mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 21:57:57 +03:00
1343 lines
33 KiB
C++
1343 lines
33 KiB
C++
/*
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===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// simpleactor.cpp: Base class for character AI
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#include "actor.h"
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#include "bg_local.h"
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#include "scriptexception.h"
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#include "scriptthread.h"
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#include "../script/scriptclass.h"
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#include "weapturret.h"
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#include <tiki.h>
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Event EV_NoAnimLerp
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(
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"noanimlerp",
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EV_DEFAULT,
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NULL,
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NULL,
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"Do not LERP to the next animation",
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EV_NORMAL
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);
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CLASS_DECLARATION(Sentient, SimpleActor, NULL) {
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{&EV_NoAnimLerp, &SimpleActor::EventNoAnimLerp},
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{NULL, NULL }
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};
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#define OVERLOADED_ERROR() assert(!"overloaded version should always get called")
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SimpleActor::SimpleActor()
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{
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m_ChangeMotionAnimIndex = -1;
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m_ChangeActionAnimIndex = -1;
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m_ChangeSayAnimIndex = -1;
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if (LoadingSavegame) {
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return;
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}
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m_AnimMotionHigh = true;
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m_AnimActionHigh = true;
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m_AnimDialogHigh = true;
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m_fAimLimit_up = 60.0f;
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m_fAimLimit_down = -60.0f;
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VectorClear(m_DesiredGunDir);
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VectorClear(m_DesiredLookAngles);
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VectorClear(m_Dest);
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VectorClear(m_NoClipDest);
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for (int i = 0; i < MAX_FRAMEINFOS; i++) {
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m_weightBase[i] = 0.0f;
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m_weightCrossBlend[i] = 0.0f;
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}
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m_eEmotionMode = EMOTION_NEUTRAL;
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m_eNextAnimMode = -1;
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m_csPathGoalEndAnimScript = STRING_EMPTY;
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m_bNextForceStart = false;
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m_fCrossblendTime = 0.5f;
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m_csCurrentPosition = STRING_STAND;
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m_fPathGoalTime = 0.0f;
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m_bStartPathGoalEndAnim = false;
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m_csNextAnimString = STRING_NULL;
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for (int i = 0; i < MAX_FRAMEINFOS; i++) {
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m_weightType[i] = 0.0f;
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}
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m_ChangeActionAnimIndex = -1;
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m_ChangeActionAnimIndex = -1;
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m_ChangeSayAnimIndex = -1;
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m_bMotionAnimSet = false;
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m_bActionAnimSet = false;
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m_bSayAnimSet = false;
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m_iVoiceTime = 0;
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m_bAimAnimSet = false;
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m_iMotionSlot = -1;
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m_iActionSlot = -1;
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m_iSaySlot = -1;
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m_bLevelMotionAnim = false;
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m_bLevelActionAnim = false;
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m_bLevelSayAnim = false;
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m_bNextLevelSayAnim = false;
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m_DesiredYaw = 0.0f;
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m_YawAchieved = true;
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m_bPathErrorTime = -10000000;
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m_PainHandler.TrySetScript(STRING_ANIM_PAIN_SCR);
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m_DeathHandler.TrySetScript(STRING_ANIM_KILLED_SCR);
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m_AttackHandler.TrySetScript(STRING_ANIM_ATTACK_SCR);
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m_SniperHandler.TrySetScript(STRING_ANIM_SNIPER_SCR);
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m_bHasDesiredLookDest = false;
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m_bUpdateAnimDoneFlags = false;
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m_NearestNode = NULL;
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m_fCrouchWeight = 0.0f;
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m_csMood = STRING_BORED;
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m_csIdleMood = STRING_BORED;
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m_groundPlane = qfalse;
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m_walking = qfalse;
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VectorClear(m_groundPlaneNormal);
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m_maxspeed = 1000000.0f;
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}
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SimpleActor::~SimpleActor()
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{
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if (m_pAnimThread) {
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delete m_pAnimThread->GetScriptClass();
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}
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}
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void SimpleActor::SetMoveInfo(mmove_t *)
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{
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OVERLOADED_ERROR();
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}
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void SimpleActor::GetMoveInfo(mmove_t *)
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{
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OVERLOADED_ERROR();
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}
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bool SimpleActor::CanSeeFrom(vec3_t pos, Entity *ent)
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{
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return false;
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}
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bool SimpleActor::CanTarget(void)
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{
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OVERLOADED_ERROR();
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return false;
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}
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bool SimpleActor::IsImmortal(void)
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{
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OVERLOADED_ERROR();
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return false;
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}
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bool SimpleActor::DoesTheoreticPathExist(Vector vDestPos, float fMaxPath)
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{
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return m_Path.DoesTheoreticPathExist(origin, vDestPos, this, fMaxPath, NULL, 0);
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}
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void SimpleActor::SetPath(
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Vector vDestPos, const char *description, int iMaxDirtyTime, float *vLeashHome, float fLeashDistSquared
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)
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{
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if (PathExists()) {
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if (level.inttime < iMaxDirtyTime + m_Path.Time() && !m_Path.Complete(origin)) {
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// Too soon
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return;
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}
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if (PathGoal() == vDestPos && PathIsValid()) {
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// Still a valid path
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return;
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}
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}
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m_Path.FindPath(origin, vDestPos, this, 0.0, vLeashHome, fLeashDistSquared);
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if (!PathExists()) {
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if (!g_patherror->integer || !description) {
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return;
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}
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if (g_patherror->integer != 1 && g_patherror->integer != 2) {
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return;
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}
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if (g_patherror->integer == 2) {
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int thinkState = static_cast<Actor*>(this)->m_ThinkState;
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if (thinkState != THINKSTATE_IDLE && thinkState != THINKSTATE_CURIOUS) {
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return;
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}
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}
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if (m_bPathErrorTime + 5000 >= level.inttime) {
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return;
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}
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m_bPathErrorTime = level.inttime;
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Com_Printf(
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"^~^~^ Path not found in '%s' for (entnum %d, radnum %d, targetname '%s') from (%f %f "
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"%f) to (%f %f %f)\n",
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description,
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entnum,
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radnum,
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targetname.c_str(),
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origin.x,
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origin.y,
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origin.z,
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vDestPos.x,
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vDestPos.y,
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vDestPos.z
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);
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Com_Printf("Reason: %s\n", PathSearch::last_error);
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}
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}
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void SimpleActor::SetPath(SimpleEntity *pDestNode, const char *description, int iMaxDirtyTime)
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{
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if (pDestNode) {
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SetPath(pDestNode->origin, description, iMaxDirtyTime, NULL, 0.0);
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return;
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}
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if (m_bPathErrorTime + 5000 < level.inttime) {
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m_bPathErrorTime = level.inttime;
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Com_Printf(
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"^~^~^ No destination node specified for '%s' at (%f %f %f)\n",
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targetname.c_str(),
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origin.x,
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origin.y,
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origin.z
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);
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}
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ClearPath();
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}
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void SimpleActor::SetPathWithinDistance(Vector vDestPos, char *description, float fMaxPath, int iMaxDirtyTime)
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{
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if (PathExists()) {
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if (level.inttime < iMaxDirtyTime + m_Path.Time()) {
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// Too soon
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return;
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}
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if (!m_Path.Complete(origin)) {
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// The current path has not complete yet
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return;
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}
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if (PathGoal() == vDestPos && PathIsValid()) {
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// Still a valid path
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return;
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}
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}
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m_Path.FindPath(origin, vDestPos, this, fMaxPath, 0, 0);
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if (!PathExists()) {
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if (g_patherror->integer && description
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&& (g_patherror->integer
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|| g_patherror->integer == 2
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&& (static_cast<Actor *>(this)->m_ThinkState == THINKSTATE_IDLE
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|| static_cast<Actor *>(this)->m_ThinkState == THINKSTATE_CURIOUS)
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&& m_bPathErrorTime + 5000 < level.inttime)) {
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m_bPathErrorTime = level.inttime;
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Com_Printf(
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"^~^~^ Path not found in '%s' for '%s' from (%f %f %f) to (%f %f %f)\n",
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description,
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targetname.c_str(),
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origin.x,
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origin.y,
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origin.z,
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vDestPos.x,
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vDestPos.y,
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vDestPos.z
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);
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Com_Printf("Reason: %s\n", PathSearch::last_error);
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}
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}
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}
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void SimpleActor::FindPathAway(vec3_t vAwayFrom, vec2_t vDirPreferred, float fMinSafeDist)
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{
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m_Path.FindPathAway(origin, vAwayFrom, vDirPreferred, this, fMinSafeDist, NULL, 0);
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ShortenPathToAvoidSquadMates();
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}
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void SimpleActor::ClearPath(void)
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{
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m_Path.Clear();
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}
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bool SimpleActor::PathComplete(void) const
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{
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if (level.time < m_fPathGoalTime) {
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return false;
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}
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return m_Path.Complete(origin);
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}
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bool SimpleActor::PathExists(void) const
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{
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return m_Path.CurrentNode() != NULL;
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}
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bool SimpleActor::PathIsValid(void) const
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{
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//Called by SetPath...
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return true;
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}
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bool SimpleActor::PathAvoidsSquadMates(void) const
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{
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Entity *player;
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float fDelta;
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float fDistSoFar;
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float fDistCap;
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vec2_t vDelta2;
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vec3_t vMins, vMaxs;
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vec3_t vPos;
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PathInfo *pNode;
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Sentient *pOther;
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Sentient *pBuddy[256];
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int iNumBuddies;
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int i;
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float fRatio;
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if (ai_pathchecktime->value <= 0.0) {
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return true;
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}
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player = static_cast<Sentient *>(G_GetEntity(0));
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if (!player) {
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return true;
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}
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VectorSub2D(player->origin, origin, vDelta2);
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if (VectorLength2D(vDelta2) > Square(ai_pathcheckdist->value)) {
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return true;
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}
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pNode = CurrentPathNode();
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VectorCopy(pNode->point, vMins);
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VectorCopy(pNode->point, vMaxs);
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fDistCap = (ai_pathchecktime->value * 250.0);
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fDistSoFar = 0;
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for (pNode = CurrentPathNode() - 1; pNode >= LastPathNode(); pNode--) {
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if (fDistSoFar >= fDistCap) {
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break;
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}
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fDelta = fDistCap + 0.001 - fDistSoFar;
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if (fDelta > pNode->dist) {
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VectorCopy(pNode->point, vPos);
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} else {
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VectorSubtract(pNode[1].point, pNode[0].point, vPos);
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VectorMA(pNode[1].point, fDelta / pNode->dist, vPos, vPos);
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}
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fDistSoFar += fDelta;
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for (i = 0; i < 3; i++) {
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if (vMaxs[i] < vPos[i]) {
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vMaxs[i] = vPos[i];
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} else if (vMins[i] > vPos[i]) {
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vMins[i] = vPos[i];
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}
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}
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}
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vMins[0] -= 30;
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vMins[1] -= 30;
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vMins[2] -= 94;
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vMaxs[0] += 30;
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vMaxs[1] += 30;
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vMaxs[2] += 94;
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iNumBuddies = 0;
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for (pOther = m_pNextSquadMate; pOther != this && iNumBuddies < ARRAY_LEN(pBuddy);
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pOther = pOther->m_pNextSquadMate) {
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if (vMins[0] >= pOther->origin[0] || pOther->origin[0] >= vMaxs[0]) {
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continue;
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}
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if (vMins[1] >= pOther->origin[1] || pOther->origin[1] >= vMaxs[1]) {
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continue;
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}
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if (vMins[2] >= pOther->origin[2] || pOther->origin[2] >= vMaxs[2]) {
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continue;
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}
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VectorSub2D(pOther->origin, origin, vDelta2);
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if (vDelta2[0] <= -32 || vDelta2[0] >= 32 || vDelta2[1] <= -32 || vDelta2[1] >= 32) {
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if (DotProduct2D(vDelta2, pOther->velocity) <= 0) {
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pBuddy[iNumBuddies++] = pOther;
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}
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}
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}
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if (!iNumBuddies) {
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// No buddy, can safely avoid
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return true;
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}
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do {
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for (i = 0; i < iNumBuddies; i++) {
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VectorSub2D(pOther->origin, vPos, vDelta2);
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if (VectorLength2DSquared(vDelta2) <= 900) {
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return false;
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}
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fRatio = DotProduct2D(vDelta2, pNode->dir);
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if (fRatio < 0 && fRatio >= -fDelta) {
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vec2_t vInvDelta2 = {vDelta2[1], vDelta2[0]};
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if (Square(DotProduct2D(vInvDelta2, pNode->dir)) <= 900) {
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return false;
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}
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}
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}
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pNode++;
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VectorCopy2D(pNode->point, vPos);
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fDelta = pNode->dist;
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} while (pNode < CurrentPathNode());
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return true;
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}
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void SimpleActor::ShortenPathToAvoidSquadMates(void)
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{
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if (!PathExists() || PathComplete()) {
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return;
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}
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Vector vGoal;
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Sentient *pBuddy;
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retry:
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vGoal = PathGoal();
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for (pBuddy = m_pNextSquadMate; pBuddy != this; pBuddy = pBuddy->m_pNextSquadMate) {
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Vector vBuddyPos;
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Vector vDelta;
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vBuddyPos = pBuddy->origin;
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if (pBuddy->IsSubclassOfActor()) {
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Actor *pBuddyActor = static_cast<Actor *>(pBuddy);
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if (pBuddyActor->PathExists()) {
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vBuddyPos = pBuddyActor->PathGoal();
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}
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}
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vDelta = vGoal - vBuddyPos;
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if (vDelta.x >= -15 && vDelta.x <= 15 && vDelta.y >= -15 && vDelta.y <= 15 && vDelta.z >= 0 && vDelta.z <= 94) {
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m_Path.Shorten(45.0);
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if (!PathExists()) {
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return;
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}
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goto retry;
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}
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}
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}
|
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Vector SimpleActor::PathGoal(void) const
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{
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return m_Path.CurrentPathGoal();
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}
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bool SimpleActor::PathGoalSlowdownStarted(void) const
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{
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return m_fPathGoalTime >= level.time;
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}
|
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const float *SimpleActor::PathDelta(void) const
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{
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return m_Path.CurrentDelta();
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}
|
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PathInfo *SimpleActor::CurrentPathNode(void) const
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{
|
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return m_Path.CurrentNode();
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}
|
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PathInfo *SimpleActor::LastPathNode(void) const
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{
|
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return m_Path.LastNode();
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}
|
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float SimpleActor::PathDist(void) const
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{
|
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return m_Path.TotalDist();
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}
|
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bool SimpleActor::PathHasCompleteLookahead(void) const
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{
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return m_Path.HasCompleteLookahead();
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}
|
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|
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void SimpleActor::UpdateEmotion(void)
|
|
{
|
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int anim;
|
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if (deadflag != DEAD_NO) {
|
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m_eEmotionMode = EMOTION_DEAD;
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}
|
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|
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anim = GetEmotionAnim();
|
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|
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if (anim == -1) {
|
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Com_Printf(
|
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"Failed to set emotion for (entnum %d, radnum %d, targetname '%s'\n", entnum, radnum, TargetName().c_str()
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);
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return;
|
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}
|
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|
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m_bSayAnimSet = true;
|
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StartSayAnimSlot(anim);
|
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}
|
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|
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int SimpleActor::GetMotionSlot(int slot)
|
|
{
|
|
if (m_AnimMotionHigh) {
|
|
return slot + 3;
|
|
} else {
|
|
return slot;
|
|
}
|
|
}
|
|
|
|
void SimpleActor::ChangeMotionAnim(void)
|
|
{
|
|
int slot;
|
|
int lastMotionSlot;
|
|
int firstMotionSlot;
|
|
|
|
m_bMotionAnimSet = false;
|
|
m_iMotionSlot = -1;
|
|
m_bLevelMotionAnim = false;
|
|
|
|
if (m_ChangeMotionAnimIndex != level.frame_skel_index) {
|
|
m_ChangeMotionAnimIndex = level.frame_skel_index;
|
|
|
|
firstMotionSlot = GetMotionSlot(0);
|
|
lastMotionSlot = firstMotionSlot + 3;
|
|
|
|
MPrintf("Swapping motion channels....\n");
|
|
for (slot = firstMotionSlot; slot < lastMotionSlot; slot++) {
|
|
StartCrossBlendAnimSlot(slot);
|
|
|
|
// Added in 2.0
|
|
// Don't lerp animations
|
|
if (edict->s.eFlags & EF_NO_LERP) {
|
|
m_weightCrossBlend[slot] = 0;
|
|
m_weightBase[slot] = 0;
|
|
// Next animation should lerp
|
|
edict->s.eFlags &= ~EF_NO_LERP;
|
|
}
|
|
}
|
|
|
|
m_AnimMotionHigh = !m_AnimMotionHigh;
|
|
}
|
|
|
|
firstMotionSlot = GetMotionSlot(0);
|
|
lastMotionSlot = firstMotionSlot + 3;
|
|
|
|
for (slot = firstMotionSlot; slot < lastMotionSlot; slot++) {
|
|
StopAnimating(slot);
|
|
}
|
|
}
|
|
|
|
int SimpleActor::GetActionSlot(int slot)
|
|
{
|
|
if (m_AnimActionHigh) {
|
|
return slot + 9;
|
|
} else {
|
|
return slot + 6;
|
|
}
|
|
}
|
|
|
|
void SimpleActor::ChangeActionAnim(void)
|
|
{
|
|
int slot;
|
|
int firstActionSlot;
|
|
int lastActionSlot;
|
|
|
|
m_bAimAnimSet = false;
|
|
m_bActionAnimSet = false;
|
|
m_iActionSlot = -1;
|
|
m_bLevelActionAnim = false;
|
|
|
|
if (m_ChangeActionAnimIndex != level.frame_skel_index) {
|
|
m_ChangeActionAnimIndex = level.frame_skel_index;
|
|
|
|
firstActionSlot = GetActionSlot(0);
|
|
lastActionSlot = firstActionSlot + 3;
|
|
|
|
MPrintf("Swapping action channels....\n");
|
|
|
|
for (slot = firstActionSlot; slot < lastActionSlot; slot++) {
|
|
animFlags[slot] |= ANIM_NOACTION;
|
|
StartCrossBlendAnimSlot(slot);
|
|
}
|
|
|
|
m_AnimActionHigh = !m_AnimActionHigh; // toggle
|
|
}
|
|
|
|
firstActionSlot = GetActionSlot(0);
|
|
lastActionSlot = firstActionSlot + 3;
|
|
|
|
for (slot = firstActionSlot; slot < lastActionSlot; slot++) {
|
|
StopAnimating(slot);
|
|
}
|
|
}
|
|
|
|
int SimpleActor::GetSaySlot(void)
|
|
{
|
|
return m_AnimDialogHigh ? 13 : 12;
|
|
}
|
|
|
|
void SimpleActor::ChangeSayAnim(void)
|
|
{
|
|
m_bSayAnimSet = false;
|
|
m_iVoiceTime = level.inttime;
|
|
m_iSaySlot = -1;
|
|
m_bLevelSayAnim = false;
|
|
|
|
if (m_ChangeSayAnimIndex != level.frame_skel_index) {
|
|
m_ChangeSayAnimIndex = level.frame_skel_index;
|
|
|
|
MPrintf("Swapping dialog channel....\n");
|
|
|
|
StartCrossBlendAnimSlot(GetSaySlot());
|
|
|
|
m_AnimDialogHigh = !m_AnimDialogHigh; // toggle
|
|
}
|
|
|
|
StopAnimating(GetSaySlot());
|
|
}
|
|
|
|
void SimpleActor::StopAnimating(int slot)
|
|
{
|
|
int index = 0;
|
|
|
|
m_weightType[slot] = 0;
|
|
DoExitCommands(slot);
|
|
|
|
if (edict->s.frameInfo[slot].index || gi.TIKI_NumAnims(edict->tiki) <= 1) {
|
|
edict->s.frameInfo[slot].index = 0;
|
|
} else {
|
|
edict->s.frameInfo[slot].index = 1;
|
|
}
|
|
|
|
animFlags[slot] = ANIM_LOOP | ANIM_NODELTA | ANIM_NOEXIT | ANIM_PAUSED;
|
|
SetWeight(slot, 0);
|
|
|
|
animtimes[slot] = 0;
|
|
SlotChanged(slot);
|
|
}
|
|
|
|
void SimpleActor::EventSetAnimLength(Event *ev)
|
|
{
|
|
int slot;
|
|
float length;
|
|
|
|
if (ev->NumArgs() != 1) {
|
|
ScriptError("bad number of arguments");
|
|
}
|
|
|
|
length = ev->GetFloat(1);
|
|
|
|
if (length <= 0) {
|
|
ScriptError("Positive lengths only allowed");
|
|
}
|
|
|
|
if (!m_bMotionAnimSet) {
|
|
ScriptError("Must set anim before length");
|
|
}
|
|
|
|
slot = GetMotionSlot(0);
|
|
|
|
if (IsRepeatType(slot) && edict->tiki) {
|
|
int numframes;
|
|
|
|
numframes = gi.Anim_NumFrames(edict->tiki, edict->s.frameInfo[slot].index);
|
|
animtimes[slot] = gi.Anim_Frametime(edict->tiki, edict->s.frameInfo[slot].index) * numframes;
|
|
|
|
SlotChanged(slot);
|
|
SetOnceType(slot);
|
|
}
|
|
|
|
SetSyncTime(0);
|
|
|
|
if (length > animtimes[slot]) {
|
|
ScriptError("cannot lengthen animation which has length %f", animtimes[slot]);
|
|
}
|
|
|
|
animtimes[slot] = length;
|
|
SlotChanged(slot);
|
|
}
|
|
|
|
void SimpleActor::EventSetCrossblendTime(Event *ev)
|
|
{
|
|
m_fCrossblendTime = ev->GetFloat(1);
|
|
}
|
|
|
|
void SimpleActor::EventGetCrossblendTime(Event *ev)
|
|
{
|
|
ev->AddFloat(m_fCrossblendTime);
|
|
}
|
|
|
|
void SimpleActor::StartCrossBlendAnimSlot(int slot)
|
|
{
|
|
if (m_weightType[slot] == ANIM_WEIGHT_NONE) {
|
|
return;
|
|
}
|
|
|
|
switch (m_weightType[slot]) {
|
|
case ANIM_WEIGHT_MOTION:
|
|
m_weightType[slot] = ANIM_WEIGHT_CROSSBLEND_2;
|
|
break;
|
|
case ANIM_WEIGHT_SAY:
|
|
m_weightType[slot] = ANIM_WEIGHT_CROSSBLEND_DIALOG;
|
|
break;
|
|
default:
|
|
m_weightType[slot] = ANIM_WEIGHT_CROSSBLEND_1;
|
|
break;
|
|
}
|
|
|
|
m_weightCrossBlend[slot] = 1.0;
|
|
m_weightBase[slot] = GetWeight(slot);
|
|
}
|
|
|
|
void SimpleActor::StartMotionAnimSlot(int slot, int anim, float weight)
|
|
{
|
|
slot = GetMotionSlot(slot);
|
|
|
|
m_weightType[slot] = ANIM_WEIGHT_MOTION;
|
|
m_weightCrossBlend[slot] = 0.0;
|
|
m_weightBase[slot] = weight;
|
|
NewAnim(anim, slot, 1.0);
|
|
|
|
animFlags[slot] |= ANIM_NOACTION;
|
|
RestartAnimSlot(slot);
|
|
UpdateNormalAnimSlot(slot);
|
|
}
|
|
|
|
void SimpleActor::StartAimMotionAnimSlot(int slot, int anim)
|
|
{
|
|
slot = GetMotionSlot(slot);
|
|
|
|
m_weightType[slot] = ANIM_WEIGHT_MOTION;
|
|
m_weightCrossBlend[slot] = 0.0;
|
|
NewAnim(anim, slot, 1.0);
|
|
|
|
animFlags[slot] |= ANIM_NOACTION;
|
|
RestartAnimSlot(slot);
|
|
UpdateNormalAnimSlot(slot);
|
|
}
|
|
|
|
void SimpleActor::StartActionAnimSlot(int anim)
|
|
{
|
|
int slot = GetActionSlot(0);
|
|
|
|
m_weightType[slot] = ANIM_WEIGHT_ACTION;
|
|
m_weightCrossBlend[slot] = 0.0;
|
|
m_weightBase[slot] = 1.0;
|
|
NewAnim(anim, slot, 1.0);
|
|
|
|
RestartAnimSlot(slot);
|
|
UpdateNormalAnimSlot(slot);
|
|
}
|
|
|
|
void SimpleActor::StartSayAnimSlot(int anim)
|
|
{
|
|
int slot = GetSaySlot();
|
|
|
|
m_weightType[slot] = ANIM_WEIGHT_SAY;
|
|
m_weightCrossBlend[slot] = 0.0;
|
|
m_weightBase[slot] = 1.0;
|
|
NewAnim(anim, slot, 1.0);
|
|
|
|
animFlags[slot] |= ANIM_NOACTION;
|
|
RestartAnimSlot(slot);
|
|
UpdateNormalAnimSlot(slot);
|
|
}
|
|
|
|
void SimpleActor::StartAimAnimSlot(int slot, int anim)
|
|
{
|
|
slot = GetActionSlot(slot);
|
|
|
|
m_weightType[slot] = ANIM_WEIGHT_AIM;
|
|
m_weightCrossBlend[slot] = 0.0;
|
|
m_weightBase[slot] = 1.0;
|
|
NewAnim(anim, slot, 1.0);
|
|
|
|
RestartAnimSlot(slot);
|
|
UpdateNormalAnimSlot(slot);
|
|
}
|
|
|
|
void SimpleActor::SetBlendedWeight(int slot)
|
|
{
|
|
m_bUpdateAnimDoneFlags |= 1 << slot;
|
|
|
|
if (m_weightCrossBlend[slot] < 1.0) {
|
|
float w;
|
|
|
|
w = (3.0 - m_weightCrossBlend[slot] - m_weightCrossBlend[slot]) * Square(m_weightCrossBlend[slot]);
|
|
SetWeight(slot, m_weightBase[slot] * w);
|
|
} else {
|
|
m_weightCrossBlend[slot] = 1.0;
|
|
SetWeight(slot, m_weightBase[slot]);
|
|
}
|
|
}
|
|
|
|
void SimpleActor::UpdateNormalAnimSlot(int slot)
|
|
{
|
|
if (m_fCrossblendTime) {
|
|
m_weightCrossBlend[slot] += level.frametime / m_fCrossblendTime;
|
|
} else {
|
|
m_weightCrossBlend[slot] += 1.f;
|
|
}
|
|
SetBlendedWeight(slot);
|
|
}
|
|
|
|
void SimpleActor::UpdateCrossBlendAnimSlot(int slot)
|
|
{
|
|
if (m_fCrossblendTime) {
|
|
m_weightCrossBlend[slot] -= level.frametime / m_fCrossblendTime;
|
|
} else {
|
|
m_weightCrossBlend[slot] -= 1.f;
|
|
}
|
|
|
|
if (m_weightCrossBlend[slot] > 0) {
|
|
SetBlendedWeight(slot);
|
|
} else {
|
|
m_weightType[slot] = ANIM_WEIGHT_LASTFRAME;
|
|
SetWeight(slot, 0);
|
|
}
|
|
}
|
|
|
|
void SimpleActor::UpdateCrossBlendDialogAnimSlot(int slot)
|
|
{
|
|
if (m_iSaySlot >= 0) {
|
|
m_weightCrossBlend[m_iSaySlot] -= level.frametime / 0.1f;
|
|
} else {
|
|
m_weightCrossBlend[m_iSaySlot] -= level.frametime / 0.5f;
|
|
}
|
|
|
|
if (m_weightCrossBlend[slot] > 0.0) {
|
|
SetBlendedWeight(slot);
|
|
} else {
|
|
m_weightType[slot] = ANIM_WEIGHT_LASTFRAME;
|
|
SetWeight(slot, 0);
|
|
}
|
|
}
|
|
|
|
void SimpleActor::UpdateSayAnimSlot(int slot)
|
|
{
|
|
if (m_iSaySlot >= 0) {
|
|
m_weightCrossBlend[m_iSaySlot] += level.frametime / 0.1f;
|
|
} else {
|
|
m_weightCrossBlend[m_iSaySlot] += level.frametime / 0.5f;
|
|
}
|
|
|
|
SetBlendedWeight(slot);
|
|
}
|
|
|
|
void SimpleActor::UpdateLastFrameSlot(int slot)
|
|
{
|
|
StopAnimating(slot);
|
|
}
|
|
|
|
void SimpleActor::UpdateAnimSlot(int slot)
|
|
{
|
|
switch (m_weightType[slot]) {
|
|
case ANIM_WEIGHT_NONE:
|
|
break;
|
|
case ANIM_WEIGHT_MOTION:
|
|
case ANIM_WEIGHT_ACTION:
|
|
case ANIM_WEIGHT_AIM:
|
|
UpdateNormalAnimSlot(slot);
|
|
break;
|
|
case ANIM_WEIGHT_CROSSBLEND_1:
|
|
case ANIM_WEIGHT_CROSSBLEND_2:
|
|
UpdateCrossBlendAnimSlot(slot);
|
|
break;
|
|
case ANIM_WEIGHT_CROSSBLEND_DIALOG:
|
|
UpdateCrossBlendDialogAnimSlot(slot);
|
|
break;
|
|
case ANIM_WEIGHT_SAY:
|
|
UpdateSayAnimSlot(slot);
|
|
break;
|
|
case ANIM_WEIGHT_LASTFRAME:
|
|
UpdateLastFrameSlot(slot);
|
|
break;
|
|
default:
|
|
assert(!"SimpleActor::UpdateAnimSlot: Bad weight type.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
void SimpleActor::StopAllAnimating(void)
|
|
{
|
|
SetSyncTime(0);
|
|
|
|
for (int slot = 0; slot < MAX_FRAMEINFOS; slot++) {
|
|
StopAnimating(slot);
|
|
}
|
|
}
|
|
|
|
void SimpleActor::UpdateAim(void)
|
|
{
|
|
int aimUpSlot;
|
|
int aimForwardSlot;
|
|
int aimDownSlot;
|
|
float dir;
|
|
|
|
if (m_bAimAnimSet) {
|
|
aimForwardSlot = GetActionSlot(0);
|
|
aimUpSlot = aimForwardSlot + 1;
|
|
aimDownSlot = aimForwardSlot + 2;
|
|
dir = -m_DesiredGunDir[0];
|
|
|
|
if (dir > 180) {
|
|
dir -= 360;
|
|
} else if (dir < -180) {
|
|
dir += 360;
|
|
}
|
|
|
|
if (dir < 0) {
|
|
if (dir < m_fAimLimit_down) {
|
|
dir = m_fAimLimit_down;
|
|
}
|
|
|
|
m_weightBase[aimForwardSlot] = 0;
|
|
m_weightBase[aimUpSlot] = 1 - dir / m_fAimLimit_down;
|
|
m_weightBase[aimDownSlot] = dir / m_fAimLimit_down;
|
|
} else {
|
|
if (dir > m_fAimLimit_up) {
|
|
dir = m_fAimLimit_up;
|
|
}
|
|
|
|
m_weightBase[aimForwardSlot] = dir / m_fAimLimit_up;
|
|
m_weightBase[aimUpSlot] = 1 - dir / m_fAimLimit_up;
|
|
m_weightBase[aimDownSlot] = 0;
|
|
}
|
|
|
|
SetControllerAngles(TORSO_TAG, vec_origin);
|
|
}
|
|
}
|
|
|
|
void SimpleActor::UpdateAimMotion(void)
|
|
{
|
|
if (m_fCrouchWeight < 0.0) {
|
|
m_weightBase[GetMotionSlot(0)] = 0.0;
|
|
m_weightBase[GetMotionSlot(1)] = m_fCrouchWeight + 1.0;
|
|
m_weightBase[GetMotionSlot(2)] = -m_fCrouchWeight;
|
|
} else {
|
|
m_weightBase[GetMotionSlot(0)] = m_fCrouchWeight;
|
|
m_weightBase[GetMotionSlot(1)] = 1.0 - m_fCrouchWeight;
|
|
m_weightBase[GetMotionSlot(2)] = 0.0;
|
|
}
|
|
}
|
|
|
|
void SimpleActor::EventGetPosition(Event *ev)
|
|
{
|
|
ev->AddConstString(m_csCurrentPosition);
|
|
}
|
|
|
|
void SimpleActor::EventSetPosition(Event *ev)
|
|
{
|
|
m_csCurrentPosition = ev->GetConstString(1);
|
|
}
|
|
|
|
void SimpleActor::EventSetEmotion(Event *ev)
|
|
{
|
|
switch (ev->GetConstString(1)) {
|
|
case STRING_EMOTION_NONE:
|
|
Anim_Emotion(EMOTION_NONE);
|
|
break;
|
|
case STRING_EMOTION_NEUTRAL:
|
|
Anim_Emotion(EMOTION_NEUTRAL);
|
|
break;
|
|
case STRING_EMOTION_WORRY:
|
|
Anim_Emotion(EMOTION_WORRY);
|
|
break;
|
|
case STRING_EMOTION_PANIC:
|
|
Anim_Emotion(EMOTION_PANIC);
|
|
break;
|
|
case STRING_EMOTION_FEAR:
|
|
Anim_Emotion(EMOTION_FEAR);
|
|
break;
|
|
case STRING_EMOTION_DISGUST:
|
|
Anim_Emotion(EMOTION_DISGUST);
|
|
break;
|
|
case STRING_EMOTION_ANGER:
|
|
Anim_Emotion(EMOTION_ANGER);
|
|
break;
|
|
case STRING_EMOTION_AIMING:
|
|
Anim_Emotion(EMOTION_AIMING);
|
|
break;
|
|
case STRING_EMOTION_DETERMINED:
|
|
Anim_Emotion(EMOTION_DETERMINED);
|
|
break;
|
|
case STRING_EMOTION_DEAD:
|
|
Anim_Emotion(EMOTION_DEAD);
|
|
break;
|
|
case STRING_EMOTION_CURIOUS:
|
|
Anim_Emotion(EMOTION_CURIOUS);
|
|
break;
|
|
default:
|
|
assert(!"Unknown emotion mode specified in script.");
|
|
break;
|
|
}
|
|
}
|
|
|
|
int SimpleActor::GetEmotionAnim(void)
|
|
{
|
|
const char *emotionanim = NULL;
|
|
int anim;
|
|
|
|
if (m_eEmotionMode) {
|
|
switch (m_eEmotionMode) {
|
|
case EMOTION_NEUTRAL:
|
|
emotionanim = "facial_idle_neutral";
|
|
break;
|
|
case EMOTION_WORRY:
|
|
emotionanim = "facial_idle_worry";
|
|
break;
|
|
case EMOTION_PANIC:
|
|
emotionanim = "facial_idle_panic";
|
|
break;
|
|
case EMOTION_FEAR:
|
|
emotionanim = "facial_idle_fear";
|
|
break;
|
|
case EMOTION_DISGUST:
|
|
emotionanim = "facial_idle_disgust";
|
|
break;
|
|
case EMOTION_ANGER:
|
|
emotionanim = "facial_idle_anger";
|
|
break;
|
|
case EMOTION_AIMING:
|
|
emotionanim = "facial_idle_neutral";
|
|
break;
|
|
case EMOTION_DETERMINED:
|
|
emotionanim = "facial_idle_determined";
|
|
break;
|
|
case EMOTION_DEAD:
|
|
emotionanim = "facial_idle_dead";
|
|
break;
|
|
case EMOTION_CURIOUS:
|
|
emotionanim = "facial_idle_determined";
|
|
break;
|
|
default:
|
|
|
|
char assertStr[16317] = {0};
|
|
Q_strncpyz(assertStr, "\"Unknown value for m_EmotionMode in SimpleActor::GetEmotionAnim\"\n\tMessage: ", sizeof(assertStr));
|
|
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace(""));
|
|
assert(!assertStr);
|
|
return -1;
|
|
break;
|
|
}
|
|
} else {
|
|
switch (m_csMood) {
|
|
case STRING_NERVOUS:
|
|
emotionanim = "facial_idle_determined";
|
|
break;
|
|
case STRING_CURIOUS:
|
|
emotionanim = "facial_idle_determined";
|
|
break;
|
|
case STRING_ALERT:
|
|
emotionanim = "facial_idle_anger";
|
|
break;
|
|
case STRING_BORED:
|
|
emotionanim = "facial_idle_neutral";
|
|
break;
|
|
default:
|
|
|
|
char assertStr[16317] = {0};
|
|
Q_strncpyz(assertStr, "\"Unknown value for m_csMood in SimpleActor::GetEmotionAnim\"\n\tMessage: ", sizeof(assertStr));
|
|
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace(""));
|
|
assert(!assertStr);
|
|
return -1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
assert(emotionanim);
|
|
|
|
anim = gi.Anim_NumForName(edict->tiki, emotionanim);
|
|
if (anim == -1) {
|
|
Com_Printf(
|
|
"^~^~^ SimpleActor::GetEmotionAnim: unknown animation '%s' in '%s'\n", emotionanim, edict->tiki->a->name
|
|
);
|
|
}
|
|
return anim;
|
|
}
|
|
|
|
void SimpleActor::EventSetAnimFinal(Event *ev)
|
|
{
|
|
ScriptError("animfinal is obsolete");
|
|
}
|
|
|
|
void SimpleActor::EventGetWeaponType(Event *ev)
|
|
{
|
|
Weapon *weapon;
|
|
const_str csWeaponType;
|
|
|
|
if (m_pTurret) {
|
|
weapon = m_pTurret;
|
|
} else {
|
|
weapon = GetActiveWeapon(WEAPON_MAIN);
|
|
}
|
|
|
|
if (weapon) {
|
|
switch (weapon->GetWeaponClass()) {
|
|
case WEAPON_CLASS_PISTOL:
|
|
csWeaponType = STRING_PISTOL;
|
|
break;
|
|
case WEAPON_CLASS_RIFLE:
|
|
csWeaponType = STRING_RIFLE;
|
|
break;
|
|
case WEAPON_CLASS_SMG:
|
|
csWeaponType = STRING_SMG;
|
|
break;
|
|
case WEAPON_CLASS_MG:
|
|
csWeaponType = STRING_MG;
|
|
break;
|
|
case WEAPON_CLASS_GRENADE:
|
|
csWeaponType = STRING_GRENADE;
|
|
break;
|
|
case WEAPON_CLASS_HEAVY:
|
|
csWeaponType = STRING_HEAVY;
|
|
break;
|
|
case WEAPON_CLASS_CANNON:
|
|
csWeaponType = STRING_CANNON;
|
|
break;
|
|
case WEAPON_CLASS_ITEM:
|
|
csWeaponType = STRING_ITEM;
|
|
break;
|
|
case WEAPON_CLASS_ITEM2:
|
|
csWeaponType = STRING_ITEM2;
|
|
break;
|
|
case WEAPON_CLASS_ITEM3:
|
|
csWeaponType = STRING_ITEM3;
|
|
break;
|
|
case WEAPON_CLASS_ITEM4:
|
|
csWeaponType = STRING_ITEM4;
|
|
break;
|
|
default:
|
|
csWeaponType = STRING_EMPTY;
|
|
break;
|
|
}
|
|
} else {
|
|
csWeaponType = STRING_RIFLE;
|
|
}
|
|
|
|
ev->AddConstString(csWeaponType);
|
|
}
|
|
|
|
void SimpleActor::EventGetWeaponGroup(Event *ev)
|
|
{
|
|
const_str csWeaponGroup;
|
|
Weapon *weapon = GetActiveWeapon(WEAPON_MAIN);
|
|
|
|
if (weapon) {
|
|
csWeaponGroup = weapon->GetWeaponGroup();
|
|
if (csWeaponGroup == STRING_EMPTY) {
|
|
csWeaponGroup = STRING_UNARMED;
|
|
}
|
|
} else {
|
|
csWeaponGroup = STRING_UNARMED;
|
|
}
|
|
|
|
ev->AddConstString(csWeaponGroup);
|
|
}
|
|
|
|
void SimpleActor::EventAIOn(Event *ev)
|
|
{
|
|
m_bDoAI = true;
|
|
}
|
|
|
|
void SimpleActor::EventAIOff(Event *ev)
|
|
{
|
|
m_bDoAI = false;
|
|
}
|
|
|
|
void SimpleActor::AnimFinished(int slot)
|
|
{
|
|
assert(!DumpCallTrace("\"never should be called\"\n\tMessage: "));
|
|
}
|
|
|
|
void SimpleActor::EventGetPainHandler(Event *ev)
|
|
{
|
|
ScriptVariable var;
|
|
|
|
m_PainHandler.GetScriptValue(&var);
|
|
ev->AddValue(var);
|
|
}
|
|
|
|
void SimpleActor::EventSetPainHandler(Event *ev)
|
|
{
|
|
if (ev->IsFromScript()) {
|
|
m_PainHandler.SetScript(ev->GetValue(1));
|
|
} else {
|
|
m_PainHandler.SetScript(ev->GetString(1));
|
|
}
|
|
}
|
|
|
|
void SimpleActor::EventGetDeathHandler(Event *ev)
|
|
{
|
|
ScriptVariable var;
|
|
|
|
m_DeathHandler.GetScriptValue(&var);
|
|
ev->AddValue(var);
|
|
}
|
|
|
|
void SimpleActor::EventSetDeathHandler(Event *ev)
|
|
{
|
|
if (ev->IsFromScript()) {
|
|
m_DeathHandler.SetScript(ev->GetValue(1));
|
|
} else {
|
|
m_DeathHandler.SetScript(ev->GetString(1));
|
|
}
|
|
}
|
|
|
|
void SimpleActor::EventGetAttackHandler(Event *ev)
|
|
{
|
|
ScriptVariable var;
|
|
|
|
m_AttackHandler.GetScriptValue(&var);
|
|
ev->AddValue(var);
|
|
}
|
|
|
|
void SimpleActor::EventSetAttackHandler(Event *ev)
|
|
{
|
|
if (ev->IsFromScript()) {
|
|
m_AttackHandler.SetScript(ev->GetValue(1));
|
|
} else {
|
|
m_AttackHandler.SetScript(ev->GetString(1));
|
|
}
|
|
}
|
|
|
|
void SimpleActor::EventGetSniperHandler(Event *ev)
|
|
{
|
|
ScriptVariable var;
|
|
|
|
m_SniperHandler.GetScriptValue(&var);
|
|
ev->AddValue(var);
|
|
}
|
|
|
|
void SimpleActor::EventSetSniperHandler(Event *ev)
|
|
{
|
|
if (ev->IsFromScript()) {
|
|
m_SniperHandler.SetScript(ev->GetValue(1));
|
|
} else {
|
|
m_SniperHandler.SetScript(ev->GetString(1));
|
|
}
|
|
}
|
|
|
|
bool SimpleActor::UpdateSelectedAnimation(void)
|
|
{
|
|
if (m_csNextAnimString != STRING_NULL) {
|
|
if (!m_bNextForceStart && m_pAnimThread && m_eAnimMode == m_eNextAnimMode
|
|
&& (m_fPathGoalTime > level.time || m_Anim.IsFile(m_csNextAnimString))) {
|
|
// Clear the next animation
|
|
m_eNextAnimMode = -1;
|
|
|
|
if (!m_bStartPathGoalEndAnim) {
|
|
return false;
|
|
}
|
|
m_bStartPathGoalEndAnim = false;
|
|
|
|
if (m_Anim.IsFile(m_csPathGoalEndAnimScript)) {
|
|
return false;
|
|
}
|
|
|
|
m_Anim.TrySetScript(m_csPathGoalEndAnimScript);
|
|
return true;
|
|
}
|
|
|
|
m_Anim.TrySetScript(m_csNextAnimString);
|
|
} else {
|
|
if (!m_bNextForceStart && m_pAnimThread && m_eAnimMode == m_eNextAnimMode && m_Anim == m_NextAnimLabel) {
|
|
m_bStartPathGoalEndAnim = false;
|
|
m_eNextAnimMode = -1;
|
|
return false;
|
|
}
|
|
|
|
m_Anim = m_NextAnimLabel;
|
|
}
|
|
|
|
m_eAnimMode = m_eNextAnimMode;
|
|
|
|
if (m_eAnimMode != ANIM_MODE_PATH_GOAL) {
|
|
m_csPathGoalEndAnimScript = STRING_EMPTY;
|
|
}
|
|
|
|
m_bStartPathGoalEndAnim = false;
|
|
m_eNextAnimMode = -1;
|
|
|
|
return true;
|
|
}
|
|
|
|
void SimpleActor::EventNoAnimLerp(Event *ev)
|
|
{
|
|
edict->s.eFlags |= EF_NO_LERP;
|
|
NoLerpThisFrame();
|
|
}
|
|
|
|
const char *SimpleActor::DumpCallTrace(const char *pszFmt, ...) const
|
|
{
|
|
OVERLOADED_ERROR();
|
|
return "overloaded version should always get called";
|
|
}
|
|
|
|
void SimpleActor::EventGetAnimMode(Event *ev) {}
|
|
|
|
void SimpleActor::EventSetAnimMode(Event *ev) {}
|