diff options
Diffstat (limited to 'mp/src/game/shared/weapon_ifmsteadycam.h')
| -rw-r--r-- | mp/src/game/shared/weapon_ifmsteadycam.h | 212 |
1 files changed, 106 insertions, 106 deletions
diff --git a/mp/src/game/shared/weapon_ifmsteadycam.h b/mp/src/game/shared/weapon_ifmsteadycam.h index efb9452e..98f32bae 100644 --- a/mp/src/game/shared/weapon_ifmsteadycam.h +++ b/mp/src/game/shared/weapon_ifmsteadycam.h @@ -1,106 +1,106 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//===========================================================================//
-
-#ifndef WEAPON_IFMSTEADYCAM_H
-#define WEAPON_IFMSTEADYCAM_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "weapon_ifmbasecamera.h"
-
-#if defined( CLIENT_DLL )
- #define CWeaponIFMSteadyCam C_WeaponIFMSteadyCam
-#endif
-
-class CWeaponIFMSteadyCam : public CWeaponIFMBaseCamera
-{
-public:
- DECLARE_CLASS( CWeaponIFMSteadyCam, CWeaponIFMBaseCamera );
- DECLARE_NETWORKCLASS();
- DECLARE_PREDICTABLE();
-
-#ifdef GAME_DLL
- DECLARE_DATADESC();
-#endif
-
-public:
- // Shared code
- CWeaponIFMSteadyCam();
- virtual ~CWeaponIFMSteadyCam();
-
- virtual void ItemPostFrame();
-
-private:
-
-#ifdef CLIENT_DLL
-
-public:
- // Client code
- virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles );
- virtual void DrawCrosshair( void );
- virtual void GetToolRecordingState( KeyValues *msg );
-
-private:
- // Purpose: Draw the weapon's crosshair
- void DrawArmLength( int x, int y, int w, int h, Color clr );
- void DrawFOV( int x, int y, int w, int h, Color clrEdges, Color clrTriangle );
-
- // Transmits the lock target
- void TransmitLockTarget();
-
- // Updates the relative orientation of the camera
- void UpdateRelativeOrientation();
- void UpdateLockedRelativeOrientation();
- void UpdateDirectRelativeOrientation();
-
- // Computes a matrix given a forward direction
- void MatrixFromForwardDirection( const Vector &vecForward, matrix3x4_t &mat );
-
- // Targets the camera to always look at a point
- void LockCamera();
-
- // Toggles to springy camera
- void ToggleSpringCamera();
- void ToggleDirectMode();
-
- // Compute the location of the camera for rendering
- virtual void ComputeAbsCameraTransform( Vector &origin, QAngle &angles );
-
- // Updates the relative orientation of the camera, spring mode
- void ComputeMouseRay( const VMatrix &steadyCamToPlayer, Vector &vecForward );
-
- // Updates the 2d spring
- void ComputeViewOffset();
-
- bool m_bIsLocked;
- bool m_bInDirectMode;
- bool m_bInSpringMode;
- Vector m_vecOffset;
-
- Vector m_vec2DVelocity;
- Vector m_vecActualViewOffset;
- Vector m_vecViewOffset;
- float m_flFOVOffsetY;
-
- vgui::HFont m_hFont;
- int m_nTextureId;
-#endif // CLIENT_DLL
-
-#ifdef GAME_DLL
-public:
- // Server code
-#endif // GAME_DLL
-
-private:
- EHANDLE m_hLockTarget;
-
-private:
- CWeaponIFMSteadyCam( const CWeaponIFMSteadyCam & );
-};
-
-
-#endif // WEAPON_IFMSTEADYCAM_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#ifndef WEAPON_IFMSTEADYCAM_H +#define WEAPON_IFMSTEADYCAM_H +#ifdef _WIN32 +#pragma once +#endif + +#include "weapon_ifmbasecamera.h" + +#if defined( CLIENT_DLL ) + #define CWeaponIFMSteadyCam C_WeaponIFMSteadyCam +#endif + +class CWeaponIFMSteadyCam : public CWeaponIFMBaseCamera +{ +public: + DECLARE_CLASS( CWeaponIFMSteadyCam, CWeaponIFMBaseCamera ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + +#ifdef GAME_DLL + DECLARE_DATADESC(); +#endif + +public: + // Shared code + CWeaponIFMSteadyCam(); + virtual ~CWeaponIFMSteadyCam(); + + virtual void ItemPostFrame(); + +private: + +#ifdef CLIENT_DLL + +public: + // Client code + virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles ); + virtual void DrawCrosshair( void ); + virtual void GetToolRecordingState( KeyValues *msg ); + +private: + // Purpose: Draw the weapon's crosshair + void DrawArmLength( int x, int y, int w, int h, Color clr ); + void DrawFOV( int x, int y, int w, int h, Color clrEdges, Color clrTriangle ); + + // Transmits the lock target + void TransmitLockTarget(); + + // Updates the relative orientation of the camera + void UpdateRelativeOrientation(); + void UpdateLockedRelativeOrientation(); + void UpdateDirectRelativeOrientation(); + + // Computes a matrix given a forward direction + void MatrixFromForwardDirection( const Vector &vecForward, matrix3x4_t &mat ); + + // Targets the camera to always look at a point + void LockCamera(); + + // Toggles to springy camera + void ToggleSpringCamera(); + void ToggleDirectMode(); + + // Compute the location of the camera for rendering + virtual void ComputeAbsCameraTransform( Vector &origin, QAngle &angles ); + + // Updates the relative orientation of the camera, spring mode + void ComputeMouseRay( const VMatrix &steadyCamToPlayer, Vector &vecForward ); + + // Updates the 2d spring + void ComputeViewOffset(); + + bool m_bIsLocked; + bool m_bInDirectMode; + bool m_bInSpringMode; + Vector m_vecOffset; + + Vector m_vec2DVelocity; + Vector m_vecActualViewOffset; + Vector m_vecViewOffset; + float m_flFOVOffsetY; + + vgui::HFont m_hFont; + int m_nTextureId; +#endif // CLIENT_DLL + +#ifdef GAME_DLL +public: + // Server code +#endif // GAME_DLL + +private: + EHANDLE m_hLockTarget; + +private: + CWeaponIFMSteadyCam( const CWeaponIFMSteadyCam & ); +}; + + +#endif // WEAPON_IFMSTEADYCAM_H |