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Comparing 2006 Base SDK to Fortress Forever 2.46

game_shared/base_playeranimstate.cpp

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ConVar mp_ik( "mp_ik", "1", FCVAR_REPLICATED, "Use IK on in-place turns." ); // Pose parameters stored for debugging. float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw;
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ConVar mp_ik( "mp_ik", "1", FCVAR_REPLICATED, "Use IK on in-place turns." ); #ifdef CLIENT_DLL extern ConVar cl_jimmyleg_mode; #endif // Pose parameters stored for debugging. float g_flLastBodyPitch, g_flLastBodyYaw, m_flLastMoveYaw;
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{ Activity act = GetCurrentMainSequenceActivity(); return (act == ACT_RUN || act == ACT_WALK || act == ACT_RUNTOIDLE || act == ACT_RUN_CROUCH); } void CBasePlayerAnimState::ComputeAimSequence()
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{ Activity act = GetCurrentMainSequenceActivity(); return (act == ACT_RUN || act == ACT_WALK || act == ACT_RUNTOIDLE || act == ACT_RUN_CROUCH || act == ACT_HOP); // FF: added ACT_HOP } void CBasePlayerAnimState::ComputeAimSequence()
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void CBasePlayerAnimState::ComputePlaybackRate() { VPROF( "CBasePlayerAnimState::ComputePlaybackRate" ); if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) { // When using a 9-way blend, playback rate is always 1 and we just scale the pose params
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void CBasePlayerAnimState::ComputePlaybackRate() { VPROF( "CBasePlayerAnimState::ComputePlaybackRate" ); #ifdef CLIENT_DLL if (cl_jimmyleg_mode.GetInt() == 2 && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY) { // When using a 9-way blend, playback rate is always 1 and we just scale the pose params // to speed up or slow down the animation. bool bIsMoving; float flRate = CalcMovementPlaybackRate( &bIsMoving ); if ( bIsMoving ) GetOuter()->SetPlaybackRate( flRate ); else GetOuter()->SetPlaybackRate( 1 ); } #endif if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY && m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) { // When using a 9-way blend, playback rate is always 1 and we just scale the pose params
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{ vCurMovePose.x = cos( DEG2RAD( flYaw ) ) * flPlaybackRate; vCurMovePose.y = -sin( DEG2RAD( flYaw ) ) * flPlaybackRate; } GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x ); GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y ); m_vLastMovePose = vCurMovePose; }
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{ vCurMovePose.x = cos( DEG2RAD( flYaw ) ) * flPlaybackRate; vCurMovePose.y = -sin( DEG2RAD( flYaw ) ) * flPlaybackRate; // AfterShock - player animations can be tweaked using these values // but the clamp is at 1.0f so base animation must be fast // cos we can only slow it down, not speed it up. //vCurMovePose.x = cos( DEG2RAD( flYaw ) ) * 1.0f; //vCurMovePose.y = -sin( DEG2RAD( flYaw ) ) * 1.0f; } GetOuter()->SetPoseParameter( pStudioHdr, iMoveX, vCurMovePose.x ); GetOuter()->SetPoseParameter( pStudioHdr, iMoveY, vCurMovePose.y ); m_vLastMovePose = vCurMovePose; }