Add missing player attachment updates.
This commit is contained in:
parent
48a9740067
commit
0f615427cd
1 changed files with 181 additions and 0 deletions
|
@ -14,6 +14,89 @@
|
||||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
#ifdef CLIENT
|
||||||
|
/* Here's a list of bone names that we are aware of on HL player models.
|
||||||
|
Usually we'd use skeletalobjects to share the same skeleton/anim with
|
||||||
|
another model - but because FTEQW does not support that for HLMDL we
|
||||||
|
are forced to manually position the bones of our attachnment
|
||||||
|
by iterating over them and manually setting their position in 3D-space.
|
||||||
|
*/
|
||||||
|
string g_pbones[] =
|
||||||
|
{
|
||||||
|
"Bip01",
|
||||||
|
"Bip01 Footsteps",
|
||||||
|
"Bip01 Pelvis",
|
||||||
|
"Bip01 L Leg",
|
||||||
|
"Bip01 L Leg1",
|
||||||
|
"Bip01 L Foot",
|
||||||
|
"Bip01 L Toe0",
|
||||||
|
"Bip01 L Toe01",
|
||||||
|
"Bip01 L Toe02",
|
||||||
|
"Dummy16",
|
||||||
|
"Bip01 R Leg",
|
||||||
|
"Bip01 R Leg1",
|
||||||
|
"Bip01 R Foot",
|
||||||
|
"Bip01 R Toe0",
|
||||||
|
"Bip01 R Toe01",
|
||||||
|
"Bip01 R Toe02",
|
||||||
|
"Dummy11",
|
||||||
|
"Bip01 Spine",
|
||||||
|
"Bip01 Spine1",
|
||||||
|
"Bip01 Spine2",
|
||||||
|
"Bip01 Spine3",
|
||||||
|
"Bip01 Neck",
|
||||||
|
"Bip01 Head",
|
||||||
|
"Dummy21",
|
||||||
|
"Dummy08",
|
||||||
|
"Bone02",
|
||||||
|
"Bone03",
|
||||||
|
"Bone04",
|
||||||
|
"Dummy05",
|
||||||
|
"Bone09",
|
||||||
|
"Bone10",
|
||||||
|
"Dummy04",
|
||||||
|
"Bone05",
|
||||||
|
"Bone06",
|
||||||
|
"Dummy03",
|
||||||
|
"Bone07",
|
||||||
|
"Bone08",
|
||||||
|
"Dummy09",
|
||||||
|
"Bone11",
|
||||||
|
"Bone12",
|
||||||
|
"Dummy10",
|
||||||
|
"Bone13",
|
||||||
|
"Bone14",
|
||||||
|
"Bone15",
|
||||||
|
"Bip01 L Arm",
|
||||||
|
"Bip01 L Arm1",
|
||||||
|
"Bip01 L Arm2",
|
||||||
|
"Bip01 L Hand",
|
||||||
|
"Bip01 L Finger0",
|
||||||
|
"Bip01 L Finger01",
|
||||||
|
"Bip01 L Finger02",
|
||||||
|
"Dummy06",
|
||||||
|
"Bip01 L Finger1",
|
||||||
|
"Bip01 L Finger11",
|
||||||
|
"Bip01 L Finger12",
|
||||||
|
"Dummy07",
|
||||||
|
"Bip01 R Arm",
|
||||||
|
"Bip01 R Arm1",
|
||||||
|
"Bip01 R Arm2",
|
||||||
|
"Bip01 R Hand",
|
||||||
|
"Bip01 R Finger0",
|
||||||
|
"Bip01 R Finger01",
|
||||||
|
"Bip01 R Finger02",
|
||||||
|
"Dummy01",
|
||||||
|
"Bip01 R Finger1",
|
||||||
|
"Bip01 R Finger11",
|
||||||
|
"Bip01 R Finger12",
|
||||||
|
"Dummy02",
|
||||||
|
"Box02",
|
||||||
|
"Bone08",
|
||||||
|
"Bone15"
|
||||||
|
};
|
||||||
|
#endif
|
||||||
|
|
||||||
/* all potential SendFlags bits we can possibly send */
|
/* all potential SendFlags bits we can possibly send */
|
||||||
enumflags
|
enumflags
|
||||||
{
|
{
|
||||||
|
@ -67,7 +150,10 @@ class player:NSClientPlayer
|
||||||
PREDICTED_FLOAT(anim_bottom)
|
PREDICTED_FLOAT(anim_bottom)
|
||||||
PREDICTED_FLOAT(anim_bottom_time)
|
PREDICTED_FLOAT(anim_bottom_time)
|
||||||
|
|
||||||
|
virtual void UpdatePlayerAnimation(float);
|
||||||
|
|
||||||
#ifdef CLIENT
|
#ifdef CLIENT
|
||||||
|
virtual void UpdatePlayerAttachments(bool);
|
||||||
virtual void(float,float) ReceiveEntity;
|
virtual void(float,float) ReceiveEntity;
|
||||||
virtual void(void) PredictPreFrame;
|
virtual void(void) PredictPreFrame;
|
||||||
virtual void(void) PredictPostFrame;
|
virtual void(void) PredictPostFrame;
|
||||||
|
@ -81,7 +167,102 @@ class player:NSClientPlayer
|
||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void Animation_PlayerUpdate(player);
|
||||||
|
void Animation_TimerUpdate(player, float);
|
||||||
|
|
||||||
|
void
|
||||||
|
player::UpdatePlayerAnimation(float timelength)
|
||||||
|
{
|
||||||
|
/* calculate our skeletal progression */
|
||||||
|
Animation_PlayerUpdate(this);
|
||||||
|
/* advance animation timers */
|
||||||
|
Animation_TimerUpdate(this, timelength);
|
||||||
|
}
|
||||||
|
|
||||||
#ifdef CLIENT
|
#ifdef CLIENT
|
||||||
|
.string oldmodel;
|
||||||
|
string Weapons_GetPlayermodel(player, int);
|
||||||
|
|
||||||
|
void
|
||||||
|
player::UpdatePlayerAttachments(bool visible)
|
||||||
|
{
|
||||||
|
/* draw the flashlight */
|
||||||
|
if (gflags & GF_FLASHLIGHT) {
|
||||||
|
vector src;
|
||||||
|
vector ang;
|
||||||
|
|
||||||
|
if (entnum != player_localentnum) {
|
||||||
|
src = origin + view_ofs;
|
||||||
|
ang = v_angle;
|
||||||
|
} else {
|
||||||
|
src = pSeat->m_vecPredictedOrigin + [0,0,-8];
|
||||||
|
ang = view_angles;
|
||||||
|
}
|
||||||
|
|
||||||
|
makevectors(ang);
|
||||||
|
traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
|
||||||
|
|
||||||
|
if (serverkeyfloat("*bspversion") == BSPVER_HL) {
|
||||||
|
dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
|
||||||
|
} else {
|
||||||
|
float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
|
||||||
|
dynamiclight_set(p, LFIELD_ANGLES, ang);
|
||||||
|
dynamiclight_set(p, LFIELD_FLAGS, 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
|
||||||
|
if (!visible)
|
||||||
|
return;
|
||||||
|
|
||||||
|
/* what's the current weapon model supposed to be anyway? */
|
||||||
|
p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
|
||||||
|
|
||||||
|
/* we changed weapons, update skeletonindex */
|
||||||
|
if (p_model.model != p_model.oldmodel) {
|
||||||
|
/* free memory */
|
||||||
|
if (p_model.skeletonindex)
|
||||||
|
skel_delete(p_model.skeletonindex);
|
||||||
|
|
||||||
|
/* set the new model and mark us updated */
|
||||||
|
setmodel(p_model, p_model.oldmodel);
|
||||||
|
p_model.model = p_model.oldmodel;
|
||||||
|
|
||||||
|
/* set the new skeletonindex */
|
||||||
|
p_model.skeletonindex = skel_create(p_model.modelindex);
|
||||||
|
|
||||||
|
/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
|
||||||
|
if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
|
||||||
|
setcustomskin(this, "", "geomset 0 2\n");
|
||||||
|
else
|
||||||
|
setcustomskin(this, "", "geomset 0 1\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
/* follow thisayer at all times */
|
||||||
|
setorigin(p_model, origin);
|
||||||
|
p_model.angles = angles;
|
||||||
|
skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
|
||||||
|
|
||||||
|
/* we have to loop through all valid bones of the weapon model and match them
|
||||||
|
* to the thisayer one */
|
||||||
|
for (float i = 0; i < g_pbones.length; i++) {
|
||||||
|
vector bpos;
|
||||||
|
float pbone = gettagindex(this, g_pbones[i]);
|
||||||
|
float wbone = gettagindex(p_model, g_pbones[i]);
|
||||||
|
|
||||||
|
/* if the bone doesn't ignore in either skeletal mesh, ignore */
|
||||||
|
if (wbone <= 0 || pbone <= 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
bpos = gettaginfo(this, pbone);
|
||||||
|
|
||||||
|
/* the most expensive bit */
|
||||||
|
skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Weapons_AmmoUpdate(entity);
|
void Weapons_AmmoUpdate(entity);
|
||||||
void HUD_AmmoNotify_Check(player pl);
|
void HUD_AmmoNotify_Check(player pl);
|
||||||
void HUD_ItemNotify_Check(player pl);
|
void HUD_ItemNotify_Check(player pl);
|
||||||
|
|
Loading…
Reference in a new issue