M PlayerAnimState/TempEnt: Difference between revisions

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This [[temporary entity]] will dispatch [[m_PlayerAnimState|player animation]] events to onlooking clients in the animating player's [[PVS]]. It is not needed in singleplayer.
This [[Temporary Entity|temporary entity]] will dispatch [[m_PlayerAnimState|player animation]] events to onlooking clients in the animating player's [[PVS]]. It is not needed in singleplayer.


The code can go anywhere, but your player CPP files are the best location. Dispatch it from your player's <code>DoAnimationEvent()</code> function (before or after calling into the serverside AnimState).
The code can go anywhere, but your player CPP files are the best location. Dispatch it from your player's <code>DoAnimationEvent()</code> function (before or after calling into the serverside AnimState).

Latest revision as of 09:54, 18 June 2024

This temporary entity will dispatch player animation events to onlooking clients in the animating player's PVS. It is not needed in singleplayer.

The code can go anywhere, but your player CPP files are the best location. Dispatch it from your player's DoAnimationEvent() function (before or after calling into the serverside AnimState).

Server

class CTEPlayerAnimEvent : public CBaseTempEntity
{
public:
	DECLARE_CLASS( CTEPlayerAnimEvent, CBaseTempEntity );
	DECLARE_SERVERCLASS();
	CTEPlayerAnimEvent( const char* name ) : CBaseTempEntity( name ) {}

	CNetworkHandle( CBasePlayer, m_hPlayer );
	CNetworkVar( int, m_iEvent );
	CNetworkVar( int, m_nData );
};

IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEPlayerAnimEvent, DT_TEPlayerAnimEvent )
	SendPropEHandle( SENDINFO( m_hPlayer ) ),
	SendPropInt( SENDINFO( m_iEvent ), Q_log2( PLAYERANIMEVENT_COUNT ) + 1, SPROP_UNSIGNED ),
	SendPropInt( SENDINFO( m_nData ), 32 )
END_SEND_TABLE()

static CTEPlayerAnimEvent g_TEPlayerAnimEvent( "PlayerAnimEvent" );

void TE_PlayerAnimEvent( CBasePlayer* pPlayer, PlayerAnimEvent_t event, int nData )
{
	CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );

	//Tony; use prediction rules.
	filter.UsePredictionRules();
	
	g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
	g_TEPlayerAnimEvent.m_iEvent = event;
	g_TEPlayerAnimEvent.m_nData = nData;
	g_TEPlayerAnimEvent.Create( filter, 0 );
}

Client

#include "c_basetempentity.h"
#include "prediction.h"

class C_TEPlayerAnimEvent : public C_BaseTempEntity
{
public:
	DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity );
	DECLARE_CLIENTCLASS();

	virtual void PostDataUpdate( DataUpdateType_t updateType )
	{
		// Create the effect.
		C_MyPlayer* pPlayer = (C_MyPlayer*)m_hPlayer.Get();
		if ( pPlayer && !pPlayer->IsDormant() )
			pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData )	
	}

public:
	CNetworkHandle( CBasePlayer, m_hPlayer );
	CNetworkVar( int, m_iEvent );
	CNetworkVar( int, m_nData );
};

IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent );

BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent )
	RecvPropEHandle( RECVINFO( m_hPlayer ) ),
	RecvPropInt( RECVINFO( m_iEvent ) ),
	RecvPropInt( RECVINFO( m_nData ) )
END_RECV_TABLE()

<< Return to m_PlayerAnimState