Semi-fixed cs hostages

This commit is contained in:
unknown 2024-09-08 22:37:08 +02:00
parent 0fbddc051d
commit 4377aa7b81
11 changed files with 29 additions and 36 deletions

View file

@ -24,9 +24,6 @@ END_RECV_TABLE()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
C_NextBotCombatCharacter::C_NextBotCombatCharacter() C_NextBotCombatCharacter::C_NextBotCombatCharacter()
{ {
// Left4Dead have surfaces too steep for IK to work properly
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
m_shadowType = SHADOWS_SIMPLE; m_shadowType = SHADOWS_SIMPLE;
m_forcedShadowType = SHADOWS_NONE; m_forcedShadowType = SHADOWS_NONE;
m_bForceShadowType = false; m_bForceShadowType = false;

View file

@ -181,7 +181,8 @@ IMPLEMENT_CLIENTCLASS_DT(C_BaseAnimating, DT_BaseAnimating, CBaseAnimating)
RecvPropFloat( RECVINFO( m_fadeMinDist ) ), RecvPropFloat( RECVINFO( m_fadeMinDist ) ),
RecvPropFloat( RECVINFO( m_fadeMaxDist ) ), RecvPropFloat( RECVINFO( m_fadeMaxDist ) ),
RecvPropFloat( RECVINFO( m_flFadeScale ) ) RecvPropFloat( RECVINFO( m_flFadeScale ) ),
RecvPropBool( RECVINFO(m_bUseIks) )
END_RECV_TABLE() END_RECV_TABLE()
@ -2877,12 +2878,12 @@ bool C_BaseAnimating::SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, i
AddFlag( EFL_SETTING_UP_BONES ); AddFlag( EFL_SETTING_UP_BONES );
// NOTE: For model scaling, we need to opt out of IK because it will mark the bones as already being calculated // NOTE: For model scaling, we need to opt out of IK because it will mark the bones as already being calculated
if ( !IsModelScaled() ) if ( !IsModelScaled() && m_bUseIks )
{ {
// only allocate an ik block if the npc can use it // only allocate an ik block if the npc can use it
// The flag is now completely ignored to match server bones! // The flag is now completely ignored to match server bones!
// If it doesn't work well, blame models. // If it doesn't work well, blame models.
if ( !m_pIk && hdr->numikchains() > 0 && !(m_EntClientFlags & ENTCLIENTFLAG_DONTUSEIK) ) if ( !m_pIk && hdr->numikchains() > 0 )
{ {
m_pIk = new CIKContext; m_pIk = new CIKContext;
} }

View file

@ -178,7 +178,6 @@ struct thinkfunc_t
// Entity flags that only exist on the client. // Entity flags that only exist on the client.
#define ENTCLIENTFLAG_GETTINGSHADOWRENDERBOUNDS 0x0001 // Tells us if we're getting the real ent render bounds or the shadow render bounds. #define ENTCLIENTFLAG_GETTINGSHADOWRENDERBOUNDS 0x0001 // Tells us if we're getting the real ent render bounds or the shadow render bounds.
#define ENTCLIENTFLAG_DONTUSEIK 0x0002 // Don't use IK on this entity even if its model has IK.
#define ENTCLIENTFLAG_ALWAYS_INTERPOLATE 0x0004 // Used by view models. #define ENTCLIENTFLAG_ALWAYS_INTERPOLATE 0x0004 // Used by view models.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1286,6 +1285,7 @@ public:
// Entity flags that are only for the client (ENTCLIENTFLAG_ defines). // Entity flags that are only for the client (ENTCLIENTFLAG_ defines).
unsigned short m_EntClientFlags; unsigned short m_EntClientFlags;
bool m_bUseIks;
CNetworkColor32( m_clrRender ); CNetworkColor32( m_clrRender );

View file

@ -202,16 +202,6 @@ C_CHostage::C_CHostage()
m_flDeadOrRescuedTime = 0.0; m_flDeadOrRescuedTime = 0.0;
m_flLastBodyYaw = 0; m_flLastBodyYaw = 0;
m_createdLowViolenceRagdoll = false; m_createdLowViolenceRagdoll = false;
// TODO: Get IK working on the steep slopes CS has, then enable it on characters.
// Breaks server side setup bones !
// m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
// set the model so the PlayerAnimState uses the Hostage activities/sequences
SetModelName( "models/Characters/Hostage_01.mdl" );
m_PlayerAnimState = CreateHostageAnimState( this, this, LEGANIM_8WAY, false );
m_leader = NULL; m_leader = NULL;
m_blinkTimer.Invalidate(); m_blinkTimer.Invalidate();
m_seq = -1; m_seq = -1;
@ -234,7 +224,6 @@ C_CHostage::C_CHostage()
C_CHostage::~C_CHostage() C_CHostage::~C_CHostage()
{ {
g_Hostages.FindAndRemove( this ); g_Hostages.FindAndRemove( this );
m_PlayerAnimState->Release();
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -439,8 +428,6 @@ void C_CHostage::UpdateClientSideAnimation()
return; return;
} }
m_PlayerAnimState->Update( GetAbsAngles()[YAW], GetAbsAngles()[PITCH] );
// initialize pose parameters // initialize pose parameters
char *setToZero[] = char *setToZero[] =
{ {

View file

@ -65,8 +65,6 @@ private:
int m_OldLifestate; int m_OldLifestate;
int m_iMaxHealth; int m_iMaxHealth;
ICSPlayerAnimState *m_PlayerAnimState;
CNetworkVar( EHANDLE, m_leader ); // who we are following, or NULL CNetworkVar( EHANDLE, m_leader ); // who we are following, or NULL
CNetworkVar( bool, m_isRescued ); CNetworkVar( bool, m_isRescued );

View file

@ -54,7 +54,7 @@ C_HL2MP_Player::C_HL2MP_Player() : m_PlayerAnimState( this ), m_iv_angEyeAngles(
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR ); AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK; DisableServerIK();
m_blinkTimer.Invalidate(); m_blinkTimer.Invalidate();
m_pFlashlightBeam = NULL; m_pFlashlightBeam = NULL;

View file

@ -324,7 +324,7 @@ C_Portal_Player::C_Portal_Player()
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR ); AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK; DisableServerIK();
m_blinkTimer.Invalidate(); m_blinkTimer.Invalidate();
m_CCDeathHandle = INVALID_CLIENT_CCHANDLE; m_CCDeathHandle = INVALID_CLIENT_CCHANDLE;

View file

@ -215,6 +215,9 @@ NextBotCombatCharacter::NextBotCombatCharacter( void )
{ {
m_lastAttacker = NULL; m_lastAttacker = NULL;
m_didModelChange = false; m_didModelChange = false;
// Left4Dead have surfaces too steep for IK to work properly
DisableServerIK();
} }

View file

@ -4,6 +4,7 @@
// //
//=============================================================================// //=============================================================================//
#include "ai_activity.h"
#include "cbase.h" #include "cbase.h"
#include "baseanimating.h" #include "baseanimating.h"
#include "animation.h" #include "animation.h"
@ -261,7 +262,8 @@ IMPLEMENT_SERVERCLASS_ST(CBaseAnimating, DT_BaseAnimating)
// Fading // Fading
SendPropFloat( SENDINFO( m_fadeMinDist ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO( m_fadeMinDist ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO( m_fadeMaxDist ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO( m_fadeMaxDist ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO( m_flFadeScale ), 0, SPROP_NOSCALE ) SendPropFloat( SENDINFO( m_flFadeScale ), 0, SPROP_NOSCALE ),
SendPropBool( SENDINFO( m_bUseIks ) )
END_SEND_TABLE() END_SEND_TABLE()
@ -289,6 +291,14 @@ CBaseAnimating::CBaseAnimating()
m_fadeMaxDist = 0; m_fadeMaxDist = 0;
m_flFadeScale = 0.0f; m_flFadeScale = 0.0f;
m_fBoneCacheFlags = 0; m_fBoneCacheFlags = 0;
m_bUseIks = true;
int sequence = SelectWeightedSequence( ACT_IDLE );
if (GetSequence() != sequence)
{
SetSequence( sequence );
}
} }
CBaseAnimating::~CBaseAnimating() CBaseAnimating::~CBaseAnimating()
@ -387,7 +397,7 @@ void CBaseAnimating::Spawn()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void CBaseAnimating::UseClientSideAnimation() void CBaseAnimating::UseClientSideAnimation()
{ {
m_bClientSideAnimation = false; m_bClientSideAnimation = true;
} }
#define MAX_ANIMTIME_INTERVAL 0.2f #define MAX_ANIMTIME_INTERVAL 0.2f
@ -3499,17 +3509,12 @@ int CBaseAnimating::GetHitboxesFrontside( int *boxList, int boxMax, const Vector
void CBaseAnimating::EnableServerIK() void CBaseAnimating::EnableServerIK()
{ {
if (!m_pIk) m_bUseIks = true;
{
m_pIk = new CIKContext;
m_iIKCounter = 0;
}
} }
void CBaseAnimating::DisableServerIK() void CBaseAnimating::DisableServerIK()
{ {
delete m_pIk; m_bUseIks = false;
m_pIk = NULL;
} }
Activity CBaseAnimating::GetSequenceActivity( int iSequence ) Activity CBaseAnimating::GetSequenceActivity( int iSequence )

View file

@ -424,6 +424,7 @@ protected:
public: public:
COutputEvent m_OnIgnite; COutputEvent m_OnIgnite;
CNetworkVar( bool, m_bUseIks );
protected: protected:
CStudioHdr *m_pStudioHdr; CStudioHdr *m_pStudioHdr;

View file

@ -35,7 +35,7 @@
// memdbgon must be the last include file in a .cpp file!!! // memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h" #include "tier0/memdbgon.h"
#define HOSTAGE_THINK_INTERVAL 0.1f #define HOSTAGE_THINK_INTERVAL gpGlobals->interval_per_tick
#define DrawLine( from, to, duration, red, green, blue ) NDebugOverlay::Line( from, to, red, green, blue, true, 0.1f ) #define DrawLine( from, to, duration, red, green, blue ) NDebugOverlay::Line( from, to, red, green, blue, true, 0.1f )
#define HOSTAGE_PUSHAWAY_THINK_CONTEXT "HostagePushawayThink" #define HOSTAGE_PUSHAWAY_THINK_CONTEXT "HostagePushawayThink"
@ -75,8 +75,7 @@ BEGIN_DATADESC( CHostage )
DEFINE_INPUTFUNC( FIELD_VOID, "OnRescueZoneTouch", HostageRescueZoneTouch ), DEFINE_INPUTFUNC( FIELD_VOID, "OnRescueZoneTouch", HostageRescueZoneTouch ),
DEFINE_USEFUNC( HostageUse ), DEFINE_USEFUNC( HostageUse )
DEFINE_THINKFUNC( HostageThink ),
END_DATADESC() END_DATADESC()
@ -104,6 +103,8 @@ CHostage::CHostage()
g_Hostages.AddToTail( this ); g_Hostages.AddToTail( this );
m_PlayerAnimState = CreateHostageAnimState( this, this, LEGANIM_8WAY, false ); m_PlayerAnimState = CreateHostageAnimState( this, this, LEGANIM_8WAY, false );
SetBloodColor( BLOOD_COLOR_RED ); SetBloodColor( BLOOD_COLOR_RED );
// TODO_ENHANCED: Get IK working on the steep slopes CS has, then enable it on characters.
DisableServerIK();
} }
//----------------------------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------------------------