Ноги в режиме от первого лица
Примечание: Работает только в 2007 версии движка( OB )
Это не работает в мультиплеере, потому что заменяет модель thirdperson на модель без рук и головы.
Примечание:Не работает в 2013 версии движка
Рекомендуется
- Valve's Source Engine code ( 2007 ) Single Player.
- Программы для 3д моделирование ( XSI, 3DS Max, Blender etc )
- Модели ( доступные здесь Here ) <-- Исправленные текстуры
- Мозг
Система анимации.
Вам необходимо использовать код Malortie для работы.
Создайте два файла в shared папке вашего мода.
Первый это "singleplayer_animstate.h".
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Single Player animation state 'handler'. This utility is used
// to evaluate the pose parameter value based on the direction
// and speed of the player.
//
//====================================================================================//
#ifndef SINGLEPLAYER_ANIMSTATE_H
#define SINGLEPLAYER_ANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#else
#include "player.h"
#endif
class CSinglePlayerAnimState
{
public:
enum
{
TURN_NONE = 0,
TURN_LEFT,
TURN_RIGHT
};
CSinglePlayerAnimState( CBasePlayer *pPlayer );
void Init( CBasePlayer *pPlayer );
Activity BodyYawTranslateActivity( Activity activity );
void Update();
const QAngle& GetRenderAngles();
void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
CBasePlayer *GetBasePlayer();
void Release();
private:
void GetOuterAbsVelocity( Vector& vel );
int ConvergeAngles( float goal,float maxrate, float dt, float& current );
void EstimateYaw( void );
void ComputePoseParam_BodyYaw( void );
void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
void ComputePoseParam_BodyLookYaw( void );
void ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr );
void ComputePlaybackRate();
CBasePlayer *m_pPlayer;
float m_flGaitYaw;
float m_flStoredCycle;
float m_flGoalFeetYaw;
float m_flCurrentFeetYaw;
float m_flCurrentTorsoYaw;
float m_flLastYaw;
float m_flLastTurnTime;
int m_nTurningInPlace;
QAngle m_angRender;
float m_flTurnCorrectionTime;
};
CSinglePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer );
#endif // SINGLEPLAYER_ANIMSTATE_H
Файл завершен добавляем второй файл "singleplayer_animstate.cpp"
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Single Player animation state 'handler'. This utility is used
// to evaluate the pose parameter value based on the direction
// and speed of the player.
//
//====================================================================================//
#include "cbase.h"
#include "singleplayer_animstate.h"
#include "tier0/vprof.h"
#include "animation.h"
#include "studio.h"
#include "apparent_velocity_helper.h"
#include "utldict.h"
#include "filesystem.h"
extern ConVar mp_facefronttime, mp_feetyawrate, mp_ik;
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
CSinglePlayerAnimState *CreatePlayerAnimationState( CBasePlayer *pPlayer )
{
MDLCACHE_CRITICAL_SECTION();
CSinglePlayerAnimState *pState = new CSinglePlayerAnimState( pPlayer );
pState->Init(pPlayer);
return pState;
}
// Below this many degrees, slow down turning rate linearly
#define FADE_TURN_DEGREES 45.0f
// After this, need to start turning feet
#define MAX_TORSO_ANGLE 90.0f
// Below this amount, don't play a turning animation/perform IK
#define MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION 15.0f
//static ConVar tf2_feetyawrunscale( "tf2_feetyawrunscale", "2", FCVAR_REPLICATED, "Multiplier on tf2_feetyawrate to allow turning faster when running." );
extern ConVar sv_backspeed;
extern ConVar mp_feetyawrate;
extern ConVar mp_facefronttime;
extern ConVar mp_ik;
CSinglePlayerAnimState::CSinglePlayerAnimState( CBasePlayer *pPlayer ): m_pPlayer( pPlayer )
{
m_flGaitYaw = 0.0f;
m_flGoalFeetYaw = 0.0f;
m_flCurrentFeetYaw = 0.0f;
m_flCurrentTorsoYaw = 0.0f;
m_flLastYaw = 0.0f;
m_flLastTurnTime = 0.0f;
m_flTurnCorrectionTime = 0.0f;
m_pPlayer = NULL;
};
void CSinglePlayerAnimState::Init( CBasePlayer *pPlayer )
{
m_pPlayer = pPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::Update()
{
m_angRender = GetBasePlayer()->GetLocalAngles();
ComputePoseParam_BodyYaw();
ComputePoseParam_BodyPitch(GetBasePlayer()->GetModelPtr());
ComputePoseParam_BodyLookYaw();
ComputePoseParam_HeadPitch(GetBasePlayer()->GetModelPtr());
ComputePlaybackRate();
}
void CSinglePlayerAnimState::Release()
{
delete this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePlaybackRate()
{
// Determine ideal playback rate
Vector vel;
GetOuterAbsVelocity( vel );
float speed = vel.Length2D();
bool isMoving = ( speed > 0.5f ) ? true : false;
float maxspeed = GetBasePlayer()->GetSequenceGroundSpeed( GetBasePlayer()->GetSequence() );
if ( isMoving && ( maxspeed > 0.0f ) )
{
float flFactor = 1.0f;
// Note this gets set back to 1.0 if sequence changes due to ResetSequenceInfo below
GetBasePlayer()->SetPlaybackRate( ( speed * flFactor ) / maxspeed );
// BUG BUG:
// This stuff really should be m_flPlaybackRate = speed / m_flGroundSpeed
}
else
{
GetBasePlayer()->SetPlaybackRate( 1.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBasePlayer
//-----------------------------------------------------------------------------
CBasePlayer *CSinglePlayerAnimState::GetBasePlayer()
{
return m_pPlayer;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : dt -
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::EstimateYaw( void )
{
float dt = gpGlobals->frametime;
if ( !dt )
{
return;
}
Vector est_velocity;
QAngle angles;
GetOuterAbsVelocity( est_velocity );
angles = GetBasePlayer()->GetLocalAngles();
if ( est_velocity[1] == 0 && est_velocity[0] == 0 )
{
float flYawDiff = angles[YAW] - m_flGaitYaw;
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
if (flYawDiff > 180)
flYawDiff -= 360;
if (flYawDiff < -180)
flYawDiff += 360;
if (dt < 0.25)
flYawDiff *= dt * 4;
else
flYawDiff *= dt;
m_flGaitYaw += flYawDiff;
m_flGaitYaw = m_flGaitYaw - (int)(m_flGaitYaw / 360) * 360;
}
else
{
m_flGaitYaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
if (m_flGaitYaw > 180)
m_flGaitYaw = 180;
else if (m_flGaitYaw < -180)
m_flGaitYaw = -180;
}
}
//-----------------------------------------------------------------------------
// Purpose: Override for backpeddling
// Input : dt -
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePoseParam_BodyYaw( void )
{
int iYaw = GetBasePlayer()->LookupPoseParameter( "move_yaw" );
if ( iYaw < 0 )
return;
// view direction relative to movement
float flYaw;
EstimateYaw();
QAngle angles = GetBasePlayer()->GetLocalAngles();
float ang = angles[ YAW ];
if ( ang > 180.0f )
{
ang -= 360.0f;
}
else if ( ang < -180.0f )
{
ang += 360.0f;
}
// calc side to side turning
flYaw = ang - m_flGaitYaw;
// Invert for mapping into 8way blend
flYaw = -flYaw;
flYaw = flYaw - (int)(flYaw / 360) * 360;
if (flYaw < -180)
{
flYaw = flYaw + 360;
}
else if (flYaw > 180)
{
flYaw = flYaw - 360;
}
GetBasePlayer()->SetPoseParameter( iYaw, flYaw );
#ifndef CLIENT_DLL
//Adrian: Make the model's angle match the legs so the hitboxes match on both sides.
GetBasePlayer()->SetLocalAngles( QAngle( GetBasePlayer()->EyeAngles().x, m_flCurrentFeetYaw, 0 ) );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr )
{
// Get pitch from v_angle
float flPitch = GetBasePlayer()->GetLocalAngles()[ PITCH ];
if ( flPitch > 180.0f )
{
flPitch -= 360.0f;
}
flPitch = clamp( flPitch, -90, 90 );
QAngle absangles = GetBasePlayer()->GetAbsAngles();
absangles.x = 0.0f;
m_angRender = absangles;
// See if we have a blender for pitch
GetBasePlayer()->SetPoseParameter( pStudioHdr, "aim_pitch", flPitch );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : goal -
// maxrate -
// dt -
// current -
// Output : int
//-----------------------------------------------------------------------------
int CSinglePlayerAnimState::ConvergeAngles( float goal,float maxrate, float dt, float& current )
{
int direction = TURN_NONE;
float anglediff = goal - current;
float anglediffabs = fabs( anglediff );
anglediff = AngleNormalize( anglediff );
float scale = 1.0f;
if ( anglediffabs <= FADE_TURN_DEGREES )
{
scale = anglediffabs / FADE_TURN_DEGREES;
// Always do at least a bit of the turn ( 1% )
scale = clamp( scale, 0.01f, 1.0f );
}
float maxmove = maxrate * dt * scale;
if ( fabs( anglediff ) < maxmove )
{
current = goal;
}
else
{
if ( anglediff > 0 )
{
current += maxmove;
direction = TURN_LEFT;
}
else
{
current -= maxmove;
direction = TURN_RIGHT;
}
}
current = AngleNormalize( current );
return direction;
}
void CSinglePlayerAnimState::ComputePoseParam_BodyLookYaw( void )
{
QAngle absangles = GetBasePlayer()->GetAbsAngles();
absangles.y = AngleNormalize( absangles.y );
m_angRender = absangles;
// See if we even have a blender for pitch
int upper_body_yaw = GetBasePlayer()->LookupPoseParameter( "aim_yaw" );
if ( upper_body_yaw < 0 )
{
return;
}
// Assume upper and lower bodies are aligned and that we're not turning
float flGoalTorsoYaw = 0.0f;
int turning = TURN_NONE;
float turnrate = 360.0f;
Vector vel;
GetOuterAbsVelocity( vel );
bool isMoving = ( vel.Length() > 1.0f ) ? true : false;
if ( !isMoving )
{
// Just stopped moving, try and clamp feet
if ( m_flLastTurnTime <= 0.0f )
{
m_flLastTurnTime = gpGlobals->curtime;
m_flLastYaw = GetBasePlayer()->EyeAngles().y;
// Snap feet to be perfectly aligned with torso/eyes
m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
m_flCurrentFeetYaw = m_flGoalFeetYaw;
m_nTurningInPlace = TURN_NONE;
}
// If rotating in place, update stasis timer
if ( m_flLastYaw != GetBasePlayer()->EyeAngles().y )
{
m_flLastTurnTime = gpGlobals->curtime;
m_flLastYaw = GetBasePlayer()->EyeAngles().y;
}
if ( m_flGoalFeetYaw != m_flCurrentFeetYaw )
{
m_flLastTurnTime = gpGlobals->curtime;
}
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
QAngle eyeAngles = GetBasePlayer()->EyeAngles();
QAngle vAngle = GetBasePlayer()->GetLocalAngles();
// See how far off current feetyaw is from true yaw
float yawdelta = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;
yawdelta = AngleNormalize( yawdelta );
bool rotated_too_far = false;
float yawmagnitude = fabs( yawdelta );
// If too far, then need to turn in place
if ( yawmagnitude > 45 )
{
rotated_too_far = true;
}
// Standing still for a while, rotate feet around to face forward
// Or rotated too far
// FIXME: Play an in place turning animation
if ( rotated_too_far ||
( gpGlobals->curtime > m_flLastTurnTime + mp_facefronttime.GetFloat() ) )
{
m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
m_flLastTurnTime = gpGlobals->curtime;
/* float yd = m_flCurrentFeetYaw - m_flGoalFeetYaw;
if ( yd > 0 )
{
m_nTurningInPlace = TURN_RIGHT;
}
else if ( yd < 0 )
{
m_nTurningInPlace = TURN_LEFT;
}
else
{
m_nTurningInPlace = TURN_NONE;
}
turning = ConvergeAngles( m_flGoalFeetYaw, turnrate, gpGlobals->frametime, m_flCurrentFeetYaw );
yawdelta = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;*/
}
// Snap upper body into position since the delta is already smoothed for the feet
flGoalTorsoYaw = yawdelta;
m_flCurrentTorsoYaw = flGoalTorsoYaw;
}
else
{
m_flLastTurnTime = 0.0f;
m_nTurningInPlace = TURN_NONE;
m_flCurrentFeetYaw = m_flGoalFeetYaw = GetBasePlayer()->EyeAngles().y;
flGoalTorsoYaw = 0.0f;
m_flCurrentTorsoYaw = GetBasePlayer()->EyeAngles().y - m_flCurrentFeetYaw;
}
if ( turning == TURN_NONE )
{
m_nTurningInPlace = turning;
}
if ( m_nTurningInPlace != TURN_NONE )
{
// If we're close to finishing the turn, then turn off the turning animation
if ( fabs( m_flCurrentFeetYaw - m_flGoalFeetYaw ) < MIN_TURN_ANGLE_REQUIRING_TURN_ANIMATION )
{
m_nTurningInPlace = TURN_NONE;
}
}
// Rotate entire body into position
absangles = GetBasePlayer()->GetAbsAngles();
absangles.y = m_flCurrentFeetYaw;
m_angRender = absangles;
GetBasePlayer()->SetPoseParameter( upper_body_yaw, clamp( m_flCurrentTorsoYaw, -60.0f, 60.0f ) );
/*
// FIXME: Adrian, what is this?
int body_yaw = GetBasePlayer()->LookupPoseParameter( "body_yaw" );
if ( body_yaw >= 0 )
{
GetBasePlayer()->SetPoseParameter( body_yaw, 30 );
}
*/
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSinglePlayerAnimState::ComputePoseParam_HeadPitch( CStudioHdr *pStudioHdr )
{
// Get pitch from v_angle
int iHeadPitch = GetBasePlayer()->LookupPoseParameter("head_pitch");
float flPitch = GetBasePlayer()->EyeAngles()[PITCH];
if ( flPitch > 180.0f )
{
flPitch -= 360.0f;
}
flPitch = clamp( flPitch, -90, 90 );
QAngle absangles = GetBasePlayer()->GetAbsAngles();
absangles.x = 0.0f;
m_angRender = absangles;
GetBasePlayer()->SetPoseParameter( pStudioHdr, iHeadPitch, flPitch );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : activity -
// Output : Activity
//-----------------------------------------------------------------------------
Activity CSinglePlayerAnimState::BodyYawTranslateActivity( Activity activity )
{
// Not even standing still, sigh
if ( activity != ACT_IDLE )
return activity;
// Not turning
switch ( m_nTurningInPlace )
{
default:
case TURN_NONE:
return activity;
/*
case TURN_RIGHT:
return ACT_TURNRIGHT45;
case TURN_LEFT:
return ACT_TURNLEFT45;
*/
case TURN_RIGHT:
case TURN_LEFT:
return mp_ik.GetBool() ? ACT_TURN : activity;
}
Assert( 0 );
return activity;
}
const QAngle& CSinglePlayerAnimState::GetRenderAngles()
{
return m_angRender;
}
void CSinglePlayerAnimState::GetOuterAbsVelocity( Vector& vel )
{
#if defined( CLIENT_DLL )
GetBasePlayer()->EstimateAbsVelocity( vel );
#else
vel = GetBasePlayer()->GetAbsVelocity();
#endif
}
Полная реализация
В "c_baseplayer.cpp" иищем следующие функцию:
bool IsInFreezeCam( void )
И внизу добавляем:
bool IsInEye( void )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
return true;
}
Потом, в этом файле ищем:
bool C_BasePlayer::ShouldDraw()
И заменяем на:
bool C_BasePlayer::ShouldDraw()
{
return BaseClass::ShouldDraw();
}
static ConVar cl_legs("cl_legs", "1", FCVAR_CHEAT, "Enable or disable player leg rendering", true, 0, true, 1);
static ConVar cl_legs_origin_shift("cl_legs_origin_shift", "-17", FCVAR_CHEAT, "Amount in game units to shift the player model relative to the direction the player is facing");
static ConVar cl_legs_clip_height("cl_legs_clip_height", "0", FCVAR_CHEAT, "Amount in game units of the player model to render up to [0 = disable]", true, 0, false, 0);
const Vector& C_BasePlayer::GetRenderOrigin( void )
{
// If we're not observing this player, or if we're not drawing it at the
// moment then use the normal absolute origin.
// NOTE: the GetCurrentlyDrawingEntity check is here to make sure the
// shadow is rendered from the correct origin
if(!IsInEye() || view->GetCurrentlyDrawingEntity() != this)
return BaseClass::GetRenderOrigin();
// Get the forward vector
static Vector forward; // static because this method returns a reference
AngleVectors(GetRenderAngles(), &forward);
// Shift the render origin by a fixed amount
forward *= cl_legs_origin_shift.GetFloat();
forward += GetAbsOrigin();
return forward;
}
Теперь в функции
int C_BasePlayer::DrawModel( int flags )
Добавляем:
CMatRenderContextPtr context(materials);
if(cl_legs_clip_height.GetInt() > 0)
{
context->SetHeightClipMode(MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT);
context->SetHeightClipZ(GetAbsOrigin().z+cl_legs_clip_height.GetFloat());
}
Теперь, ищем функцию
void C_BasePlayer::AddEntity( void )
и под этим
// Add in lighting effects
CreateLightEffects();
добавляем
SetLocalAnglesDim(X_INDEX, 0 );
Сейчас, в "c_baseplayer.h", ищем
bool IsInFreezeCam( void );
и под этим добавляем:
bool IsInEye( void );
В этом же файле ищем:
virtual int DrawModel( int flags );
И добавляем:
const Vector& C_BasePlayer::GetRenderOrigin();
Потом, открываем "hl2_player.cpp" и добавляем
#define PLAYER_MODEL "models/player.mdl"
После всех #define.
Сейчас ищем:
void CHL2_Player::Precache( void )
И добавляем
PrecacheModel(PLAYER_MODEL);
Теперь, ищем
void CHL2_Player::Spawn(void)
и ищем следующею линию
SetModel( "models/player.mdl" );
и заменяем на
SetModel( PLAYER_MODEL );
Сейчас, Ищем
CHL2_Player::~CHL2_Player( void )
и заменяем на:
CHL2_Player::~CHL2_Player( void )
{
// FPLEGS - Destructor defualt empty! Added code below!
// Clears the animation state.
if ( m_pPlayerAnimState != NULL )
{
m_pPlayerAnimState->Release();
m_pPlayerAnimState = NULL;
}
}
Так, ищем
CHL2_Player::CHL2_Player()
и заменяем на:
CHL2_Player::CHL2_Player()
{
// FPLEGS
m_pPlayerAnimState = CreatePlayerAnimationState(this);
m_angEyeAngles.Init();
// FPLEGS END
m_nNumMissPositions = 0;
m_pPlayerAISquad = 0;
m_bSprintEnabled = true;
m_flArmorReductionTime = 0.0f;
m_iArmorReductionFrom = 0;
}
Сейчас, поднимите голову верх:
void CHL2_Player::PostThink( void )
и замените на:
void CHL2_Player::PostThink( void )
{
BaseClass::PostThink();
if ( !g_fGameOver && !IsPlayerLockedInPlace() && IsAlive() )
{
HandleAdmireGlovesAnimation();
}
// FPLEGS
m_angEyeAngles = EyeAngles();
QAngle angles = GetLocalAngles();
angles[PITCH] = 0;
SetLocalAngles( angles );
m_pPlayerAnimState->Update();
}
Сейчас,Добавьте это в конец файла:
void CHL2_Player::SetAnimation( PLAYER_ANIM playerAnim )
{
int animDesired;
float speed;
speed = GetAbsVelocity().Length2D();
if ( GetFlags() & ( FL_FROZEN | FL_ATCONTROLS ) )
{
speed = 0;
playerAnim = PLAYER_IDLE;
}
Activity idealActivity = ACT_HL2MP_RUN;
if ( playerAnim == PLAYER_JUMP )
{
if ( HasWeapons() )
idealActivity = ACT_HL2MP_JUMP;
else
idealActivity = ACT_JUMP;
}
else if ( playerAnim == PLAYER_DIE )
{
if ( m_lifeState == LIFE_ALIVE )
{
return;
}
}
else if ( playerAnim == PLAYER_ATTACK1 )
{
if ( GetActivity( ) == ACT_HOVER ||
GetActivity( ) == ACT_SWIM ||
GetActivity( ) == ACT_HOP ||
GetActivity( ) == ACT_LEAP ||
GetActivity( ) == ACT_DIESIMPLE )
{
idealActivity = GetActivity( );
}
else
{
idealActivity = ACT_HL2MP_GESTURE_RANGE_ATTACK;
}
}
else if ( playerAnim == PLAYER_RELOAD )
{
idealActivity = ACT_HL2MP_GESTURE_RELOAD;
}
else if ( playerAnim == PLAYER_IDLE || playerAnim == PLAYER_WALK )
{
if ( !( GetFlags() & FL_ONGROUND ) && ( GetActivity( ) == ACT_HL2MP_JUMP || GetActivity( ) == ACT_JUMP ) ) // Still jumping
{
idealActivity = GetActivity( );
}
else if ( GetWaterLevel() > 1 )
{
if ( speed == 0 )
{
if ( HasWeapons() )
idealActivity = ACT_HL2MP_IDLE;
else
idealActivity = ACT_IDLE;
}
else
{
if ( HasWeapons() )
idealActivity = ACT_HL2MP_RUN;
else
idealActivity = ACT_RUN;
}
}
else
{
if ( GetFlags() & FL_DUCKING )
{
if ( speed > 0 )
{
if ( HasWeapons() )
idealActivity = ACT_HL2MP_WALK_CROUCH;
else
idealActivity = ACT_WALK_CROUCH;
}
else
{
if ( HasWeapons() )
idealActivity = ACT_HL2MP_IDLE_CROUCH;
else
idealActivity = ACT_COVER_LOW;
}
}
else
{
if ( speed > 0 )
{
{
if ( HasWeapons() )
idealActivity = ACT_HL2MP_RUN;
else
{
if ( speed > HL2_WALK_SPEED + 20.0f )
idealActivity = ACT_RUN;
else
idealActivity = ACT_WALK;
}
}
}
else
{
if ( HasWeapons() )
idealActivity = ACT_HL2MP_IDLE;
else
idealActivity = ACT_IDLE;
}
}
}
//idealActivity = TranslateTeamActivity( idealActivity );
}
if ( IsInAVehicle() )
{
idealActivity = ACT_COVER_LOW;
}
if ( idealActivity == ACT_HL2MP_GESTURE_RANGE_ATTACK )
{
RestartGesture( Weapon_TranslateActivity( idealActivity ) );
// FIXME: this seems a bit wacked
Weapon_SetActivity( Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
return;
}
else if ( idealActivity == ACT_HL2MP_GESTURE_RELOAD )
{
RestartGesture( Weapon_TranslateActivity( idealActivity ) );
return;
}
else
{
SetActivity( idealActivity );
animDesired = SelectWeightedSequence( Weapon_TranslateActivity ( idealActivity ) );
if (animDesired == -1)
{
animDesired = SelectWeightedSequence( idealActivity );
if ( animDesired == -1 )
{
animDesired = 0;
}
}
// Already using the desired animation?
if ( GetSequence() == animDesired )
return;
m_flPlaybackRate = 1.0;
ResetSequence( animDesired );
SetCycle( 0 );
return;
}
// Already using the desired animation?
if ( GetSequence() == animDesired )
return;
//Msg( "Set animation to %d\n", animDesired );
// Reset to first frame of desired animation
ResetSequence( animDesired );
SetCycle( 0 );
}
Потом, идём в "hl2_player.h" и добавляем
#include "singleplayer_animstate.h"
в начала файла.
Сейчас, идем в конец "public:" в классе
class CHL2_Player : public
и добавляем
void SetAnimation( PLAYER_ANIM playerAnim );
сейчас,идём в конец класс, в "private:" секцую добавляем
CSinglePlayerAnimState *m_pPlayerAnimState;
QAngle m_angEyeAngles;
Weapon activity list tables
в weapon_357.cpp:
В описание класса, ниже макроса "DECLARE_DATADESC()", добавляем следующею линию:
DECLARE_ACTTABLE();
ниже класса на 50 линию,где-то добавляем следующею таблицу :
acttable_t CWeapon357::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
};
IMPLEMENT_ACTTABLE( CWeapon357 );
в weapon_ar2.cpp:
There is already an activity list. At it's foot, after // { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false },
In weapon_crossbow.cpp:
In the class description, around line 450, under the macro "DECLARE_DATADESC()", add this line:
DECLARE_ACTTABLE();
Under the class definition around line 489, add this activity table list:
acttable_t CWeaponCrossbow::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false },
};
IMPLEMENT_ACTTABLE( CWeaponCrossbow );
In weapon_crowbar.cpp:
There is already an activity list. At it's foot, after { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
add the following list:
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
In weapon_frag.cpp:
There is already an activity list. At it's foot, after { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP,
In weapon_physcannon.cpp:
In the class description, around line 1203, under the macro "DECLARE_DATADESC()", add this line:
DECLARE_ACTTABLE();
Under the class definition around line 1374, add this activity table list:
acttable_t CWeaponPhysCannon::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
};
IMPLEMENT_ACTTABLE( CWeaponPhysCannon );
In weapon_pistol.cpp:
There is already an activity list. At it's foot, after { ACT_RUN, ACT_RUN_PISTOL, false },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
In weapon_rpg.cpp:
There is already an activity list. At it's foot, after { ACT_COVER_LOW, ACT_COVER_LOW_RPG, true },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_RPG, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, false },
In weapon_shotgun.cpp:
There is already an activity list. At it's foot, after { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false },
In weapon_smg1.cpp:
There is already an activity list. At it's foot, after { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false },
Создание модели
Если ты хочешь создать свою модель, скачайте оригинальные player.mdl SMD файлы вот ссылка здесь.
При создание модели делайте её как gordon_body_ref.smd или как на картинки здесь.
Конечный продукт
Посмотрите конечный продукт здесь на youtube.
Благодарность
- Код анимации для сингла - Malortie
- Weapon Activity Tables - Malortie
- Другое - Zombie Killa
- Gordon Freeman - VALVe and DPFilms
- Туториал - ExoBacon
- Перевёл - я
January 2024