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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/dod/dod_viewmodel.cpp
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+
+//========= 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
+} \ No newline at end of file