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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/death_pose.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/death_pose.cpp')
-rw-r--r--mp/src/game/shared/death_pose.cpp332
1 files changed, 166 insertions, 166 deletions
diff --git a/mp/src/game/shared/death_pose.cpp b/mp/src/game/shared/death_pose.cpp
index 5c52838c..866717e8 100644
--- a/mp/src/game/shared/death_pose.cpp
+++ b/mp/src/game/shared/death_pose.cpp
@@ -1,166 +1,166 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================
-
-#include "cbase.h"
-#include "death_pose.h"
-
-#ifdef CLIENT_DLL
-
-void GetRagdollCurSequenceWithDeathPose( C_BaseAnimating *entity, matrix3x4_t *curBones, float flTime, int activity, int frame )
-{
- // blow the cached prev bones
- entity->InvalidateBoneCache();
-
- Vector vPrevOrigin = entity->GetAbsOrigin();
-
- entity->Interpolate( flTime );
-
- if ( activity != ACT_INVALID )
- {
- Vector vNewOrigin = entity->GetAbsOrigin();
- Vector vDirection = vNewOrigin - vPrevOrigin;
-
- float flVelocity = VectorNormalize( vDirection );
-
- Vector vAdjustedOrigin = vNewOrigin + vDirection * ( ( flVelocity * flVelocity ) * gpGlobals->frametime );
-
- int iTempSequence = entity->GetSequence();
- float flTempCycle = entity->GetCycle();
-
- entity->SetSequence( activity );
-
- entity->SetCycle( (float)frame / MAX_DEATHPOSE_FRAMES );
-
- entity->SetAbsOrigin( vAdjustedOrigin );
-
- // Now do the current bone setup
- entity->SetupBones( curBones, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, flTime );
-
- entity->SetAbsOrigin( vNewOrigin );
-
- // blow the cached prev bones
- entity->InvalidateBoneCache();
-
- entity->SetSequence( iTempSequence );
- entity->SetCycle( flTempCycle );
-
- entity->Interpolate( gpGlobals->curtime );
-
- entity->SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
- }
- else
- {
- entity->SetupBones( curBones, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, flTime );
-
- // blow the cached prev bones
- entity->InvalidateBoneCache();
-
- entity->SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, flTime );
- }
-}
-
-#else // !CLIENT_DLL
-
-Activity GetDeathPoseActivity( CBaseAnimating *entity, const CTakeDamageInfo &info )
-{
- if ( !entity )
- {
- return ACT_INVALID;
- }
-
- Activity aActivity;
-
- Vector vForward, vRight;
- entity->GetVectors( &vForward, &vRight, NULL );
-
- Vector vDir = -info.GetDamageForce();
- VectorNormalize( vDir );
-
- float flDotForward = DotProduct( vForward, vDir );
- float flDotRight = DotProduct( vRight, vDir );
-
- bool bNegativeForward = false;
- bool bNegativeRight = false;
-
- if ( flDotForward < 0.0f )
- {
- bNegativeForward = true;
- flDotForward = flDotForward * -1;
- }
-
- if ( flDotRight < 0.0f )
- {
- bNegativeRight = true;
- flDotRight = flDotRight * -1;
- }
-
- if ( flDotRight > flDotForward )
- {
- if ( bNegativeRight == true )
- aActivity = ACT_DIE_LEFTSIDE;
- else
- aActivity = ACT_DIE_RIGHTSIDE;
- }
- else
- {
- if ( bNegativeForward == true )
- aActivity = ACT_DIE_BACKSIDE;
- else
- aActivity = ACT_DIE_FRONTSIDE;
- }
-
- return aActivity;
-}
-
-void SelectDeathPoseActivityAndFrame( CBaseAnimating *entity, const CTakeDamageInfo &info, int hitgroup, Activity& activity, int& frame )
-{
- activity = ACT_INVALID;
- frame = 0;
-
- if ( !entity->GetModelPtr() )
- return;
-
- activity = GetDeathPoseActivity( entity, info );
- frame = DEATH_FRAME_HEAD;
-
- switch( hitgroup )
- {
- //Do normal ragdoll stuff if no specific hitgroup was hit.
- case HITGROUP_GENERIC:
- default:
- {
- return;
- }
-
- case HITGROUP_HEAD:
- {
- frame = DEATH_FRAME_HEAD;
- break;
- }
- case HITGROUP_LEFTARM:
- frame = DEATH_FRAME_LEFTARM;
- break;
-
- case HITGROUP_RIGHTARM:
- frame = DEATH_FRAME_RIGHTARM;
- break;
-
- case HITGROUP_CHEST:
- case HITGROUP_STOMACH:
- frame = DEATH_FRAME_STOMACH;
- break;
-
- case HITGROUP_LEFTLEG:
- frame = DEATH_FRAME_LEFTLEG;
- break;
-
- case HITGROUP_RIGHTLEG:
- frame = DEATH_FRAME_RIGHTLEG;
- break;
- }
-}
-
-#endif // !CLIENT_DLL
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#include "cbase.h"
+#include "death_pose.h"
+
+#ifdef CLIENT_DLL
+
+void GetRagdollCurSequenceWithDeathPose( C_BaseAnimating *entity, matrix3x4_t *curBones, float flTime, int activity, int frame )
+{
+ // blow the cached prev bones
+ entity->InvalidateBoneCache();
+
+ Vector vPrevOrigin = entity->GetAbsOrigin();
+
+ entity->Interpolate( flTime );
+
+ if ( activity != ACT_INVALID )
+ {
+ Vector vNewOrigin = entity->GetAbsOrigin();
+ Vector vDirection = vNewOrigin - vPrevOrigin;
+
+ float flVelocity = VectorNormalize( vDirection );
+
+ Vector vAdjustedOrigin = vNewOrigin + vDirection * ( ( flVelocity * flVelocity ) * gpGlobals->frametime );
+
+ int iTempSequence = entity->GetSequence();
+ float flTempCycle = entity->GetCycle();
+
+ entity->SetSequence( activity );
+
+ entity->SetCycle( (float)frame / MAX_DEATHPOSE_FRAMES );
+
+ entity->SetAbsOrigin( vAdjustedOrigin );
+
+ // Now do the current bone setup
+ entity->SetupBones( curBones, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, flTime );
+
+ entity->SetAbsOrigin( vNewOrigin );
+
+ // blow the cached prev bones
+ entity->InvalidateBoneCache();
+
+ entity->SetSequence( iTempSequence );
+ entity->SetCycle( flTempCycle );
+
+ entity->Interpolate( gpGlobals->curtime );
+
+ entity->SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
+ }
+ else
+ {
+ entity->SetupBones( curBones, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, flTime );
+
+ // blow the cached prev bones
+ entity->InvalidateBoneCache();
+
+ entity->SetupBones( NULL, -1, BONE_USED_BY_ANYTHING, flTime );
+ }
+}
+
+#else // !CLIENT_DLL
+
+Activity GetDeathPoseActivity( CBaseAnimating *entity, const CTakeDamageInfo &info )
+{
+ if ( !entity )
+ {
+ return ACT_INVALID;
+ }
+
+ Activity aActivity;
+
+ Vector vForward, vRight;
+ entity->GetVectors( &vForward, &vRight, NULL );
+
+ Vector vDir = -info.GetDamageForce();
+ VectorNormalize( vDir );
+
+ float flDotForward = DotProduct( vForward, vDir );
+ float flDotRight = DotProduct( vRight, vDir );
+
+ bool bNegativeForward = false;
+ bool bNegativeRight = false;
+
+ if ( flDotForward < 0.0f )
+ {
+ bNegativeForward = true;
+ flDotForward = flDotForward * -1;
+ }
+
+ if ( flDotRight < 0.0f )
+ {
+ bNegativeRight = true;
+ flDotRight = flDotRight * -1;
+ }
+
+ if ( flDotRight > flDotForward )
+ {
+ if ( bNegativeRight == true )
+ aActivity = ACT_DIE_LEFTSIDE;
+ else
+ aActivity = ACT_DIE_RIGHTSIDE;
+ }
+ else
+ {
+ if ( bNegativeForward == true )
+ aActivity = ACT_DIE_BACKSIDE;
+ else
+ aActivity = ACT_DIE_FRONTSIDE;
+ }
+
+ return aActivity;
+}
+
+void SelectDeathPoseActivityAndFrame( CBaseAnimating *entity, const CTakeDamageInfo &info, int hitgroup, Activity& activity, int& frame )
+{
+ activity = ACT_INVALID;
+ frame = 0;
+
+ if ( !entity->GetModelPtr() )
+ return;
+
+ activity = GetDeathPoseActivity( entity, info );
+ frame = DEATH_FRAME_HEAD;
+
+ switch( hitgroup )
+ {
+ //Do normal ragdoll stuff if no specific hitgroup was hit.
+ case HITGROUP_GENERIC:
+ default:
+ {
+ return;
+ }
+
+ case HITGROUP_HEAD:
+ {
+ frame = DEATH_FRAME_HEAD;
+ break;
+ }
+ case HITGROUP_LEFTARM:
+ frame = DEATH_FRAME_LEFTARM;
+ break;
+
+ case HITGROUP_RIGHTARM:
+ frame = DEATH_FRAME_RIGHTARM;
+ break;
+
+ case HITGROUP_CHEST:
+ case HITGROUP_STOMACH:
+ frame = DEATH_FRAME_STOMACH;
+ break;
+
+ case HITGROUP_LEFTLEG:
+ frame = DEATH_FRAME_LEFTLEG;
+ break;
+
+ case HITGROUP_RIGHTLEG:
+ frame = DEATH_FRAME_RIGHTLEG;
+ break;
+ }
+}
+
+#endif // !CLIENT_DLL