYER_USE_RADIUS, MASK_OPAQUE_AND_NPCS, this, COLLISION_GROUP_NONE, &trAllies );
if ( trAllies.m_pEnt && IsUseableEntity( trAllies.m_pEnt, 0 ) && trAllies.m_pEnt->MyNPCPointer() && trAllies.m_pEnt->MyNPCPointer()->IsPlayerAlly( this ) )
{
// This is an NPC, take it!
pNearest = trAllies.m_pEnt;
}
}
if ( pNearest && pNearest->MyNPCPointer() && pNearest->MyNPCPointer()->IsPlayerAlly( this ) )
{
pNearest = DoubleCheckUseNPC( pNearest, searchCenter, forward );
}
if ( sv_debug_player_use.GetBool() )
{
if ( !pNearest )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 255, 0, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 255, 0, 0, true, 30 );
}
else if ( pNearest == pFoundByTrace )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
}
else
{
NDebugOverlay::Box( pNearest->WorldSpaceCenter(), Vector(-8, -8, -8), Vector(8, 8, 8), 0, 255, 0, true, 30 );
}
}
g_PortalGameStats.Event_PlayerUsed( searchCenter, forward, pNearest );
#endif
return pNearest;
}
CBaseEntity* CPortal_Player::FindUseEntityThroughPortal( void )
{
Vector forward, up;
EyeVectors( &forward, NULL, &up );
CProp_Portal *pPortal = GetHeldObjectPortal();
trace_t tr;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchCenter = EyePosition();
Vector vTransformedForward, vTransformedUp, vTransformedSearchCenter;
VMatrix matThisToLinked = pPortal->MatrixThisToLinked();
UTIL_Portal_PointTransform( matThisToLinked, searchCenter, vTransformedSearchCenter );
UTIL_Portal_VectorTransform( matThisToLinked, forward, vTransformedForward );
UTIL_Portal_VectorTransform( matThisToLinked, up, vTransformedUp );
// NOTE: Some debris objects are useable too, so hit those as well
// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP;
//UTIL_TraceLine( vTransformedSearchCenter, vTransformedSearchCenter + vTransformedForward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
Ray_t rayLinked;
rayLinked.Init( searchCenter, searchCenter + forward * 1024 );
UTIL_PortalLinked_TraceRay( pPortal, rayLinked, useableContents, this, COLLISION_GROUP_NONE, &tr );
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity *pNearest = NULL;
CBaseEntity *pObject = tr.m_pEnt;
int count = 0;
// UNDONE: Might be faster to just fold this range into the sphere query
const int NUM_TANGENTS = 7;
while ( !IsUseableEntity(pObject, 0) && count < NUM_TANGENTS)
{
// trace a box at successive angles down
// 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
const float tangents[NUM_TANGENTS] = { 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f };
Vector down = vTransformedForward - tangents[count]*vTransformedUp;
VectorNormalize(down);
UTIL_TraceHull( vTransformedSearchCenter, vTransformedSearchCenter + down * 72, -Vector(16,16,16), Vector(16,16,16), useableContents, this, COLLISION_GROUP_NONE, &tr );
pObject = tr.m_pEnt;
count++;
}
float nearestDot = CONE_90_DEGREES;
if ( IsUseableEntity(pObject, 0) )
{
Vector delta = tr.endpos - tr.startpos;
float centerZ = CollisionProp()->WorldSpaceCenter().z;
delta.z = IntervalDistance( tr.endpos.z, centerZ + CollisionProp()->OBBMins().z, centerZ + CollisionProp()->OBBMaxs().z );
float dist = delta.Length();
if ( dist < PLAYER_USE_RADIUS )
{
#ifndef CLIENT_DLL
if ( pObject->MyNPCPointer() && pObject->MyNPCPointer()->IsPlayerAlly( this ) )
{
// If about to select an NPC, do a more thorough check to ensure
// that we're selecting the right one from a group.
pObject = DoubleCheckUseNPC( pObject, vTransformedSearchCenter, vTransformedForward );
}
#endif
return pObject;
}
}
// check ground entity first
// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
// otherwise, search out in a 90 degree cone (hemisphere)
if ( GetGroundEntity() && IsUseableEntity(GetGroundEntity(), FCAP_USE_ONGROUND) )
{
pNearest = GetGroundEntity();
nearestDot = CONE_45_DEGREES;
}
for ( CEntitySphereQuery sphere( vTransformedSearchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( !pObject )
continue;
if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
continue;
// see if it's more roughly in front of the player than previous guess
Vector point;
pObject->CollisionProp()->CalcNearestPoint( vTransformedSearchCenter, &point );
Vector dir = point - vTransformedSearchCenter;
VectorNormalize(dir);
float dot = DotProduct( dir, vTransformedForward );
// Need to be looking at the object more or less
if ( dot < 0.8 )
continue;
if ( dot > nearestDot )
{
// Since this has purely been a radius search to this point, we now
// make sure the object isn't behind glass or a grate.
trace_t trCheckOccluded;
UTIL_TraceLine( vTransformedSearchCenter, point, useableContents, this, COLLISION_GROUP_NONE, &trCheckOccluded );
if ( trCheckOccluded.fraction == 1.0 || trCheckOccluded.m_pEnt == pObject )
{
pNearest = pObject;
nearestDot = dot;
}
}
}
#ifndef CLIENT_DLL
if ( !pNearest )
{
// Haven't found anything near the player to use, nor any NPC's at distance.
// Check to see if the player is trying to select an NPC through a rail, fence, or other 'see-though' volume.
trace_t trAllies;
UTIL_TraceLine( vTransformedSearchCenter, vTransformedSearchCenter + vTransformedForward * PLAYER_USE_RADIUS, MASK_OPAQUE_AND_NPCS, this, COLLISION_GROUP_NONE, &trAllies );
if ( trAllies.m_pEnt && IsUseableEntity( trAllies.m_pEnt, 0 ) && trAllies.m_pEnt->MyNPCPointer() && trAllies.m_pEnt->MyNPCPointer()->IsPlayerAlly( this ) )
{
// This is an NPC, take it!
pNearest = trAllies.m_pEnt;
}
}
if ( pNearest && pNearest->MyNPCPointer() && pNearest->MyNPCPointer()->IsPlayerAlly( this ) )
{
pNearest = DoubleCheckUseNPC( pNearest, vTransformedSearchCenter, vTransformedForward );
}
#endif
return pNearest;
}
#if 0
//==========================
// ANIMATION CODE
//==========================
// Below this many degrees, slow down turning rate linearly
#define FADE_TURN_DEGREES 45.0f
// After this, need to start turning feet
#define MAX_TORSO_ANGLE 90.0f
// Below this amount, don't play a turning animation/perform IK
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
static ConVar tf2_feetyawrunscale( "tf2_feetyawrunscale", "2", FCVAR_REPLICATED, "Multiplier on tf2_feetyawrate to allow turning faster when running." );
extern ConVar sv_backspeed;
extern ConVar mp_feetyawrate;
extern ConVar mp_facefronttime;
extern ConVar mp_ik;
CPlayerAnimState::CPlayerAnimState( CPortal_Player *outer )
: m_pOuter( outer )
{
m_flGaitYaw = 0.0f;
m_flGoalFeetYaw = 0.0f;
m_flCurrentFeetYaw = 0.0f;
m_flCurrentTorsoYaw = 0.0f;
m_flLastYaw = 0.0f;
m_flLastTurnTime = 0.0f;
m_flTurnCorrectionTime = 0.0f;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerAnimState::Update()
{
m_angRender = GetOuter()->GetLocalAngles();
ComputePoseParam_BodyYaw();
ComputePoseParam_BodyPitch( GetOuter()->GetModelPtr() );
ComputePoseParam_BodyLookYaw();
ComputePlaybackRate();
#ifdef CLIENT_DLL
GetOuter()->UpdateLookAt();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerAnimState::ComputePlaybackRate()
{
// Determine ideal playback rate
Vector vel;
GetOuterAbsVelocity( vel );
float speed = vel.Length2D();
bool isMoving = ( speed > 0.5f ) ? true : false;
float maxspeed = GetOuter()->GetSequenceGroundSpeed( GetOuter()->GetSequence() );
if ( isMoving && ( maxspeed > 0.0f ) )
{
float flFactor = 1.0f;
// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
GetOuter()->SetPlaybackRate( ( speed * flFactor ) / maxspeed );
// BUG BUG:
// This stuff really should be m_flPlaybackRate = speed / m_flGroundSpeed
}
else
{
GetOuter()->SetPlaybackRate( 1.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBasePlayer
//-----------------------------------------------------------------------------
CPortal_Player *CPlayerAnimState::GetOuter()
{
return m_pOuter;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : dt -
//-----------------------------------------------------------------------------
void CPlayerAnimState::EstimateYaw( void )
{
float dt = gpGlobals->frametime;
if ( !dt )
{
return;
}
Vector est_velocity;
QAngle angles;
GetOuterAbsVelocity( est_velocity );
angles = GetOuter()->GetLocalAngles();
if ( est_velocity[1] == 0 && est_velocity[0] == 0 )
{
float flYawDiff = angles[YAW] - m_flGaitYaw;
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
if (flYawDiff > 180)
flYawDiff -= 360;
if (flYawDiff < -180)
flYawDiff += 360;
if (dt < 0.25)
flYawDiff *= dt * 4;
else
flYawDiff *= dt;
m_flGaitYaw += flYawDiff;
m_flGaitYaw = m_flGaitYaw - (int)(m_flGaitYaw / 360) * 360;
}
else
{
m_flGaitYaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
if (m_flGaitYaw > 180)
m_flGaitYaw = 180;
else if (m_flGaitYaw < -180)
m_flGaitYaw = -180;
}
}
//-----------------------------------------------------------------------------
// Purpose: Override for backpeddling
// Input : dt -
//-----------------------------------------------------------------------------
void CPlayerAnimState::ComputePoseParam_BodyYaw( void )
{
int iYaw = GetOuter()->LookupPoseParameter( "move_yaw" );
if ( iYaw < 0 )
return;
// view direction relative to movement
float flYaw;
EstimateYaw();
QAngle angles = GetOuter()->GetLocalAngles();
float ang = angles[ YAW ];
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;
}
GetOuter()->SetPoseParameter( iYaw, flYaw );
#ifndef CLIENT_DLL
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
GetOuter()->SetLocalAngles( QAngle( GetOuter()->GetAnimEyeAngles().x, m_flCurrentFeetYaw, 0 ) );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
{
// Get pitch from v_angle
float flPitch = GetOuter()->GetLocalAngles()[ PITCH ];
if ( flPitch > 180.0f )
{
flPitch -= 360.0f;
}
flPitch = clamp( flPitch, -90, 90 );
QAngle absangles = GetOuter()->GetAbsAngles();
absangles.x = 0.0f;
m_angRender = absangles;
// See if we have a blender for pitch
GetOuter()->SetPoseParameter( pStudioHdr, "aim_pitch", -flPitch );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : goal -
// maxrate -
// dt -
// current -
// Output : int
//-----------------------------------------------------------------------------
int CPlayerAnimState::ConvergeAngles( float goal,float maxrate, float dt, float& current )
{
int direction = TURN_NONE;
float anglediff = goal - current;
float anglediffabs = fabs( anglediff );
anglediff = AngleNormalize( anglediff );
float scale = 1.0f;
if ( anglediffabs <= FADE_TURN_DEGREES )
{
scale = anglediffabs / FADE_TURN_DEGREES;
// Always do at least a bit of the turn ( 1% )
scale = clamp( scale, 0.01f, 1.0f );
}
float maxmove = maxrate * dt * scale;
if ( fabs( anglediff ) < maxmove )
{
current = goal;
}
else
{
if ( anglediff > 0 )
{
current += maxmove;
direction = TURN_LEFT;
}
else
{
current -= maxmove;
direction = TURN_RIGHT;
}
}
current = AngleNormalize( current );
return direction;
}
void CPlayerAnimState::ComputePoseParam_BodyLookYaw( void )
{
QAngle absangles = GetOuter()->GetAbsAngles();
absangles.y = AngleNormalize( absangles.y );
m_angRender = absangles;
// See if we even have a blender for pitch
int upper_body_yaw = GetOuter()->LookupPoseParameter( "aim_yaw" );
if ( upper_body_yaw < 0 )
{
return;
}
// Assume upper and lower bodies are aligned and that we're not turning
float flGoalTorsoYaw = 0.0f;
int turning = TURN_NONE;
float turnrate = 360.0f;
Vector vel;
GetOuterAbsVelocity( vel );
bool isMoving = ( vel.Length() > 1.0f ) ? true : false;
if ( !isMoving )
{
// Just stopped moving, try and clamp feet
if ( m_flLastTurnTime <= 0.0f )
{
m_flLastTurnTime = gpGlobals->curtime;
m_flLastYaw = GetOuter()->GetAnimEyeAngles().y;
// Snap feet to be perfectly aligned with torso/eyes
m_flGoalFeetYaw = GetOuter()->GetAnimEyeAngles().y;
m_flCurrentFeetYaw = m_flGoalFeetYaw;
m_nTurningInPlace = TURN_NONE;
}
// If rotating in place, update stasis timer
if ( m_flLastYaw != GetOuter()->GetAnimEyeAngles().y )
{
m_flLastTurnTime = gpGlobals->curtime;
m_flLastYaw = GetOuter()->GetAnimEyeAngles().y;
}
if ( m_flGoalFeetYaw != m_flCurrentFeetYaw )
{
m_flLastTurnTime = gpGlobals->curtime;
}
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
QAngle eyeAngles = GetOuter()->GetAnimEyeAngles();
QAngle vAngle = GetOuter()->GetLocalAngles();
// See how far off current feetyaw is from true yaw
float yawdelta = GetOuter()->GetAnimEyeAngles().y - m_flCurrentFeetYaw;
yawdelta = AngleNormalize( yawdelta );
bool rotated_too_far = false;
float yawmagnitude = fabs( yawdelta );
// If too far, then need to turn in place
if ( yawmagnitude > 45 )
{
rotated_too_far = true;
}
// Standing still for a while, rotate feet around to face forward
// Or rotated too far
// FIXME: Play an in place turning animation
if ( rotated_too_far ||
( gpGlobals->curtime > m_flLastTurnTime + mp_facefronttime.GetFloat() ) )
{
m_flGoalFeetYaw = GetOuter()->GetAnimEyeAngles().y;
m_flLastTurnTime = gpGlobals->curtime;
/* float yd = m_flCurrentFeetYaw - m_flGoalFeetYaw;
if ( yd > 0 )
{
m_nTurningInPlace = TURN_RIGHT;
}
else if ( yd < 0 )
{
m_nTurningInPlace = TURN_LEFT;
}
else
{
m_nTurningInPlace = TURN_NONE;
}
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
yawdelta = GetOuter()->GetAnimEyeAngles().y - m_flCurrentFeetYaw;*/
}
// Snap upper body into position since the delta is already smoothed for the feet
flGoalTorsoYaw = yawdelta;
m_flCurrentTorsoYaw = flGoalTorsoYaw;
}
else
{
m_flLastTurnTime = 0.0f;
m_nTurningInPlace = TURN_NONE;
m_flCurrentFeetYaw = m_flGoalFeetYaw = GetOuter()->GetAnimEyeAngles().y;
flGoalTorsoYaw = 0.0f;
m_flCurrentTorsoYaw = GetOuter()->GetAnimEyeAngles().y - m_flCurrentFeetYaw;
}
if ( turning == TURN_NONE )
{
m_nTurningInPlace = turning;
}
if ( m_nTurningInPlace != TURN_NONE )
{
// If we're close to finishing the turn, then turn off the turning animation
if ( fabs( m_flCurrentFeetYaw - m_flGoalFeetYaw ) < MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION )
{
m_nTurningInPlace = TURN_NONE;
}
}
// Rotate entire body into position
absangles = GetOuter()->GetAbsAngles();
absangles.y = m_flCurrentFeetYaw;
m_angRender = absangles;
GetOuter()->SetPoseParameter( upper_body_yaw, clamp( m_flCurrentTorsoYaw, -60.0f, 60.0f ) );
/*
// FIXME: Adrian, what is this?
int body_yaw = GetOuter()->LookupPoseParameter( "body_yaw" );
if ( body_yaw >= 0 )
{
GetOuter()->SetPoseParameter( body_yaw, 30 );
}
*/
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CPlayerAnimState::BodyYawTranslateActivity( Activity activity )
{
// Not even standing still, sigh
if ( activity != ACT_IDLE )
return activity;
// Not turning
switch ( m_nTurningInPlace )
{
default:
case TURN_NONE:
return activity;
/*
case TURN_RIGHT:
return ACT_TURNRIGHT45;
case TURN_LEFT:
return ACT_TURNLEFT45;
*/
case TURN_RIGHT:
case TURN_LEFT:
return mp_ik.GetBool() ? ACT_TURN : activity;
}
Assert( 0 );
return activity;
}
const QAngle& CPlayerAnimState::GetRenderAngles()
{
return m_angRender;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CPlayerAnimState::Teleport( Vector *pOldOrigin, QAngle *pOldAngles )
{
QAngle absangles = GetOuter()->GetAbsAngles();
absangles.x = 0.0f;
m_angRender = absangles;
m_flCurrentFeetYaw = m_flGoalFeetYaw = m_flLastYaw = m_angRender.y;
m_flLastTurnTime = 0.0f;
m_nTurningInPlace = TURN_NONE;
}
void CPlayerAnimState::GetOuterAbsVelocity( Vector& vel )
{
#if defined( CLIENT_DLL )
GetOuter()->EstimateAbsVelocity( vel );
#else
vel = GetOuter()->GetAbsVelocity();
#endif
}
#endif // #if 0