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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/baseviewmodel_shared.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/baseviewmodel_shared.h')
| -rw-r--r-- | game/shared/baseviewmodel_shared.h | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/game/shared/baseviewmodel_shared.h b/game/shared/baseviewmodel_shared.h new file mode 100644 index 0000000..15d3be5 --- /dev/null +++ b/game/shared/baseviewmodel_shared.h @@ -0,0 +1,210 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef BASEVIEWMODEL_SHARED_H +#define BASEVIEWMODEL_SHARED_H +#ifdef _WIN32 +#pragma once +#endif + +#include "predictable_entity.h" +#include "utlvector.h" +#include "baseplayer_shared.h" +#include "shared_classnames.h" +#include "econ/ihasowner.h" + +class CBaseCombatWeapon; +class CBaseCombatCharacter; +class CVGuiScreen; + +#if defined( CLIENT_DLL ) +#define CBaseViewModel C_BaseViewModel +#define CBaseCombatWeapon C_BaseCombatWeapon +#endif + +#define VIEWMODEL_INDEX_BITS 1 + +class CBaseViewModel : public CBaseAnimating, public IHasOwner +{ + DECLARE_CLASS( CBaseViewModel, CBaseAnimating ); +public: + + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + +#if !defined( CLIENT_DLL ) + DECLARE_DATADESC(); +#endif + + CBaseViewModel( void ); + ~CBaseViewModel( void ); + + + bool IsViewable(void) { return false; } + + virtual void UpdateOnRemove( void ); + + // Weapon client handling + virtual void SendViewModelMatchingSequence( int sequence ); + virtual void SetWeaponModel( const char *pszModelname, CBaseCombatWeapon *weapon ); + + virtual void CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles ); + virtual void CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, + const QAngle& eyeAngles ); + virtual void AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles ) {}; + + // Initializes the viewmodel for use + void SetOwner( CBaseEntity *pEntity ); + void SetIndex( int nIndex ); + // Returns which viewmodel it is + int ViewModelIndex( ) const; + + virtual void Precache( void ); + + virtual void Spawn( void ); + + virtual CBaseEntity *GetOwner( void ) { return m_hOwner; }; + + virtual void AddEffects( int nEffects ); + virtual void RemoveEffects( int nEffects ); + + void SpawnControlPanels(); + void DestroyControlPanels(); + void SetControlPanelsActive( bool bState ); + void ShowControlPanells( bool show ); + + virtual CBaseCombatWeapon *GetOwningWeapon( void ); + + virtual CBaseEntity *GetOwnerViaInterface( void ) { return GetOwner(); } + + virtual bool IsSelfAnimating() + { + return true; + } + + Vector m_vecLastFacing; + + // Only support prediction in TF2 for now +#if defined( INVASION_DLL ) || defined( INVASION_CLIENT_DLL ) + // All predicted weapons need to implement and return true + virtual bool IsPredicted( void ) const + { + return true; + } +#endif + +#if !defined( CLIENT_DLL ) + virtual int UpdateTransmitState( void ); + virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ); + virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ); +#else + + virtual RenderGroup_t GetRenderGroup(); + +// Only supported in TF2 right now +#if defined( INVASION_CLIENT_DLL ) + + virtual bool ShouldPredict( void ) + { + if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() ) + return true; + + return BaseClass::ShouldPredict(); + } + +#endif + + + virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ); + + virtual void OnDataChanged( DataUpdateType_t updateType ); + virtual void PostDataUpdate( DataUpdateType_t updateType ); + + virtual bool Interpolate( float currentTime ); + + bool ShouldFlipViewModel(); + void UpdateAnimationParity( void ); + + virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform ); + + virtual bool ShouldDraw(); + virtual int DrawModel( int flags ); + virtual int InternalDrawModel( int flags ); + int DrawOverriddenViewmodel( int flags ); + virtual int GetFxBlend( void ); + virtual bool IsTransparent( void ); + virtual bool UsesPowerOfTwoFrameBufferTexture( void ); + + // Should this object cast shadows? + virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; } + + // Should this object receive shadows? + virtual bool ShouldReceiveProjectedTextures( int flags ) + { + return false; + } + + // Add entity to visible view models list? + virtual void AddEntity( void ); + + virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]); + + // See C_StudioModel's definition of this. + virtual void UncorrectViewModelAttachment( Vector &vOrigin ); + + // (inherited from C_BaseAnimating) + virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ); + virtual bool IsViewModel() const; + + CBaseCombatWeapon *GetWeapon() const { return m_hWeapon.Get(); } + +#ifdef CLIENT_DLL + virtual bool ShouldResetSequenceOnNewModel( void ) { return false; } + + // Attachments + virtual int LookupAttachment( const char *pAttachmentName ); + virtual bool GetAttachment( int number, matrix3x4_t &matrix ); + virtual bool GetAttachment( int number, Vector &origin ); + virtual bool GetAttachment( int number, Vector &origin, QAngle &angles ); + virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel ); +#endif + +private: + CBaseViewModel( const CBaseViewModel & ); // not defined, not accessible + +#endif + +private: + CNetworkVar( int, m_nViewModelIndex ); // Which viewmodel is it? + CNetworkHandle( CBaseEntity, m_hOwner ); // Player or AI carrying this weapon + + // soonest time Update will call WeaponIdle + float m_flTimeWeaponIdle; + + Activity m_Activity; + + // Used to force restart on client, only needs a few bits + CNetworkVar( int, m_nAnimationParity ); + + // Weapon art + string_t m_sVMName; // View model of this weapon + string_t m_sAnimationPrefix; // Prefix of the animations that should be used by the player carrying this weapon + +#if defined( CLIENT_DLL ) + int m_nOldAnimationParity; +#endif + + + typedef CHandle< CBaseCombatWeapon > CBaseCombatWeaponHandle; + CNetworkVar( CBaseCombatWeaponHandle, m_hWeapon ); + + // Control panel + typedef CHandle<CVGuiScreen> ScreenHandle_t; + CUtlVector<ScreenHandle_t> m_hScreens; +}; + +#endif // BASEVIEWMODEL_SHARED_H |