Only update events on PostThink to be extra sure
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859232b6ab
commit
b9586237f1
6 changed files with 39 additions and 20 deletions
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@ -45,15 +45,15 @@ public:
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bool IsDying( void ) { return ((m_fFlags & ANIM_LAYER_DYING) != 0); }
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void Dead( void ) { m_fFlags &= ~ANIM_LAYER_DYING; }
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CRangeCheckedVar< int, -1, 65535, 0 > m_nSequence;
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CRangeCheckedVar< float, -2, 2, 0 > m_flPrevCycle;
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CRangeCheckedVar< float, -5, 5, 0 > m_flWeight;
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int m_nSequence;
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float m_flPrevCycle;
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float m_flWeight;
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int m_nOrder;
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int m_fFlags;
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// used for automatic crossfades between sequence changes
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CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate;
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CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
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float m_flPlaybackRate;
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float m_flCycle;
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float GetFadeout( float flCurTime );
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@ -339,7 +339,7 @@ void C_BaseAnimatingOverlay::DoAnimationEvents( CStudioHdr *pStudioHdr )
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{
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Msg( "%i (seq: %d) FE %i Normal cycle %f, prev %f ev %f (time %.3f)\n",
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gpGlobals->tickcount,
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m_AnimOverlay[j].m_nSequence.GetRaw(),
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m_AnimOverlay[j].m_nSequence,
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pevent[i].event,
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pevent[i].cycle,
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m_flOverlayPrevEventCycle[j],
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@ -2706,15 +2706,7 @@ float C_CSPlayer::GetDeathCamInterpolationTime()
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bool C_CSPlayer::SetupBones( matrix3x4_t* pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
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{
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// Just in case.
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float oldCurtime = gpGlobals->curtime;
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gpGlobals->curtime = currentTime;
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auto ret = BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime );
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gpGlobals->curtime = oldCurtime;
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return ret;
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return BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime );
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}
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//=============================================================================
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@ -13,6 +13,8 @@
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#include "tier3/tier3.h"
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#include "vgui_controls/Controls.h"
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static CPDumpPanel *g_pPDumpPanel = NULL;
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@ -56,6 +58,10 @@ void CPDumpPanel::ApplySettings( KeyValues *inResourceData )
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SetProportional( false );
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BaseClass::ApplySettings( inResourceData );
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int x, y;
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vgui::surface()->GetScreenSize( x, y );
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SetBounds( 0, 0, x, y );
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}
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void CPDumpPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
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@ -64,6 +70,10 @@ void CPDumpPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
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SetProportional( false );
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SetPaintBackgroundEnabled( false );
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int x, y;
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vgui::surface()->GetScreenSize( x, y );
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SetBounds( 0, 0, x, y );
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}
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//-----------------------------------------------------------------------------
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@ -259,7 +269,7 @@ void CPDumpPanel::Paint()
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// Now output the strings
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int x[5];
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x[0] = 20;
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int columnwidth = 375;
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int columnwidth = 500;
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int numcols = ScreenWidth() / columnwidth;
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int i;
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@ -1574,6 +1574,13 @@ void CCSPlayer::PostThink()
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// Store the eye angles pitch so the client can compute its animation state correctly.
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m_angEyeAngles = EyeAngles();
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for (auto&& event : m_allEvents)
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{
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m_PlayerAnimState->DoAnimationEvent( event.m_currentWantedEvent, event.m_currentnData );
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}
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m_allEvents.RemoveAll();
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m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
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m_angRenderAngles = m_PlayerAnimState->GetRenderAngles();
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@ -6628,7 +6635,7 @@ void CCSPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
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}
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else
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{
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m_PlayerAnimState->DoAnimationEvent( event, nData );
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m_allEvents.AddToTail( { event, nData } );
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}
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}
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@ -1041,9 +1041,19 @@ private:
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// HPE_END
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//=============================================================================
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int m_iDeathFlags; // Flags holding revenge and domination info about a death
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//=============================================================================
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// HPE_END
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//=============================================================================
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// We really need to keep in sync with the server <=> client.
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struct Events
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{
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PlayerAnimEvent_t m_currentWantedEvent;
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int m_currentnData;
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};
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CUtlVector< Events > m_allEvents;
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//=============================================================================
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// HPE_END
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//=============================================================================
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};
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