Paranoia2_original/dlls/animation.cpp

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "studio.h"
#include "bs_defs.h"
#include "r_studioint.h"
#ifndef ACTIVITY_H
#include "activity.h"
#endif
#ifndef ANIMATION_H
#include "animation.h"
#endif
#ifndef SCRIPTEVENT_H
#include "scriptevent.h"
#endif
#include "cbase.h"
// Global engine <-> studio model rendering code interface
float m_poseparameter[MAXSTUDIOPOSEPARAM]; // stub
server_studio_api_t IEngineStudio;
class CBaseBoneSetup : public CStudioBoneSetup
{
model_t *m_pSubModel;
public:
virtual void debugMsg( char *szFmt, ... )
{
char buffer[2048]; // must support > 1k messages
va_list args;
va_start( args, szFmt );
Q_vsnprintf( buffer, 2048, szFmt, args );
va_end( args );
ALERT( at_console, "%s", buffer );
}
virtual mstudioanim_t *GetAnimSourceData( mstudioseqdesc_t *pseqdesc )
{
mstudioseqgroup_t *pseqgroup;
cache_user_t *paSequences;
pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup;
if( pseqdesc->seqgroup == 0 )
return (mstudioanim_t *)((byte *)m_pStudioHeader + pseqgroup->data + pseqdesc->animindex);
assert( m_pSubModel ); // assume model is set
paSequences = (cache_user_t *)m_pSubModel->submodels;
if( paSequences == NULL )
{
paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc( MAXSTUDIOGROUPS, sizeof( cache_user_t ));
m_pSubModel->submodels = (dmodel_t *)paSequences;
}
// check for already loaded
if( !IEngineStudio.Cache_Check(( struct cache_user_s *)&(paSequences[pseqdesc->seqgroup] )))
{
char filepath[128], modelpath[128], modelname[64];
COM_FileBase( m_pSubModel->name, modelname );
COM_ExtractFilePath( m_pSubModel->name, modelpath );
// NOTE: here we build real sub-animation filename because stupid user may rename model without recompile
Q_snprintf( filepath, sizeof( filepath ), "%s/%s%i%i.mdl", modelpath, modelname, pseqdesc->seqgroup / 10, pseqdesc->seqgroup % 10 );
ALERT( at_console, "loading: %s\n", filepath );
IEngineStudio.LoadCacheFile( filepath, (struct cache_user_s *)&paSequences[pseqdesc->seqgroup] );
}
return (mstudioanim_t *)((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex);
}
void SetBaseModel( model_t *mod ) { m_pSubModel = mod; }
};
static CBaseBoneSetup g_boneSetup;
//================================================================================================
// HUD_GetStudioModelInterface
// Export this function for the engine to use the studio renderer class to render objects.
//================================================================================================
int Server_GetBlendingInterface( int version, sv_blending_interface_t **ppinterface, server_studio_api_t *pstudio, float (*transform)[3][4], float (*bones)[MAXSTUDIOBONES][3][4] )
{
if( version != SV_BLENDING_INTERFACE_VERSION )
return 0;
ALERT( at_aiconsole, "Server_GetBlendingInterface()\n" );
// Copy in engine helper functions
memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ));
// Success
return 1;
}
void SetupModelBones( studiohdr_t *header )
{
g_boneSetup.SetStudioPointers( header, m_poseparameter );
}
void CalcDefaultPoseParameters( void *pmodel, float *poseparams )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return;
g_boneSetup.SetStudioPointers( pstudiohdr, poseparams );
g_boneSetup.CalcDefaultPoseParameters( poseparams );
}
CStudioBoneSetup *GetBaseBoneSetup( int modelindex, float *poseparams )
{
studiohdr_t *pstudiohdr;
model_t *mod = (model_t *)MODEL_HANDLE( modelindex );
if( !mod || mod->type != mod_studio )
return NULL;
if( !( pstudiohdr = (studiohdr_t *)mod->cache.data ))
return NULL;
g_boneSetup.SetBaseModel( mod );
g_boneSetup.SetStudioPointers( pstudiohdr, poseparams );
return &g_boneSetup;
}
//=========================================================
//=========================================================
int LookupPoseParameter( void *pmodel, const char *szName, float *poseparams )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return -1;
g_boneSetup.SetStudioPointers( pstudiohdr, poseparams );
for( int i = 0; i < g_boneSetup.CountPoseParameters(); i++ )
{
if( !Q_stricmp( g_boneSetup.pPoseParameter( i )->name, szName ))
return i;
}
return -1; // Error
}
void SetPoseParameter( void *pmodel, int iParameter, float flValue, float *poseparams )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return;
g_boneSetup.SetStudioPointers( pstudiohdr, poseparams );
g_boneSetup.SetPoseParameter( iParameter, flValue, poseparams[iParameter] );
}
float GetPoseParameter( void *pmodel, int iParameter, float *poseparams )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return 0.0f;
g_boneSetup.SetStudioPointers( pstudiohdr, poseparams );
return g_boneSetup.GetPoseParameter( iParameter, poseparams[iParameter] );
}
bool HasPoseParameter( void *pmodel, int iSequence, int iParameter )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return false;
if( iSequence < 0 || iSequence >= pstudiohdr->numseq )
return false;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + iSequence;
if( pseqdesc->blendtype[0] == iParameter || pseqdesc->blendtype[1] == iParameter )
return true;
return false;
}
int FindHitboxSetByName( void *pmodel, const char *name )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return -1;
SetupModelBones( pstudiohdr );
for( int i = 0; i < g_boneSetup.GetNumHitboxSets(); i++ )
{
mstudiohitboxset_t *set = g_boneSetup.pHitboxSet( i );
if( !set ) continue;
if( !Q_stricmp( set->name, name ))
return i;
}
return -1;
}
int ExtractBbox( void *pmodel, int sequence, Vector &mins, Vector &maxs )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
mins = pseqdesc[sequence].bbmin;
maxs = pseqdesc[sequence].bbmax;
return 1;
}
int LookupActivity( void *pmodel, int activity )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return ACTIVITY_NOT_AVAILABLE;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
int weighttotal = 0;
int seq = ACTIVITY_NOT_AVAILABLE;
for( int i = 0; i < pstudiohdr->numseq; i++ )
{
if( pseqdesc[i].activity == activity )
{
weighttotal += pseqdesc[i].actweight;
if( !weighttotal || RANDOM_LONG( 0, weighttotal - 1 ) < pseqdesc[i].actweight )
seq = i;
}
}
return seq;
}
int LookupActivityHeaviest( void *pmodel, int activity )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return ACTIVITY_NOT_AVAILABLE;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
int weight = 0;
int seq = ACTIVITY_NOT_AVAILABLE;
for( int i = 0; i < pstudiohdr->numseq; i++ )
{
if( pseqdesc[i].activity == activity )
{
if( pseqdesc[i].actweight > weight )
{
weight = pseqdesc[i].actweight;
seq = i;
}
}
}
return seq;
}
int GetEyePosition( void *pmodel, Vector &vecEyePosition )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return 0;
vecEyePosition = pstudiohdr->eyeposition;
return 1;
}
int LookupSequence( void *pmodel, const char *label )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return -1;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
for( int i = 0; i < pstudiohdr->numseq; i++ )
{
if( !Q_stricmp( pseqdesc[i].label, label ))
return i;
}
return -1;
}
int IsSoundEvent( int eventNumber )
{
if( eventNumber == SCRIPT_EVENT_SOUND || eventNumber == SCRIPT_EVENT_SOUND_VOICE )
return 1;
return 0;
}
void SequencePrecache( void *pmodel, const char *pSequenceName )
{
int index = LookupSequence( pmodel, pSequenceName );
if( index >= 0 )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if( !pstudiohdr || index >= pstudiohdr->numseq )
return;
mstudioseqdesc_t *pseqdesc;
mstudioevent_t *pevent;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + index;
pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
for( int i = 0; i < pseqdesc->numevents; i++ )
{
// don't send client-side events to the server AI
if( pevent[i].event >= EVENT_CLIENT )
continue;
if( IsSoundEvent( pevent[i].event ))
{
if( !Q_strlen(pevent[i].options ))
{
ALERT( at_error, "Bad sound event %d in sequence %s :: %s (sound is \"%s\")\n",
pevent[i].event, pstudiohdr->name, pSequenceName, pevent[i].options );
}
PRECACHE_SOUND( pevent[i].options );
}
}
}
}
void CalcGaitFrame( void *pmodel, float poseparams[], int &gaitsequence, float &flGaitFrame, float flGaitMovement )
{
studiohdr_t *pstudiohdr;
Vector vecMove, vecAngle;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return;
if( gaitsequence < 0 || gaitsequence >= pstudiohdr->numseq )
gaitsequence = 0;
g_boneSetup.SetStudioPointers( pstudiohdr, poseparams );
g_boneSetup.SeqMovement( gaitsequence, 0.0f, 1.0f, vecMove, vecAngle );
int numframes = g_boneSetup.LocalMaxFrame( gaitsequence );
float fps = g_boneSetup.LocalFPS( gaitsequence );
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + gaitsequence;
float seqMovement = vecMove.Length();
// calc gait frame
if( seqMovement > 0.0f )
flGaitFrame += (flGaitMovement / seqMovement) * numframes;
else flGaitFrame += fps * gpGlobals->frametime;
// do modulo
flGaitFrame = fmod( flGaitFrame, (float)numframes );
while( flGaitFrame < 0.0 ) flGaitFrame += numframes;
}
void GetSequenceInfo( void *pmodel, float poseparams[], int sequence, float *pflFrameRate, float *pflGroundSpeed )
{
studiohdr_t *pstudiohdr;
Vector vecMove, vecAngle;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return;
g_boneSetup.SetStudioPointers( pstudiohdr, poseparams );
mstudioseqdesc_t *pseqdesc;
if( sequence >= pstudiohdr->numseq )
{
*pflFrameRate = 0.0f;
*pflGroundSpeed = 0.0f;
return;
}
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence;
g_boneSetup.SeqMovement( sequence, 0.0f, 1.0f, vecMove, vecAngle );
int numframes = g_boneSetup.LocalMaxFrame( sequence );
float fps = g_boneSetup.LocalFPS( sequence );
if( numframes > 1 )
{
*pflFrameRate = 256.0f * fps / numframes;
*pflGroundSpeed = vecMove.Length();
*pflGroundSpeed = *pflGroundSpeed * fps / numframes;
}
else
{
*pflFrameRate = 256.0f;
*pflGroundSpeed = 0.0f;
}
}
void GetSequenceLinearMotion( void *pmodel, float poseparams[], int sequence, Vector *pVec )
{
studiohdr_t *pstudiohdr;
Vector vecMove, vecAngle;
*pVec = g_vecZero;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return;
if( sequence < 0 || sequence >= pstudiohdr->numseq )
return;
g_boneSetup.SetStudioPointers( pstudiohdr, poseparams );
g_boneSetup.SeqMovement( sequence, 0.0f, 1.0f, vecMove, vecAngle );
*pVec = vecMove;
}
int GetSequenceCount( void *pmodel )
{
studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel;
if ( !pstudiohdr ) return 0;
return pstudiohdr->numseq;
}
int GetSequenceFlags( void *pmodel, int sequence )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if( !pstudiohdr || sequence >= pstudiohdr->numseq )
return 0;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence;
return pseqdesc->flags;
}
int GetAnimationEvent( void *pmodel, int sequence, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if( !pstudiohdr || sequence >= pstudiohdr->numseq || !pMonsterEvent )
return 0;
int events = 0;
mstudioseqdesc_t *pseqdesc;
mstudioevent_t *pevent;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence;
pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
if (pseqdesc->numevents == 0 || index > pseqdesc->numevents )
return 0;
if( pseqdesc->numframes > 1 )
{
flStart *= (pseqdesc->numframes - 1) / 256.0f;
flEnd *= (pseqdesc->numframes - 1) / 256.0f;
}
else
{
flStart = 0.0f;
flEnd = 1.0f;
}
for( ; index < pseqdesc->numevents; index++ )
{
// Don't send client-side events to the server AI
if( pevent[index].event >= EVENT_CLIENT )
continue;
if(( pevent[index].frame >= flStart && pevent[index].frame < flEnd ) || ((pseqdesc->flags & STUDIO_LOOPING) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1) )
{
pMonsterEvent->event = pevent[index].event;
pMonsterEvent->options = pevent[index].options;
return index + 1;
}
}
return 0;
}
float SetController( void *pmodel, byte *controller, int iController, float flValue )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return flValue;
mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
// find first controller that matches the index
for( int i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++ )
{
if( pbonecontroller->index == iController )
break;
}
if( i >= pstudiohdr->numbonecontrollers )
return flValue;
// wrap 0..360 if it's a rotational controller
if( pbonecontroller->type & ( STUDIO_XR|STUDIO_YR|STUDIO_ZR ))
{
// ugly hack, invert value if end < start
if( pbonecontroller->end < pbonecontroller->start )
flValue = -flValue;
// does the controller not wrap?
if( pbonecontroller->start + 359.0f >= pbonecontroller->end )
{
if( flValue > (( pbonecontroller->start + pbonecontroller->end ) / 2.0f ) + 180 )
flValue = flValue - 360;
if( flValue < (( pbonecontroller->start + pbonecontroller->end ) / 2.0f ) - 180 )
flValue = flValue + 360;
}
else
{
if( flValue > 360.0f )
flValue = flValue - (int)(flValue / 360.0f) * 360.0f;
else if( flValue < 0.0f )
flValue = flValue + (int)((flValue / -360.0f) + 1.0f) * 360.0f;
}
}
int setting = 255 * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start);
setting = bound( 0, setting, 255 );
controller[iController] = setting;
return setting * (1.0f / 255.0f) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
}
// buz: GetControllerBound
float GetControllerBound2( void *pmodel, int iController )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return 0;
mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
// find first controller that matches the index
for( int i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++ )
{
if( pbonecontroller->index == iController )
break;
}
if( i >= pstudiohdr->numbonecontrollers )
return 0;
float result = pbonecontroller->end;
if (result < 0) result *= -1;
return result;
}
float SetBlending( void *pmodel, int sequence, byte *blending, int iBlender, float flValue )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return flValue;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence;
if( pseqdesc->blendtype[iBlender] == 0 )
return flValue;
if( pseqdesc->blendtype[iBlender] & ( STUDIO_XR|STUDIO_YR|STUDIO_ZR ))
{
// ugly hack, invert value if end < start
if( pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender] )
flValue = -flValue;
// does the controller not wrap?
if( pseqdesc->blendstart[iBlender] + 359.0f >= pseqdesc->blendend[iBlender] )
{
if( flValue > (( pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender] ) / 2.0f ) + 180.0f )
flValue = flValue - 360.0f;
if( flValue < (( pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender] ) / 2.0f ) - 180.0f )
flValue = flValue + 360.0f;
}
}
int setting = 255 * (flValue - pseqdesc->blendstart[iBlender]) / (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]);
setting = bound( 0, setting, 255 );
blending[iBlender] = setting;
return setting * (1.0f / 255.0f) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender];
}
int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return iGoalAnim;
mstudioseqdesc_t *pseqdesc;
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
// bail if we're going to or from a node 0
if( pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0 )
{
return iGoalAnim;
}
int iEndNode;
// ALERT( at_console, "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode );
if( *piDir > 0 )
{
iEndNode = pseqdesc[iEndingAnim].exitnode;
}
else
{
iEndNode = pseqdesc[iEndingAnim].entrynode;
}
if( iEndNode == pseqdesc[iGoalAnim].entrynode )
{
*piDir = 1;
return iGoalAnim;
}
byte *pTransition = ((byte *)pstudiohdr + pstudiohdr->transitionindex);
int iInternNode = pTransition[(iEndNode-1)*pstudiohdr->numtransitions + (pseqdesc[iGoalAnim].entrynode-1)];
if( iInternNode == 0 )
return iGoalAnim;
// look for someone going
for( int i = 0; i < pstudiohdr->numseq; i++ )
{
if( pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode )
{
*piDir = 1;
return i;
}
if( pseqdesc[i].nodeflags )
{
if( pseqdesc[i].exitnode == iEndNode && pseqdesc[i].entrynode == iInternNode )
{
*piDir = -1;
return i;
}
}
}
ALERT( at_console, "error in transition graph" );
return iGoalAnim;
}
void SetBodygroup( void *pmodel, int &iBody, int iGroup, int iValue )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return;
if( iGroup > pstudiohdr->numbodyparts )
return;
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
if( iValue >= pbodypart->nummodels )
return;
int iCurrent = (iBody / pbodypart->base) % pbodypart->nummodels;
iBody = (iBody - (iCurrent * pbodypart->base) + (iValue * pbodypart->base));
}
int GetBodygroup( void *pmodel, int iBody, int iGroup )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return 0;
if( iGroup > pstudiohdr->numbodyparts )
return 0;
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
if( pbodypart->nummodels <= 1 )
return 0;
int iCurrent = (iBody / pbodypart->base) % pbodypart->nummodels;
return iCurrent;
}
int FindAttachmentByName( void *pmodel, const char *pName )
{
studiohdr_t *pstudiohdr;
if( !( pstudiohdr = (studiohdr_t *)pmodel ))
return 0;
for( int i = 0; i < pstudiohdr->numattachments; i++ )
{
mstudioattachment_t *pattachment = (mstudioattachment_t *) ((byte *)pstudiohdr + pstudiohdr->attachmentindex);
if( !Q_stricmp( pattachment[i].name, pName ))
return i;
}
return -1;
}
float SequenceDuration( void *pmodel, float poseparams[], int iSequence )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if( !pstudiohdr )
return 0.1f;
if( iSequence < 0 || iSequence >= pstudiohdr->numseq )
return 0.1f;
g_boneSetup.SetStudioPointers( pstudiohdr, poseparams );
return g_boneSetup.LocalDuration( iSequence );
}