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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/baseviewmodel_shared.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/baseviewmodel_shared.h')
-rw-r--r--mp/src/game/shared/baseviewmodel_shared.h420
1 files changed, 210 insertions, 210 deletions
diff --git a/mp/src/game/shared/baseviewmodel_shared.h b/mp/src/game/shared/baseviewmodel_shared.h
index 5abe81d2..15d3be53 100644
--- a/mp/src/game/shared/baseviewmodel_shared.h
+++ b/mp/src/game/shared/baseviewmodel_shared.h
@@ -1,210 +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
+//========= 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