Kamay Xutax
9d17d2252c
Now we can debug properly lag compensation for animations and make it more perfect without using the CUserCmd struct For now it's used to sync better with client but in theory this can be removed soon. There's a lot of work to do in anim layers too.
533 lines
20 KiB
C++
533 lines
20 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef BASEANIMATING_H
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#define BASEANIMATING_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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#include "entityoutput.h"
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#include "studio.h"
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#include "datacache/idatacache.h"
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#include "tier0/threadtools.h"
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struct animevent_t;
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struct matrix3x4_t;
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class CIKContext;
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class KeyValues;
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FORWARD_DECLARE_HANDLE( memhandle_t );
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#define BCF_NO_ANIMATION_SKIP ( 1 << 0 ) // Do not allow PVS animation skipping (mostly for attachments being critical to an entity)
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#define BCF_IS_IN_SPAWN ( 1 << 1 ) // Is currently inside of spawn, always evaluate animations
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class CBaseAnimating : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CBaseAnimating, CBaseEntity );
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CBaseAnimating();
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~CBaseAnimating();
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DECLARE_PREDICTABLE();
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enum
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{
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NUM_POSEPAREMETERS = 24,
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NUM_BONECTRLS = 4
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};
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void SetModel( const char *szModelName );
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virtual void Activate();
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virtual void Spawn();
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virtual void Precache();
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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virtual int Restore( IRestore &restore );
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virtual void OnRestore();
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CStudioHdr *GetModelPtr( void );
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void InvalidateMdlCache();
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virtual CStudioHdr *OnNewModel();
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virtual CBaseAnimating* GetBaseAnimating() { return this; }
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// Cycle access
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void SetCycle( float flCycle );
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float GetCycle() const;
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float GetAnimTimeInterval( void ) const;
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// Call this in your constructor to tell it that you will not use animtime. Then the
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// interpolation will be done correctly on the client.
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// This defaults to off.
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void UseClientSideAnimation();
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// Tells whether or not we're using client-side animation. Used for controlling
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// the transmission of animtime.
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bool IsUsingClientSideAnimation() { return m_bClientSideAnimation; }
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// Basic NPC Animation functions
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virtual float GetIdealSpeed( ) const;
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virtual float GetIdealAccel( ) const;
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virtual void StudioFrameAdvance(); // advance animation frame to some time in the future
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void StudioFrameAdvanceManual( float flInterval );
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bool IsValidSequence( int iSequence );
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inline float GetPlaybackRate();
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inline void SetPlaybackRate( float rate );
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inline int GetSequence() { return m_nSequence; }
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virtual void SetSequence(int nSequence);
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/* inline */ void ResetSequence(int nSequence);
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// FIXME: push transitions support down into CBaseAnimating?
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virtual bool IsActivityFinished( void ) { return m_bSequenceFinished; }
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inline bool IsSequenceFinished( void ) { return m_bSequenceFinished; }
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inline bool SequenceLoops( void ) { return m_bSequenceLoops; }
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bool IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence );
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inline bool IsSequenceLooping( int iSequence ) { return IsSequenceLooping(GetModelPtr(),iSequence); }
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inline float SequenceDuration( void ) { return SequenceDuration( m_nSequence ); }
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float SequenceDuration( CStudioHdr *pStudioHdr, int iSequence );
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inline float SequenceDuration( int iSequence ) { return SequenceDuration(GetModelPtr(), iSequence); }
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float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence );
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inline float GetSequenceCycleRate( int iSequence ) { return GetSequenceCycleRate(GetModelPtr(),iSequence); }
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float GetLastVisibleCycle( CStudioHdr *pStudioHdr, int iSequence );
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virtual float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence );
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inline float GetSequenceGroundSpeed( int iSequence ) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); }
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void ResetActivityIndexes ( void );
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void ResetEventIndexes ( void );
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int SelectWeightedSequence ( Activity activity );
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int SelectWeightedSequence ( Activity activity, int curSequence );
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int SelectHeaviestSequence ( Activity activity );
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int LookupActivity( const char *label );
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int LookupSequence ( const char *label );
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KeyValues *GetSequenceKeyValues( int iSequence );
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float GetSequenceMoveYaw( int iSequence );
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float GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence );
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inline float GetSequenceMoveDist( int iSequence ) { return GetSequenceMoveDist(GetModelPtr(),iSequence);}
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void GetSequenceLinearMotion( int iSequence, Vector *pVec );
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const char *GetSequenceName( int iSequence );
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const char *GetSequenceActivityName( int iSequence );
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Activity GetSequenceActivity( int iSequence );
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void ResetSequenceInfo ( );
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// This will stop animation until you call ResetSequenceInfo() at some point in the future
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inline void StopAnimation( void ) { m_flPlaybackRate = 0; }
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virtual void ClampRagdollForce( const Vector &vecForceIn, Vector *vecForceOut ) { *vecForceOut = vecForceIn; } // Base class does nothing.
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virtual bool BecomeRagdollOnClient( const Vector &force );
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virtual bool IsRagdoll();
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virtual bool CanBecomeRagdoll( void ); //Check if this entity will ragdoll when dead.
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virtual void GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], int boneMask );
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virtual void GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld );
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virtual void SetupBones( matrix3x4_t *pBoneToWorld, int boneMask );
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virtual void CalculateIKLocks( float currentTime );
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virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
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bool HasAnimEvent( int nSequence, int nEvent );
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virtual void DispatchAnimEvents ( CBaseAnimating *eventHandler ); // Handle events that have happend since last time called up until X seconds into the future
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virtual void HandleAnimEvent( animevent_t *pEvent );
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int LookupPoseParameter( CStudioHdr *pStudioHdr, const char *szName );
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inline int LookupPoseParameter( const char *szName ) { return LookupPoseParameter(GetModelPtr(), szName); }
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float SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue );
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inline float SetPoseParameter( const char *szName, float flValue ) { return SetPoseParameter( GetModelPtr(), szName, flValue ); }
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float SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue );
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inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); }
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inline void SetPoseParameterRaw(int iParameter, float flValue) { m_flPoseParameter.Set(iParameter, flValue); };
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inline void SetBoneControllerRaw(int i, float flValue) { m_flEncodedController.Set(i, flValue); }
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float GetPoseParameter( const char *szName );
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float GetPoseParameter( int iParameter );
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bool GetPoseParameterRange( int index, float &minValue, float &maxValue );
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bool HasPoseParameter( int iSequence, const char *szName );
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bool HasPoseParameter( int iSequence, int iParameter );
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float EdgeLimitPoseParameter( int iParameter, float flValue, float flBase = 0.0f );
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protected:
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// The modus operandi for pose parameters is that you should not use the const char * version of the functions
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// in general code -- it causes many many string comparisons, which is slower than you think. Better is to
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// save off your pose parameters in member variables in your derivation of this function:
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virtual void PopulatePoseParameters( void );
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public:
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int LookupBone( const char *szName );
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void GetBonePosition( const char *szName, Vector &origin, QAngle &angles );
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void GetBonePosition( int iBone, Vector &origin, QAngle &angles );
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int GetPhysicsBone( int boneIndex );
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int GetNumBones ( void );
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int FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir );
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bool GotoSequence( int iCurrentSequence, float flCurrentCycle, float flCurrentRate, int iGoalSequence, int &iNextSequence, float &flCycle, int &iDir );
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int GetEntryNode( int iSequence );
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int GetExitNode( int iSequence );
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void GetEyeballs( Vector &origin, QAngle &angles ); // ?? remove ??
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int LookupAttachment( const char *szName );
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// These return the attachment in world space
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bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles );
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bool GetAttachment( int iAttachment, Vector &absOrigin, QAngle &absAngles );
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int GetAttachmentBone( int iAttachment );
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virtual bool GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld );
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// These return the attachment in the space of the entity
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bool GetAttachmentLocal( const char *szName, Vector &origin, QAngle &angles );
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bool GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles );
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bool GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal );
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// Non-angle versions of the attachments in world space
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bool GetAttachment( const char *szName, Vector &absOrigin, Vector *forward = NULL, Vector *right = NULL, Vector *up = NULL );
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bool GetAttachment( int iAttachment, Vector &absOrigin, Vector *forward = NULL, Vector *right = NULL, Vector *up = NULL );
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void SetBodygroup( int iGroup, int iValue );
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int GetBodygroup( int iGroup );
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const char *GetBodygroupName( int iGroup );
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int FindBodygroupByName( const char *name );
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int GetBodygroupCount( int iGroup );
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int GetNumBodyGroups( void );
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void SetHitboxSet( int setnum );
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void SetHitboxSetByName( const char *setname );
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int GetHitboxSet( void );
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char const *GetHitboxSetName( void );
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int GetHitboxSetCount( void );
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int GetHitboxBone( int hitboxIndex );
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bool LookupHitbox( const char *szName, int& outSet, int& outBox );
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// Computes a box that surrounds all hitboxes
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bool ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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bool ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Clone a CBaseAnimating from another (copies model & sequence data)
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void CopyAnimationDataFrom( CBaseAnimating *pSource );
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int ExtractBbox( int sequence, Vector& mins, Vector& maxs );
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void SetSequenceBox( void );
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int RegisterPrivateActivity( const char *pszActivityName );
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void ResetClientsideFrame( void );
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// Controllers.
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virtual void InitBoneControllers ( void );
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// Return's the controller's angle/position in bone space.
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float GetBoneController ( int iController );
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// Maps the angle/position value you specify into the bone's start/end and sets the specified controller to the value.
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float SetBoneController ( int iController, float flValue );
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void GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity);
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// these two need to move somewhere else
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LocalFlexController_t GetNumFlexControllers( void );
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const char *GetFlexDescFacs( int iFlexDesc );
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const char *GetFlexControllerName( LocalFlexController_t iFlexController );
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const char *GetFlexControllerType( LocalFlexController_t iFlexController );
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virtual Vector GetGroundSpeedVelocity( void );
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bool GetIntervalMovement( float flIntervalUsed, bool &bMoveSeqFinished, Vector &newPosition, QAngle &newAngles );
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bool GetSequenceMovement( int nSequence, float fromCycle, float toCycle, Vector &deltaPosition, QAngle &deltaAngles );
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float GetInstantaneousVelocity( float flInterval = 0.0 );
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float GetEntryVelocity( int iSequence );
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float GetExitVelocity( int iSequence );
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float GetMovementFrame( float flDist );
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bool HasMovement( int iSequence );
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void ReportMissingActivity( int iActivity );
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virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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class CBoneCache *GetBoneCache( void );
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void InvalidateBoneCache();
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void InvalidateBoneCacheIfOlderThan( float deltaTime );
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virtual int DrawDebugTextOverlays( void );
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// See note in code re: bandwidth usage!!!
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void DrawServerHitboxes( float duration = 0.0f, bool monocolor = false );
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void DrawRawSkeleton( matrix3x4_t boneToWorld[], int boneMask, bool noDepthTest = true, float duration = 0.0f, bool monocolor = false );
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void SetModelScale( float scale, float change_duration = 0.0f );
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float GetModelScale() const { return m_flModelScale; }
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void UpdateModelScale();
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virtual void RefreshCollisionBounds( void );
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// also calculate IK on server? (always done on client)
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void EnableServerIK();
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void DisableServerIK();
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// for ragdoll vs. car
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int GetHitboxesFrontside( int *boxList, int boxMax, const Vector &normal, float dist );
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void GetInputDispatchEffectPosition( const char *sInputString, Vector &pOrigin, QAngle &pAngles );
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virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
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// Send a muzzle flash event to the client for this entity.
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void DoMuzzleFlash();
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// Fire
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virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
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virtual void IgniteLifetime( float flFlameLifetime );
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virtual void IgniteNumHitboxFires( int iNumHitBoxFires );
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virtual void IgniteHitboxFireScale( float flHitboxFireScale );
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virtual void Extinguish() { RemoveFlag( FL_ONFIRE ); }
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bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); }
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void Scorch( int rate, int floor );
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void InputIgnite( inputdata_t &inputdata );
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void InputIgniteLifetime( inputdata_t &inputdata );
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void InputIgniteNumHitboxFires( inputdata_t &inputdata );
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void InputIgniteHitboxFireScale( inputdata_t &inputdata );
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void InputBecomeRagdoll( inputdata_t &inputdata );
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// Dissolve, returns true if the ragdoll has been created
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bool Dissolve( const char *pMaterialName, float flStartTime, bool bNPCOnly = true, int nDissolveType = 0, Vector vDissolverOrigin = vec3_origin, int iMagnitude = 0 );
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bool IsDissolving() { return ( (GetFlags() & FL_DISSOLVING) != 0 ); }
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void TransferDissolveFrom( CBaseAnimating *pAnim );
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// animation needs
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float m_flGroundSpeed; // computed linear movement rate for current sequence
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float m_flLastEventCheck; // cycle index of when events were last checked
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virtual void SetLightingOriginRelative( CBaseEntity *pLightingOriginRelative );
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void SetLightingOriginRelative( string_t strLightingOriginRelative );
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CBaseEntity *GetLightingOriginRelative();
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virtual void SetLightingOrigin( CBaseEntity *pLightingOrigin );
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void SetLightingOrigin( string_t strLightingOrigin );
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CBaseEntity *GetLightingOrigin();
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const float* GetPoseParameterArray() { return m_flPoseParameter.Base(); }
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const float *GetEncodedControllerArray() { return m_flEncodedController.Base(); }
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void BuildMatricesWithBoneMerge( const CStudioHdr *pStudioHdr, const QAngle& angles,
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const Vector& origin, const Vector pos[MAXSTUDIOBONES],
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const Quaternion q[MAXSTUDIOBONES], matrix3x4_t bonetoworld[MAXSTUDIOBONES],
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CBaseAnimating *pParent, CBoneCache *pParentCache );
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void SetFadeDistance( float minFadeDist, float maxFadeDist );
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int GetBoneCacheFlags( void ) { return m_fBoneCacheFlags; }
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inline void SetBoneCacheFlags( unsigned short fFlag ) { m_fBoneCacheFlags |= fFlag; }
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inline void ClearBoneCacheFlags( unsigned short fFlag ) { m_fBoneCacheFlags &= ~fFlag; }
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bool PrefetchSequence( int iSequence );
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private:
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void LockStudioHdr();
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void UnlockStudioHdr();
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void StudioFrameAdvanceInternal( CStudioHdr *pStudioHdr, float flInterval );
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void InputSetLightingOriginRelative( inputdata_t &inputdata );
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void InputSetLightingOrigin( inputdata_t &inputdata );
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void InputSetModelScale( inputdata_t &inputdata );
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bool CanSkipAnimation( void );
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public:
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CNetworkVar( int, m_nForceBone );
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CNetworkVector( m_vecForce );
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CNetworkVar( int, m_nSkin );
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CNetworkVar( int, m_nBody );
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CNetworkVar( int, m_nHitboxSet );
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// For making things thin during barnacle swallowing, e.g.
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CNetworkVar( float, m_flModelScale );
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// was pev->framerate
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CNetworkVar( float, m_flPlaybackRate );
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public:
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void InitStepHeightAdjust( void );
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void SetIKGroundContactInfo( float minHeight, float maxHeight );
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void UpdateStepOrigin( void );
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protected:
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float m_flIKGroundContactTime;
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float m_flIKGroundMinHeight;
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float m_flIKGroundMaxHeight;
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float m_flEstIkFloor; // debounced
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float m_flEstIkOffset;
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CIKContext *m_pIk;
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int m_iIKCounter;
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public:
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Vector GetStepOrigin( void ) const;
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QAngle GetStepAngles( void ) const;
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private:
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bool m_bSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
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bool m_bSequenceLoops; // true if the sequence loops
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bool m_bResetSequenceInfoOnLoad; // true if a ResetSequenceInfo was queued up during dynamic load
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float m_flDissolveStartTime;
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// was pev->frame
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CNetworkVar( float, m_flCycle );
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CNetworkVar( int, m_nSequence );
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CNetworkArray( float, m_flPoseParameter, NUM_POSEPAREMETERS ); // must be private so manual mode works!
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CNetworkArray( float, m_flEncodedController, NUM_BONECTRLS ); // bone controller setting (0..1)
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// Client-side animation (useful for looping animation objects)
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CNetworkVar( bool, m_bClientSideAnimation );
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CNetworkVar( bool, m_bClientSideFrameReset );
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CNetworkVar( int, m_nNewSequenceParity );
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CNetworkVar( int, m_nResetEventsParity );
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// Incremented each time the entity is told to do a muzzle flash.
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// The client picks up the change and draws the flash.
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CNetworkVar( unsigned char, m_nMuzzleFlashParity );
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CNetworkHandle( CBaseEntity, m_hLightingOrigin );
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CNetworkHandle( CBaseEntity, m_hLightingOriginRelative );
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string_t m_iszLightingOriginRelative; // for reading from the file only
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string_t m_iszLightingOrigin; // for reading from the file only
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memhandle_t m_boneCacheHandle;
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unsigned short m_fBoneCacheFlags; // Used for bone cache state on model
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protected:
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CNetworkVar( float, m_fadeMinDist ); // Point at which fading is absolute
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CNetworkVar( float, m_fadeMaxDist ); // Point at which fading is inactive
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CNetworkVar( float, m_flFadeScale ); // Scale applied to min / max
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public:
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COutputEvent m_OnIgnite;
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private:
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CStudioHdr *m_pStudioHdr;
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CThreadFastMutex m_StudioHdrInitLock;
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CThreadFastMutex m_BoneSetupMutex;
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// FIXME: necessary so that cyclers can hack m_bSequenceFinished
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friend class CFlexCycler;
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friend class CCycler;
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friend class CBlendingCycler;
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};
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//-----------------------------------------------------------------------------
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// Purpose: return a pointer to an updated studiomdl cache cache
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//-----------------------------------------------------------------------------
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inline CStudioHdr *CBaseAnimating::GetModelPtr( void )
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{
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if ( IsDynamicModelLoading() )
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return NULL;
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#ifdef _DEBUG
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// GetModelPtr() is often called before OnNewModel() so go ahead and set it up first chance.
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static IDataCacheSection *pModelCache = datacache->FindSection( "ModelData" );
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AssertOnce( pModelCache->IsFrameLocking() );
|
|
#endif
|
|
if ( !m_pStudioHdr && GetModel() )
|
|
{
|
|
LockStudioHdr();
|
|
}
|
|
return ( m_pStudioHdr && m_pStudioHdr->IsValid() ) ? m_pStudioHdr : NULL;
|
|
}
|
|
|
|
inline void CBaseAnimating::InvalidateMdlCache()
|
|
{
|
|
UnlockStudioHdr();
|
|
if ( m_pStudioHdr != NULL )
|
|
{
|
|
delete m_pStudioHdr;
|
|
m_pStudioHdr = NULL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Serves the 90% case of calling SetSequence / ResetSequenceInfo.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
/*
|
|
inline void CBaseAnimating::ResetSequence(int nSequence)
|
|
{
|
|
m_nSequence = nSequence;
|
|
ResetSequenceInfo();
|
|
}
|
|
*/
|
|
|
|
inline float CBaseAnimating::GetPlaybackRate()
|
|
{
|
|
return m_flPlaybackRate;
|
|
}
|
|
|
|
inline void CBaseAnimating::SetPlaybackRate( float rate )
|
|
{
|
|
m_flPlaybackRate = rate;
|
|
}
|
|
|
|
inline void CBaseAnimating::SetLightingOrigin( CBaseEntity *pLightingOrigin )
|
|
{
|
|
m_hLightingOrigin = pLightingOrigin;
|
|
}
|
|
|
|
inline CBaseEntity *CBaseAnimating::GetLightingOrigin()
|
|
{
|
|
return m_hLightingOrigin;
|
|
}
|
|
|
|
inline void CBaseAnimating::SetLightingOriginRelative( CBaseEntity *pLightingOriginRelative )
|
|
{
|
|
m_hLightingOriginRelative = pLightingOriginRelative;
|
|
}
|
|
|
|
inline CBaseEntity *CBaseAnimating::GetLightingOriginRelative()
|
|
{
|
|
return m_hLightingOriginRelative;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cycle access
|
|
//-----------------------------------------------------------------------------
|
|
inline float CBaseAnimating::GetCycle() const
|
|
{
|
|
return m_flCycle;
|
|
}
|
|
|
|
inline void CBaseAnimating::SetCycle( float flCycle )
|
|
{
|
|
m_flCycle = flCycle;
|
|
}
|
|
|
|
|
|
EXTERN_SEND_TABLE(DT_BaseAnimating);
|
|
|
|
|
|
|
|
#define ANIMATION_SEQUENCE_BITS 12 // 4096 sequences
|
|
#define ANIMATION_SKIN_BITS 10 // 1024 body skin selections FIXME: this seems way high
|
|
#define ANIMATION_BODY_BITS 32 // body combinations
|
|
#define ANIMATION_HITBOXSET_BITS 2 // hit box sets
|
|
#if defined( TF_DLL )
|
|
#define ANIMATION_POSEPARAMETER_BITS 8 // pose parameter resolution
|
|
#else
|
|
#define ANIMATION_POSEPARAMETER_BITS 11 // pose parameter resolution
|
|
#endif
|
|
#define ANIMATION_PLAYBACKRATE_BITS 8 // default playback rate, only used on leading edge detect sequence changes
|
|
|
|
#endif // BASEANIMATING_H
|