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-rw-r--r--mp/src/game/shared/sequence_Transitioner.cpp230
1 files changed, 115 insertions, 115 deletions
diff --git a/mp/src/game/shared/sequence_Transitioner.cpp b/mp/src/game/shared/sequence_Transitioner.cpp
index b2b1531b..62e9346f 100644
--- a/mp/src/game/shared/sequence_Transitioner.cpp
+++ b/mp/src/game/shared/sequence_Transitioner.cpp
@@ -1,115 +1,115 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "sequence_Transitioner.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// -----------------------------------------------------------------------------
-// CSequenceTransitioner implementation.
-// -----------------------------------------------------------------------------
-
-void CSequenceTransitioner::CheckForSequenceChange(
- CStudioHdr *hdr,
- int nCurSequence,
- bool bForceNewSequence,
- bool bInterpolate )
-{
- // sequence may be set before model is initialized
- if ( hdr == NULL)
- return;
-
- // FIXME?: this should detect that what's been asked to be drawn isn't what was expected
- // due to not only sequence change, by frame index, rate, or whatever. When that happens,
- // it should insert the previous rules.
-
- if (m_animationQueue.Count() == 0)
- {
- m_animationQueue.AddToTail();
- }
-
- CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
-
- if (currentblend->m_flLayerAnimtime &&
- (currentblend->m_nSequence != nCurSequence || bForceNewSequence ))
- {
- mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( nCurSequence );
- // sequence changed
- if ((seqdesc.flags & STUDIO_SNAP) || !bInterpolate )
- {
- // remove all entries
- m_animationQueue.RemoveAll();
- }
- else
- {
- mstudioseqdesc_t &prevseqdesc = hdr->pSeqdesc( currentblend->m_nSequence );
- currentblend->m_flLayerFadeOuttime = MIN( prevseqdesc.fadeouttime, seqdesc.fadeintime );
- /*
- // clip blends to time remaining
- if ( !IsSequenceLooping(hdr, currentblend->m_nSequence) )
- {
- float length = Studio_Duration( hdr, currentblend->m_nSequence, flPoseParameter ) / currentblend->m_flPlaybackRate;
- float timeLeft = (1.0 - currentblend->m_flCycle) * length;
- if (timeLeft < currentblend->m_flLayerFadeOuttime)
- currentblend->m_flLayerFadeOuttime = timeLeft;
- }
- */
- }
- // push previously set sequence
- m_animationQueue.AddToTail();
- currentblend = &m_animationQueue[m_animationQueue.Count()-1];
-
- }
-
- currentblend->m_nSequence = -1;
- currentblend->m_flLayerAnimtime = 0.0;
- currentblend->m_flLayerFadeOuttime = 0.0;
-}
-
-
-void CSequenceTransitioner::UpdateCurrent(
- CStudioHdr *hdr,
- int nCurSequence,
- float flCurCycle,
- float flCurPlaybackRate,
- float flCurTime )
-{
- // sequence may be set before model is initialized
- if ( hdr == NULL)
- return;
-
- if (m_animationQueue.Count() == 0)
- {
- m_animationQueue.AddToTail();
- }
-
- CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
-
- // keep track of current sequence
- currentblend->m_nSequence = nCurSequence;
- currentblend->m_flLayerAnimtime = flCurTime;
- currentblend->m_flCycle = flCurCycle;
- currentblend->m_flPlaybackRate = flCurPlaybackRate;
-
- // calc blending weights for previous sequences
- int i;
- for (i = 0; i < m_animationQueue.Count() - 1;)
- {
- float s = m_animationQueue[i].GetFadeout( flCurTime );
-
- if (s > 0)
- {
- m_animationQueue[i].m_flWeight = s;
- i++;
- }
- else
- {
- m_animationQueue.Remove( i );
- }
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "sequence_Transitioner.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// -----------------------------------------------------------------------------
+// CSequenceTransitioner implementation.
+// -----------------------------------------------------------------------------
+
+void CSequenceTransitioner::CheckForSequenceChange(
+ CStudioHdr *hdr,
+ int nCurSequence,
+ bool bForceNewSequence,
+ bool bInterpolate )
+{
+ // sequence may be set before model is initialized
+ if ( hdr == NULL)
+ return;
+
+ // FIXME?: this should detect that what's been asked to be drawn isn't what was expected
+ // due to not only sequence change, by frame index, rate, or whatever. When that happens,
+ // it should insert the previous rules.
+
+ if (m_animationQueue.Count() == 0)
+ {
+ m_animationQueue.AddToTail();
+ }
+
+ CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
+
+ if (currentblend->m_flLayerAnimtime &&
+ (currentblend->m_nSequence != nCurSequence || bForceNewSequence ))
+ {
+ mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( nCurSequence );
+ // sequence changed
+ if ((seqdesc.flags & STUDIO_SNAP) || !bInterpolate )
+ {
+ // remove all entries
+ m_animationQueue.RemoveAll();
+ }
+ else
+ {
+ mstudioseqdesc_t &prevseqdesc = hdr->pSeqdesc( currentblend->m_nSequence );
+ currentblend->m_flLayerFadeOuttime = MIN( prevseqdesc.fadeouttime, seqdesc.fadeintime );
+ /*
+ // clip blends to time remaining
+ if ( !IsSequenceLooping(hdr, currentblend->m_nSequence) )
+ {
+ float length = Studio_Duration( hdr, currentblend->m_nSequence, flPoseParameter ) / currentblend->m_flPlaybackRate;
+ float timeLeft = (1.0 - currentblend->m_flCycle) * length;
+ if (timeLeft < currentblend->m_flLayerFadeOuttime)
+ currentblend->m_flLayerFadeOuttime = timeLeft;
+ }
+ */
+ }
+ // push previously set sequence
+ m_animationQueue.AddToTail();
+ currentblend = &m_animationQueue[m_animationQueue.Count()-1];
+
+ }
+
+ currentblend->m_nSequence = -1;
+ currentblend->m_flLayerAnimtime = 0.0;
+ currentblend->m_flLayerFadeOuttime = 0.0;
+}
+
+
+void CSequenceTransitioner::UpdateCurrent(
+ CStudioHdr *hdr,
+ int nCurSequence,
+ float flCurCycle,
+ float flCurPlaybackRate,
+ float flCurTime )
+{
+ // sequence may be set before model is initialized
+ if ( hdr == NULL)
+ return;
+
+ if (m_animationQueue.Count() == 0)
+ {
+ m_animationQueue.AddToTail();
+ }
+
+ CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1];
+
+ // keep track of current sequence
+ currentblend->m_nSequence = nCurSequence;
+ currentblend->m_flLayerAnimtime = flCurTime;
+ currentblend->m_flCycle = flCurCycle;
+ currentblend->m_flPlaybackRate = flCurPlaybackRate;
+
+ // calc blending weights for previous sequences
+ int i;
+ for (i = 0; i < m_animationQueue.Count() - 1;)
+ {
+ float s = m_animationQueue[i].GetFadeout( flCurTime );
+
+ if (s > 0)
+ {
+ m_animationQueue[i].m_flWeight = s;
+ i++;
+ }
+ else
+ {
+ m_animationQueue.Remove( i );
+ }
+ }
+}