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-rw-r--r--mp/src/game/shared/weapon_ifmsteadycam.h212
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