csgo-2018-source/game/server/baseanimating.h
2021-07-24 21:11:47 -07:00

602 lines
23 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef BASEANIMATING_H
#define BASEANIMATING_H
#ifdef _WIN32
#pragma once
#endif
#include "entityoutput.h"
#include "studio.h"
#include "bone_merge_cache.h"
#include "datacache/idatacache.h"
#include "tier0/threadtools.h"
struct animevent_t;
struct matrix3x4_t;
class CIKContext;
class KeyValues;
class CAnimationLayer;
FORWARD_DECLARE_HANDLE( memhandle_t );
#define BCF_NO_ANIMATION_SKIP ( 1 << 0 ) // Do not allow PVS animation skipping (mostly for attachments being critical to an entity)
#define BCF_IS_IN_SPAWN ( 1 << 1 ) // Is currently inside of spawn, always evaluate animations
extern IDataCache *datacache;
class CBaseAnimating : public CBaseEntity
{
public:
DECLARE_CLASS( CBaseAnimating, CBaseEntity );
CBaseAnimating();
~CBaseAnimating();
DECLARE_PREDICTABLE();
enum
{
NUM_POSEPAREMETERS = 24,
NUM_BONECTRLS = 4
};
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
DECLARE_ENT_SCRIPTDESC();
virtual void SetModel( const char *szModelName );
virtual void Activate();
virtual void Spawn();
virtual void Precache();
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
virtual int Restore( IRestore &restore );
virtual void OnRestore();
CStudioHdr *GetModelPtr( void );
virtual void InvalidateMdlCache() { UnlockStudioHdr(); delete m_pStudioHdr; m_pStudioHdr = NULL; }
virtual CBaseAnimating* GetBaseAnimating() { return this; }
// Cycle access
void ForceCycle( float flCycle );
void SetCycle( float flCycle );
float GetCycle() const;
float GetAnimTimeInterval( void ) const;
// Call this in your constructor to tell it that you will not use animtime. Then the
// interpolation will be done correctly on the client.
// This defaults to off.
void UseClientSideAnimation();
// Tells whether or not we're using client-side animation. Used for controlling
// the transmission of animtime.
bool IsUsingClientSideAnimation() { return m_bClientSideAnimation; }
// Basic NPC Animation functions
virtual float GetIdealSpeed( ) const;
virtual float GetIdealAccel( ) const;
virtual void StudioFrameAdvance(); // advance animation frame to some time in the future
void StudioFrameAdvanceManual( float flInterval );
bool IsValidSequence( int iSequence );
virtual void ReachedEndOfSequence() { return; }
inline float GetPlaybackRate() const;
inline void SetPlaybackRate( float rate );
inline int GetSequence() { return m_nSequence; }
// inline void SetSequence(int nSequence) { Assert( GetModelPtr( ) && nSequence >= 0 && nSequence < GetModelPtr( )->GetNumSeq() ); m_nSequence = nSequence; }
void SetSequence(int nSequence);
virtual void OnSequenceSet( int nOldSequence ) {}
/* inline */ void ResetSequence(int nSequence);
// FIXME: push transitions support down into CBaseAnimating?
virtual bool IsActivityFinished( void ) { return m_bSequenceFinished; }
inline bool IsSequenceFinished( void ) { return m_bSequenceFinished; }
inline bool SequenceLoops( void ) { return m_bSequenceLoops; }
bool IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence );
inline bool IsSequenceLooping( int iSequence ) { return IsSequenceLooping(GetModelPtr(),iSequence); }
inline float SequenceDuration( void ) { return SequenceDuration( m_nSequence ); }
float SequenceDuration( CStudioHdr *pStudioHdr, int iSequence );
inline float SequenceDuration( int iSequence ) { return SequenceDuration(GetModelPtr(), iSequence); }
float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence );
inline float GetSequenceCycleRate( int iSequence ) { return GetSequenceCycleRate(GetModelPtr(),iSequence); }
float GetLastVisibleCycle( CStudioHdr *pStudioHdr, int iSequence );
virtual float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence );
inline float GetSequenceGroundSpeed( int iSequence ) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); }
virtual float GetLayerSequenceCycleRate( CAnimationLayer *pLayer, int iSequence ) { return GetSequenceCycleRate(GetModelPtr(),iSequence); }
void ResetActivityIndexes ( void );
void ResetEventIndexes ( void );
int SelectWeightedSequence ( Activity activity );
int SelectWeightedSequence ( Activity activity, int curSequence );
int SelectWeightedSequenceFromModifiers( Activity activity, CUtlSymbol *pActivityModifiers, int iModifierCount );
int SelectHeaviestSequence ( Activity activity );
int LookupActivity( const char *label );
int LookupSequence ( const char *label );
int LookupSequence ( CStudioHdr* pHdr, const char *label );
float GetFirstSequenceAnimTag( int sequence, int nDesiredTag, float flStart = 0, float flEnd = 1 );
float GetAnySequenceAnimTag( int sequence, int nDesiredTag, float flDefault );
KeyValues *GetSequenceKeyValues( int iSequence );
float GetSequenceMoveYaw( int iSequence );
float GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence );
inline float GetSequenceMoveDist( int iSequence ) { return GetSequenceMoveDist(GetModelPtr(),iSequence);}
void GetSequenceLinearMotion( int iSequence, Vector *pVec );
const char *GetSequenceName( int iSequence );
const char *GetSequenceActivityName( int iSequence );
Activity GetSequenceActivity( int iSequence );
void ResetSequenceInfo ( );
// This will stop animation until you call ResetSequenceInfo() at some point in the future
inline void StopAnimation( void ) { m_flPlaybackRate = 0; }
virtual void ClampRagdollForce( const Vector &vecForceIn, Vector *vecForceOut ) { *vecForceOut = vecForceIn; } // Base class does nothing.
virtual bool BecomeRagdollOnClient( const Vector &force );
virtual bool IsRagdoll();
virtual bool CanBecomeRagdoll( void ); //Check if this entity will ragdoll when dead.
virtual void GetSkeleton( CStudioHdr *pStudioHdr, BoneVector pos[], BoneQuaternionAligned q[], int boneMask );
virtual void GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld );
virtual void SetupBones( matrix3x4a_t *pBoneToWorld, int boneMask );
virtual void CalculateIKLocks( float currentTime );
virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity, bool bUseSlowHighAccuracyContacts = true );
bool HasAnimEvent( int nSequence, int nEvent );
virtual void DispatchAnimEvents ( CBaseAnimating *eventHandler ); // Handle events that have happend since last time called up until X seconds into the future
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual bool HandleScriptedAnimEvent( animevent_t *pEvent ) { return false; }
virtual bool HandleBehaviorAnimEvent( animevent_t *pEvent ) { return false; }
int LookupPoseParameter( CStudioHdr *pStudioHdr, const char *szName );
inline int LookupPoseParameter( const char *szName ) { return LookupPoseParameter(GetModelPtr(), szName); }
float SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue );
inline float SetPoseParameter( const char *szName, float flValue ) { return SetPoseParameter( GetModelPtr(), szName, flValue ); }
float SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue );
inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); }
float GetPoseParameter( const char *szName );
float GetPoseParameter( int iParameter );
bool GetPoseParameterRange( int index, float &minValue, float &maxValue );
bool HasPoseParameter( int iSequence, const char *szName );
bool HasPoseParameter( int iSequence, int iParameter );
float EdgeLimitPoseParameter( int iParameter, float flValue, float flBase = 0.0f );
protected:
// The modus operandi for pose parameters is that you should not use the const char * version of the functions
// in general code -- it causes many many string comparisons, which is slower than you think. Better is to
// save off your pose parameters in member variables in your derivation of this function:
virtual void PopulatePoseParameters( void );
private:
CBoneMergeCache *m_pBoneMergeCache;
public:
CBaseAnimating* FindFollowedEntity();
int LookupBone( const char *szName );
void GetBonePosition( const char *szName, Vector &origin, QAngle &angles );
void GetBonePosition( int iBone, Vector &origin, QAngle &angles );
void GetHitboxBonePosition( int iBone, Vector &origin, QAngle &angles, QAngle hitboxOrientation );
void GetHitboxBoneTransform( int iBone, QAngle hitboxOrientation, matrix3x4_t &pOut );
int GetPhysicsBone( int boneIndex );
int GetNumBones ( void );
int FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir );
bool GotoSequence( int iCurrentSequence, float flCurrentCycle, float flCurrentRate, int iGoalSequence, int &iNextSequence, float &flCycle, int &iDir );
int GetEntryNode( int iSequence );
int GetExitNode( int iSequence );
void GetEyeballs( Vector &origin, QAngle &angles ); // ?? remove ??
int LookupAttachment( const char *szName );
// These return the attachment in world space
bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles );
bool GetAttachment( int iAttachment, Vector &absOrigin, QAngle &absAngles );
int GetAttachmentBone( int iAttachment );
virtual bool GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld );
const Vector& ScriptGetAttachmentOrigin( int iAttachment );
const Vector& ScriptGetAttachmentAngles( int iAttachment );
// These return the attachment in the space of the entity
bool GetAttachmentLocal( const char *szName, Vector &origin, QAngle &angles );
bool GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles );
bool GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal );
// Non-angle versions of the attachments in world space
bool GetAttachment( const char *szName, Vector &absOrigin, Vector *forward = NULL, Vector *right = NULL, Vector *up = NULL );
bool GetAttachment( int iAttachment, Vector &absOrigin, Vector *forward = NULL, Vector *right = NULL, Vector *up = NULL );
void SetBodygroup( int iGroup, int iValue );
int GetBodygroup( int iGroup );
void SetBodygroupPreset( char const *szName );
int GetSkin() { return m_nSkin; }
const char *GetBodygroupName( int iGroup );
int FindBodygroupByName( const char *name );
const char *GetBodygroupPartName( int iGroup, int iPart );
int GetBodygroupCount( int iGroup );
int GetNumBodyGroups( void );
int CountBodyGroupVariants( int group );
int FindBodyGroupVariant( int group, int variant ); ///< Find undamaged bodygroup part index
int FindDamagedBodyGroupVariant( int group ); ///< Find a damaged version of the current part for the given bodygroup
void RandomizeBodygroups( CUtlVector< const char * >& groups );
void SetHitboxSet( int setnum );
void SetHitboxSetByName( const char *setname );
int GetHitboxSet( void );
char const *GetHitboxSetName( void );
int GetHitboxSetCount( void );
int GetHitboxBone( int hitboxIndex );
bool LookupHitbox( const char *szName, int& outSet, int& outBox );
// Computes a box that surrounds all hitboxes
bool ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
bool ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
// Computes a box that surrounds a single hitboxes
bool ComputeHitboxSurroundingBox( int iHitbox, Vector *pVecWorldMins, Vector *pVecWorldMaxs );
// Clone a CBaseAnimating from another (copies model & sequence data)
void CopyAnimationDataFrom( CBaseAnimating *pSource );
int ExtractBbox( int sequence, Vector& mins, Vector& maxs );
void SetSequenceBox( void );
int RegisterPrivateActivity( const char *pszActivityName );
void ResetClientsideFrame( void );
// Controllers.
virtual void InitBoneControllers ( void );
// Return's the controller's angle/position in bone space.
float GetBoneController ( int iController );
// Maps the angle/position value you specify into the bone's start/end and sets the specified controller to the value.
float SetBoneController ( int iController, float flValue );
void GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity);
// these two need to move somewhere else
LocalFlexController_t GetNumFlexControllers( void );
const char *GetFlexDescFacs( int iFlexDesc );
const char *GetFlexControllerName( LocalFlexController_t iFlexController );
const char *GetFlexControllerType( LocalFlexController_t iFlexController );
virtual Vector GetGroundSpeedVelocity( void );
bool GetIntervalMovement( float flIntervalUsed, bool &bMoveSeqFinished, Vector &newPosition, QAngle &newAngles );
bool GetSequenceMovement( int nSequence, float fromCycle, float toCycle, Vector &deltaPosition, QAngle &deltaAngles );
float GetInstantaneousVelocity( float flInterval = 0.0 );
float GetEntryVelocity( int iSequence );
float GetExitVelocity( int iSequence );
float GetMovementFrame( float flDist );
bool HasMovement( int iSequence );
void ReportMissingActivity( int iActivity );
virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
class CBoneCache *GetBoneCache( void );
virtual void InvalidateBoneCache( void );
virtual int DrawDebugTextOverlays( void );
virtual bool IsViewModel() const { return false; }
// See note in code re: bandwidth usage!!!
void DrawServerHitboxes( float duration = 0.0f, bool monocolor = false );
void DrawRawSkeleton( matrix3x4_t boneToWorld[], int boneMask, bool noDepthTest = true, float duration = 0.0f, bool monocolor = false );
void SetModelScale( float scale, float change_duration = 0.0f, ModelScaleType_t scaleType = HIERARCHICAL_MODEL_SCALE );
float GetModelScale() const;
float GetModelHierarchyScale(); // Get the overall scale of the entire hierarchy (model scale can be local, per-bone)
ModelScaleType_t GetModelScaleType() const;
void SetModelScaleType( ModelScaleType_t scaleType );
void UpdateModelScale();
// also calculate IK on server? (always done on client)
void EnableServerIK();
void DisableServerIK();
// for ragdoll vs. car
int GetHitboxesFrontside( int *boxList, int boxMax, const Vector &normal, float dist );
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
// Send a muzzle flash event to the client for this entity.
void DoMuzzleFlash();
// Fire
virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
virtual void IgniteLifetime( float flFlameLifetime );
virtual void IgniteUseCheapEffect( bool bUseCheapEffect );
virtual void Extinguish() { RemoveFlag( FL_ONFIRE ); }
bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); }
void Scorch( int rate, int floor );
void InputIgnite( inputdata_t &inputdata );
void InputIgniteLifetime( inputdata_t &inputdata );
void InputIgniteNumHitboxFires( inputdata_t &inputdata );
void InputIgniteHitboxFireScale( inputdata_t &inputdata );
void InputBecomeRagdoll( inputdata_t &inputdata );
// Ice
virtual bool IsFrozen( void ) { return m_flFrozen >= 1.0f; }
float GetFrozenAmount( void ) const { return m_flFrozen; }
float GetFrozenThawRate( void ) { return m_flFrozenThawRate; }
void Thaw( float flThawAmount );
void ToggleFreeze(void);
virtual void Freeze( float flFreezeAmount = -1.0f, CBaseEntity *pFreezer = NULL, Ray_t *pFreezeRay = NULL );
virtual void Unfreeze();
// Dissolve, returns true if the ragdoll has been created
virtual bool Dissolve( const char *pMaterialName, float flStartTime, bool bNPCOnly = true, int nDissolveType = 0, Vector vDissolverOrigin = vec3_origin, int iMagnitude = 0 );
bool IsDissolving() { return ( (GetFlags() & FL_DISSOLVING) != 0 ); }
void TransferDissolveFrom( CBaseAnimating *pAnim );
// animation needs
float m_flGroundSpeed; // computed linear movement rate for current sequence
float m_flLastEventCheck; // cycle index of when events were last checked
virtual void SetLightingOriginRelative( CBaseEntity *pLightingOriginRelative );
void SetLightingOriginRelative( string_t strLightingOriginRelative );
CBaseEntity *GetLightingOriginRelative();
virtual void SetLightingOrigin( CBaseEntity *pLightingOrigin );
void SetLightingOrigin( string_t strLightingOrigin );
CBaseEntity *GetLightingOrigin();
const float* GetPoseParameterArray() { return m_flPoseParameter.Base(); }
const float* GetEncodedControllerArray() { return m_flEncodedController.Base(); }
void SetFadeDistance( float minFadeDist, float maxFadeDist );
int GetBoneCacheFlags( void ) { return m_fBoneCacheFlags; }
inline void SetBoneCacheFlags( unsigned short fFlag ) { m_fBoneCacheFlags |= fFlag; }
inline void ClearBoneCacheFlags( unsigned short fFlag ) { m_fBoneCacheFlags &= ~fFlag; }
bool PrefetchSequence( int iSequence );
#ifdef PORTAL2
virtual void OnFizzled( void );
#endif // PORTAL2
private:
void LockStudioHdr();
void UnlockStudioHdr();
void StudioFrameAdvanceInternal( CStudioHdr *pStudioHdr, float flInterval );
void InputSetLightingOriginRelative( inputdata_t &inputdata );
void InputSetLightingOrigin( inputdata_t &inputdata );
public:
bool CanSkipAnimation( void );
#ifdef PORTAL2
public:
void SetObjectScaleLevel( int nScaleLevel ) { m_nObjectScaleLevel = nScaleLevel; }
int GetObjectScaleLevel( void ) { return m_nObjectScaleLevel; }
protected:
int m_nObjectScaleLevel;
bool m_bCanBeCaptured; // Set true this prop allows capture by weapon_camera
#endif // PORTAL2
public:
CNetworkVar( int, m_nForceBone );
CNetworkVector( m_vecForce );
CNetworkVar( int, m_nSkin );
CNetworkVar( int, m_nBody );
CNetworkVar( int, m_nHitboxSet );
// For making things thin during barnacle swallowing, e.g.
CNetworkVar( float, m_flModelScale );
// was pev->framerate
CNetworkVar( float, m_flPlaybackRate );
private:
CNetworkVar( ModelScaleType_t, m_ScaleType );
public:
void InitStepHeightAdjust( void );
void SetIKGroundContactInfo( float minHeight, float maxHeight );
void UpdateStepOrigin( void );
protected:
float m_flIKGroundContactTime;
float m_flIKGroundMinHeight;
float m_flIKGroundMaxHeight;
float m_flEstIkFloor; // debounced
float m_flEstIkOffset;
CIKContext *m_pIk;
int m_iIKCounter;
public:
Vector GetStepOrigin( void ) const;
QAngle GetStepAngles( void ) const;
protected:
bool m_bSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
bool m_bSequenceLoops; // true if the sequence loops
float m_flDissolveStartTime;
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_bClientSideRagdoll );
// was pev->frame
CNetworkVar( float, m_flCycle );
CNetworkVar( int, m_nSequence );
CNetworkArray( float, m_flPoseParameter, NUM_POSEPAREMETERS ); // must be private so manual mode works!
CNetworkArray( float, m_flEncodedController, NUM_BONECTRLS ); // bone controller setting (0..1)
// Client-side animation (useful for looping animation objects)
CNetworkVar( bool, m_bClientSideAnimation );
CNetworkVar( bool, m_bClientSideFrameReset );
CNetworkVar( int, m_nNewSequenceParity );
CNetworkVar( int, m_nResetEventsParity );
CNetworkVar( bool, m_bSuppressAnimSounds );
// Incremented each time the entity is told to do a muzzle flash.
// The client picks up the change and draws the flash.
CNetworkVar( unsigned char, m_nMuzzleFlashParity );
CNetworkHandle( CBaseEntity, m_hLightingOrigin );
CNetworkHandle( CBaseEntity, m_hLightingOriginRelative );
string_t m_iszLightingOriginRelative; // for reading from the file only
string_t m_iszLightingOrigin; // for reading from the file only
memhandle_t m_boneCacheHandle;
unsigned short m_fBoneCacheFlags; // Used for bone cache state on model
CNetworkVar( float, m_flFrozen ); // 0 - 1 amount that the model is frozen
float m_flMovementFrozen; // How frozen are the movement parts
float m_flAttackFrozen; // How frozen are the attacking parts
float m_flFrozenThawRate; // amount it unfreezes per second
float m_flFrozenMax; // maximum amount this entitiy is allowed to freeze
public:
COutputEvent m_OnIgnite;
#if defined ( PORTAL2 )
COutputEvent m_OnFizzled; // Fizzled by a fizzler
#endif // PORTAL2
private:
CStudioHdr *m_pStudioHdr;
CThreadFastMutex m_StudioHdrInitLock;
CThreadFastMutex m_BoneSetupMutex;
// FIXME: necessary so that cyclers can hack m_bSequenceFinished
friend class CBaseAnimatingOverlay;
friend class CFlexCycler;
friend class CCycler;
friend class CBlendingCycler;
};
//-----------------------------------------------------------------------------
// Purpose: return a pointer to an updated studiomdl cache cache
//-----------------------------------------------------------------------------
inline CStudioHdr *CBaseAnimating::GetModelPtr( void )
{
#ifdef _DEBUG
#ifndef _GAMECONSOLE
// Consoles don't need to lock the modeldata cache since it never flushes
// GetModelPtr() is often called before OnNewModel() so go ahead and set it up first chance.
static IDataCacheSection *pModelCache = g_pDataCache->FindSection( "ModelData" );
AssertOnce( pModelCache->IsFrameLocking() );
#endif
#endif
if ( !m_pStudioHdr && GetModel() )
{
LockStudioHdr();
}
return ( m_pStudioHdr && m_pStudioHdr->IsValid() ) ? m_pStudioHdr : NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Serves the 90% case of calling SetSequence / ResetSequenceInfo.
//-----------------------------------------------------------------------------
/*
inline void CBaseAnimating::ResetSequence(int nSequence)
{
if ( nSequence != m_nSequence )
{
m_nSequence = nSequence;
InvalidatePhysicsRecursive( SEQUENCE_CHANGED );
}
ResetSequenceInfo();
}
*/
inline float CBaseAnimating::GetPlaybackRate() const
{
#if defined( PORTAL2 )
return m_flPlaybackRate * ( 1.0f / sqrt( GetModelScaleType() == HIERARCHICAL_MODEL_SCALE ? GetModelScale() : 1.0f ) );
#endif // PORTAL2or INFESTED
// Slow the animation while partially frozen
return m_flPlaybackRate * clamp( 1.0f - m_flFrozen, 0.0f, 1.0f );
}
inline void CBaseAnimating::SetPlaybackRate( float rate )
{
// if we start going in a new direction, the current animation isn't finished anymore
m_bSequenceFinished = false;
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;
}
inline void CBaseAnimating::ForceCycle( float flCycle )
{
SetCycle( flCycle );
m_flLastEventCheck = 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