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Diffstat (limited to 'game/shared/tf/tf_viewmodel.h')
| -rw-r--r-- | game/shared/tf/tf_viewmodel.h | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/game/shared/tf/tf_viewmodel.h b/game/shared/tf/tf_viewmodel.h new file mode 100644 index 0000000..c68a3b9 --- /dev/null +++ b/game/shared/tf/tf_viewmodel.h @@ -0,0 +1,79 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef TF_VIEWMODEL_H +#define TF_VIEWMODEL_H +#ifdef _WIN32 +#pragma once +#endif + +#include "predictable_entity.h" +#include "utlvector.h" +#include "baseplayer_shared.h" +#include "shared_classnames.h" +#include "tf_weaponbase.h" + +#if defined( CLIENT_DLL ) +#include "c_baseanimating.h" +#define CTFViewModel C_TFViewModel +#endif + +class CTFViewModel : public CBaseViewModel +{ + DECLARE_CLASS( CTFViewModel, CBaseViewModel ); +public: + + DECLARE_NETWORKCLASS(); + + CTFViewModel( void ); + virtual ~CTFViewModel( void ); + + 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 ); + +#if defined( CLIENT_DLL ) + virtual bool ShouldPredict( void ) + { + if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() ) + return true; + + return BaseClass::ShouldPredict(); + } + + virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask ); + virtual void ProcessMuzzleFlashEvent( void ); + + virtual int GetSkin(); + BobState_t &GetBobState() { return m_BobState; } + + virtual int DrawModel( int flags ); + virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo ); + + virtual const char* ModifyEventParticles( const char* token ); +#endif + + bool m_bBodygroupsDirty; + +private: + void RecalculatePlayerBodygroups(); + +#if defined( CLIENT_DLL ) + + // This is used to lag the angles. + CInterpolatedVar<QAngle> m_LagAnglesHistory; + QAngle m_vLagAngles; + BobState_t m_BobState; // view model head bob state + + CTFViewModel( const CTFViewModel & ); // not defined, not accessible + + QAngle m_vLoweredWeaponOffset; + +#endif +}; + +#endif // TF_VIEWMODEL_H |