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-rw-r--r--mp/src/game/shared/vehicle_viewblend_shared.h158
1 files changed, 79 insertions, 79 deletions
diff --git a/mp/src/game/shared/vehicle_viewblend_shared.h b/mp/src/game/shared/vehicle_viewblend_shared.h
index 1356f28f..a7414906 100644
--- a/mp/src/game/shared/vehicle_viewblend_shared.h
+++ b/mp/src/game/shared/vehicle_viewblend_shared.h
@@ -1,79 +1,79 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================
-
-#ifndef VEHICLE_VIEWBLEND_SHARED_H
-#define VEHICLE_VIEWBLEND_SHARED_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-// Definition for how to calculate a point on the remap curve
-enum RemapAngleRange_CurvePart_t
-{
- RemapAngleRange_CurvePart_Zero = 0,
- RemapAngleRange_CurvePart_Spline,
- RemapAngleRange_CurvePart_Linear,
-};
-
-// If we enter the linear part of the remap for curve for any degree of freedom, we can lock
-// that DOF (stop remapping). This is useful for making flips feel less spastic as we oscillate
-// randomly between different parts of the remapping curve.
-struct ViewLockData_t
-{
- float flLockInterval; // The duration to lock the view when we lock it for this degree of freedom.
- // 0 = never lock this degree of freedom.
-
- bool bLocked; // True if this DOF was locked because of the above condition.
-
- float flUnlockTime; // If this DOF is locked, the time when we will unlock it.
-
- float flUnlockBlendInterval; // If this DOF is locked, how long to spend blending out of the locked view when we unlock.
-};
-
-// This is separate from the base vehicle implementation so that any class
-// that derives from IClientVehicle can use it. To use it, contain one of the
-// following structs, fill out the first section, and then call VehicleViewSmoothing()
-// inside your GetVehicleViewPosition() function.
-struct ViewSmoothingData_t
-{
- DECLARE_SIMPLE_DATADESC();
-
- // Fill these out in your vehicle
- CBaseAnimating *pVehicle;
- bool bClampEyeAngles; // Perform eye Z clamping
- float flPitchCurveZero; // Pitch values below this are clamped to zero.
- float flPitchCurveLinear; // Pitch values above this are mapped directly.
- // Spline in between.
- float flRollCurveZero; // Pitch values below this are clamped to zero.
- float flRollCurveLinear; // Roll values above this are mapped directly.
- // Spline in between.
- float flFOV; // FOV when in the vehicle.
-
- ViewLockData_t pitchLockData;
- ViewLockData_t rollLockData;
-
- bool bDampenEyePosition; // Only set to true for C_PropVehicleDriveable derived vehicles
-
- // Don't change these, they're used by VehicleViewSmoothing()
- bool bRunningEnterExit;
- bool bWasRunningAnim;
- float flEnterExitStartTime; // Time we began our animation at
- float flEnterExitDuration; // Duration of the animation
- QAngle vecAnglesSaved;
- Vector vecOriginSaved;
- QAngle vecAngleDiffSaved; // The original angular error between the entry/exit anim and player's view when we started playing the anim.
- QAngle vecAngleDiffMin; // Tracks the minimum angular error achieved so we can converge on the anim's angles.
-};
-
-// TEMP: Shared vehicle view smoothing
-void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
- Vector *pAbsOrigin, QAngle *pAbsAngles,
- bool bEnterAnimOn, bool bExitAnimOn,
- const Vector &vecEyeExitEndpoint,
- ViewSmoothingData_t *pData,
- float *pFOV );
-
-#endif // VEHICLE_VIEWBLEND_SHARED_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef VEHICLE_VIEWBLEND_SHARED_H
+#define VEHICLE_VIEWBLEND_SHARED_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+// Definition for how to calculate a point on the remap curve
+enum RemapAngleRange_CurvePart_t
+{
+ RemapAngleRange_CurvePart_Zero = 0,
+ RemapAngleRange_CurvePart_Spline,
+ RemapAngleRange_CurvePart_Linear,
+};
+
+// If we enter the linear part of the remap for curve for any degree of freedom, we can lock
+// that DOF (stop remapping). This is useful for making flips feel less spastic as we oscillate
+// randomly between different parts of the remapping curve.
+struct ViewLockData_t
+{
+ float flLockInterval; // The duration to lock the view when we lock it for this degree of freedom.
+ // 0 = never lock this degree of freedom.
+
+ bool bLocked; // True if this DOF was locked because of the above condition.
+
+ float flUnlockTime; // If this DOF is locked, the time when we will unlock it.
+
+ float flUnlockBlendInterval; // If this DOF is locked, how long to spend blending out of the locked view when we unlock.
+};
+
+// This is separate from the base vehicle implementation so that any class
+// that derives from IClientVehicle can use it. To use it, contain one of the
+// following structs, fill out the first section, and then call VehicleViewSmoothing()
+// inside your GetVehicleViewPosition() function.
+struct ViewSmoothingData_t
+{
+ DECLARE_SIMPLE_DATADESC();
+
+ // Fill these out in your vehicle
+ CBaseAnimating *pVehicle;
+ bool bClampEyeAngles; // Perform eye Z clamping
+ float flPitchCurveZero; // Pitch values below this are clamped to zero.
+ float flPitchCurveLinear; // Pitch values above this are mapped directly.
+ // Spline in between.
+ float flRollCurveZero; // Pitch values below this are clamped to zero.
+ float flRollCurveLinear; // Roll values above this are mapped directly.
+ // Spline in between.
+ float flFOV; // FOV when in the vehicle.
+
+ ViewLockData_t pitchLockData;
+ ViewLockData_t rollLockData;
+
+ bool bDampenEyePosition; // Only set to true for C_PropVehicleDriveable derived vehicles
+
+ // Don't change these, they're used by VehicleViewSmoothing()
+ bool bRunningEnterExit;
+ bool bWasRunningAnim;
+ float flEnterExitStartTime; // Time we began our animation at
+ float flEnterExitDuration; // Duration of the animation
+ QAngle vecAnglesSaved;
+ Vector vecOriginSaved;
+ QAngle vecAngleDiffSaved; // The original angular error between the entry/exit anim and player's view when we started playing the anim.
+ QAngle vecAngleDiffMin; // Tracks the minimum angular error achieved so we can converge on the anim's angles.
+};
+
+// TEMP: Shared vehicle view smoothing
+void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
+ Vector *pAbsOrigin, QAngle *pAbsAngles,
+ bool bEnterAnimOn, bool bExitAnimOn,
+ const Vector &vecEyeExitEndpoint,
+ ViewSmoothingData_t *pData,
+ float *pFOV );
+
+#endif // VEHICLE_VIEWBLEND_SHARED_H