128 lines
3.1 KiB
C
128 lines
3.1 KiB
C
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//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef SCENEENTITY_SHARED_H
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#define SCENEENTITY_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined( CLIENT_DLL )
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#define CBaseFlex C_BaseFlex
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#define CSceneEntity C_SceneEntity
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#endif
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#include "iscenetokenprocessor.h"
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class CBaseFlex;
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class CChoreoEvent;
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class CChoreoScene;
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class CChoreoActor;
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class CSceneEntity;
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//-----------------------------------------------------------------------------
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// Purpose: One of a number of currently playing scene events for this actor
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//-----------------------------------------------------------------------------
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// FIXME: move this, it's only used in in baseflex and baseactor
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class CSceneEventInfo
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{
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public:
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CSceneEventInfo()
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:
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m_pEvent( 0 ),
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m_pScene( 0 ),
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m_pActor( 0 ),
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m_hSceneEntity( 0 ),
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m_bStarted( false ),
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m_iLayer( -1 ),
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m_iPriority( 0 ),
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m_nSequence( 0 ),
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m_bIsGesture( false ),
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m_flWeight( 0.0f ),
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m_hTarget(),
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m_bIsMoving( false ),
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m_bHasArrived( false ),
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m_flInitialYaw( 0.0f ),
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m_flTargetYaw( 0.0f ),
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m_flFacingYaw( 0.0f ),
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m_nType( 0 ),
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m_flNext( 0.0f ),
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m_bClientSide( false ),
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m_pExpHdr( NULL )
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{
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}
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// The event handle of the current scene event
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CChoreoEvent *m_pEvent;
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// Current Scene
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CChoreoScene *m_pScene;
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// Current actor
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CChoreoActor *m_pActor;
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CHandle< CSceneEntity > m_hSceneEntity;
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// Set after the first time the event has been configured ( allows
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// bumping markov index only at start of event playback, not every frame )
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bool m_bStarted;
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public:
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// EVENT local data...
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// FIXME: Evil, make accessors or figure out better place
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// FIXME: This won't work, scenes don't save and restore...
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int m_iLayer;
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int m_iPriority;
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int m_nSequence;
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bool m_bIsGesture;
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float m_flWeight; // used for suppressions of posture while moving
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// movement, faceto targets?
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EHANDLE m_hTarget;
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bool m_bIsMoving;
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bool m_bHasArrived;
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float m_flInitialYaw;
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float m_flTargetYaw;
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float m_flFacingYaw;
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// generic AI events
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int m_nType;
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float m_flNext;
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// is this event only client side?
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bool m_bClientSide;
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// cached flex file
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const flexsettinghdr_t *m_pExpHdr;
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void InitWeight( CBaseFlex *pActor );
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float UpdateWeight( CBaseFlex *pActor );
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};
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//-----------------------------------------------------------------------------
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// Purpose: Helper for parsing scene data file
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//-----------------------------------------------------------------------------
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class CSceneTokenProcessor : public ISceneTokenProcessor
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{
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public:
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const char *CurrentToken( void );
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bool GetToken( bool crossline );
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bool TokenAvailable( void );
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void Error( const char *fmt, ... );
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void SetBuffer( char *buffer );
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private:
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const char *m_pBuffer;
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char m_szToken[ 1024 ];
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};
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extern CSceneTokenProcessor g_TokenProcessor;
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void Scene_Printf( const char *pFormat, ... );
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extern ConVar scene_clientflex;
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#endif // SCENEENTITY_SHARED_H
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