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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/tf_playeranimstate.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/tf2/tf_playeranimstate.h')
| -rw-r--r-- | game/shared/tf2/tf_playeranimstate.h | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/game/shared/tf2/tf_playeranimstate.h b/game/shared/tf2/tf_playeranimstate.h new file mode 100644 index 0000000..9dcd249 --- /dev/null +++ b/game/shared/tf2/tf_playeranimstate.h @@ -0,0 +1,76 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef TF_PLAYERANIMSTATE_H +#define TF_PLAYERANIMSTATE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "studio.h" + +#if defined( CLIENT_DLL ) +#define CBaseTFPlayer C_BaseTFPlayer +#endif + +class CPlayerAnimState +{ +public: + enum + { + TURN_NONE = 0, + TURN_LEFT, + TURN_RIGHT + }; + + CPlayerAnimState( CBaseTFPlayer *outer ); + + Activity BodyYawTranslateActivity( Activity activity ); + + void Update(); + + const QAngle& GetRenderAngles(); + + void GetPoseParameters( float poseParameter[MAXSTUDIOPOSEPARAM] ); + + CBaseTFPlayer *GetOuter(); + +private: + void GetOuterAbsVelocity( Vector& vel ); + + int ConvergeAngles( float goal,float maxrate, float dt, float& current ); + + void EstimateYaw( void ); + void ComputePoseParam_BodyYaw( void ); + void ComputePoseParam_BodyPitch( void ); + void ComputePoseParam_BodyLookYaw( void ); + + void ComputePlaybackRate(); + + CBaseTFPlayer *m_pOuter; + + float m_flGaitYaw; + float m_flStoredCycle; + + // The following variables are used for tweaking the yaw of the upper body when standing still and + // making sure that it smoothly blends in and out once the player starts moving + // Direction feet were facing when we stopped moving + float m_flGoalFeetYaw; + float m_flCurrentFeetYaw; + + float m_flCurrentTorsoYaw; + + // To check if they are rotating in place + float m_flLastYaw; + // Time when we stopped moving + float m_flLastTurnTime; + + // One of the above enums + int m_nTurningInPlace; + + QAngle m_angRender; +}; +#endif // TF_PLAYERANIMSTATE_H |