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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/dod/dod_viewmodel.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/dod/dod_viewmodel.cpp')
| -rw-r--r-- | game/shared/dod/dod_viewmodel.cpp | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/game/shared/dod/dod_viewmodel.cpp b/game/shared/dod/dod_viewmodel.cpp new file mode 100644 index 0000000..d353a50 --- /dev/null +++ b/game/shared/dod/dod_viewmodel.cpp @@ -0,0 +1,151 @@ + +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= +#include "cbase.h" +#include "dod_viewmodel.h" + +#ifdef CLIENT_DLL +#include "c_dod_player.h" +#include "prediction.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +LINK_ENTITY_TO_CLASS( dod_viewmodel, CDODViewModel ); + +IMPLEMENT_NETWORKCLASS_ALIASED( DODViewModel, DT_DODViewModel ) + +BEGIN_NETWORK_TABLE( CDODViewModel, DT_DODViewModel ) +END_NETWORK_TABLE() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +#ifdef CLIENT_DLL +CDODViewModel::CDODViewModel() : m_LagAnglesHistory("CDODViewModel::m_LagAnglesHistory") +{ + m_vLagAngles.Init(); + m_LagAnglesHistory.Setup( &m_vLagAngles, 0 ); + m_vLoweredWeaponOffset.Init(); +} +#else +CDODViewModel::CDODViewModel() +{ +} +#endif + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CDODViewModel::~CDODViewModel() +{ +} + +#ifdef CLIENT_DLL +ConVar cl_wpn_sway_interp( "cl_wpn_sway_interp", "0.1", FCVAR_CLIENTDLL ); +ConVar cl_wpn_sway_scale( "cl_wpn_sway_scale", "2.6", FCVAR_CLIENTDLL ); +#endif + +void CDODViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles ) +{ +#ifdef CLIENT_DLL + if ( prediction->InPrediction() ) + { + return; + } + + float flSwayScale = cl_wpn_sway_scale.GetFloat(); + + CWeaponDODBase *pWeapon = dynamic_cast<CWeaponDODBase*>(GetWeapon()); + + if ( pWeapon ) + { + flSwayScale *= pWeapon->GetViewModelSwayScale(); + } + + // Calculate our drift + Vector forward, right, up; + AngleVectors( angles, &forward, &right, &up ); + + // Add an entry to the history. + m_vLagAngles = angles; + m_LagAnglesHistory.NoteChanged( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat(), false ); + + // Interpolate back 100ms. + m_LagAnglesHistory.Interpolate( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat() ); + + // Now take the 100ms angle difference and figure out how far the forward vector moved in local space. + Vector vLaggedForward; + QAngle angleDiff = m_vLagAngles - angles; + AngleVectors( -angleDiff, &vLaggedForward, 0, 0 ); + Vector vForwardDiff = Vector(1,0,0) - vLaggedForward; + + // Now offset the origin using that. + vForwardDiff *= flSwayScale; + origin += forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z; +#endif +} + +#ifdef CLIENT_DLL +ConVar cl_gunlowerangle( "cl_gunlowerangle", "30", FCVAR_CLIENTDLL ); +ConVar cl_gunlowerspeed( "cl_gunlowerspeed", "2", FCVAR_CLIENTDLL ); + +ConVar cl_test_vm_offset( "cl_test_vm_offset", "0 0 0", FCVAR_CHEAT | FCVAR_CLIENTDLL ); +#endif + +void CDODViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles ) +{ +#if defined( CLIENT_DLL ) + + Vector vecNewOrigin = eyePosition; + QAngle vecNewAngles = eyeAngles; + + // Check for lowering the weapon + C_DODPlayer *pPlayer = ToDODPlayer( owner ); + + Assert( pPlayer ); + + bool bLowered = pPlayer->IsWeaponLowered(); + + QAngle vecLoweredAngles(0,0,0); + + m_vLoweredWeaponOffset.x = Approach( bLowered ? cl_gunlowerangle.GetFloat() : 0, m_vLoweredWeaponOffset.x, cl_gunlowerspeed.GetFloat() ); + vecLoweredAngles.x += m_vLoweredWeaponOffset.x; + + vecNewAngles += vecLoweredAngles; + + Vector forward, right, up; + AngleVectors( vecNewAngles, &forward, &right, &up ); + + Vector test; + const char *szTestOffset = cl_test_vm_offset.GetString(); + sscanf( szTestOffset, " %f %f %f", &test[0], &test[1], &test[2] ); + + // cvar cl_test_vm_offset overrides calculated view model offset + if ( test.Length() > 0 ) + { + vecNewOrigin += forward * test[0] + right * test[1] + up * test[2]; + } + else + { + // Move the view model origin between the script standing and prone position + // based on the current view height + CWeaponDODBase *pWeapon = dynamic_cast<CWeaponDODBase*>(GetWeapon()); + + if ( pWeapon ) + { + Vector offset = pWeapon->GetDesiredViewModelOffset( pPlayer ); + + // add our offset in the proper direction + vecNewOrigin += forward * offset[0] + right * offset[1] + up * offset[2]; + } + } + + BaseClass::CalcViewModelView( owner, vecNewOrigin, vecNewAngles ); + +#endif +}
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