aboutsummaryrefslogtreecommitdiff
path: root/sp/src/game/client/studio_stats.cpp
blob: 329f7680d027e3f6554ea5b443a7ab7bf158ce3f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//===========================================================================//

#include "cbase.h"
#include "vgui/IInput.h"
#include "materialsystem/imaterialvar.h"
#include <vgui_controls/EditablePanel.h>
#include <mathlib/mathlib.h>
#include "view.h"
#include "studio_stats.h"
#include "coordsize.h"
#include "collisionutils.h"

enum
{
	RSTUDIOSTATMODE_NONE = 0,
	RSTUDIOSTATMODE_HELDWEAPON,
	RSTUDIOSTATMODE_VIEWMODEL,
	RSTUDIOSTATMODE_VIEWMODEL_ATTACHMENT,
};

IClientRenderable	*g_pStudioStatsEntity = NULL;
static ConVar	r_studio_stats( "r_studio_stats", "0", FCVAR_CHEAT );
static ConVar	r_studio_stats_lock( "r_studio_stats_lock", "0", FCVAR_CHEAT, "Lock the current studio stats entity selection" );
static ConVar	r_studio_stats_mode( "r_studio_stats_mode", "0", FCVAR_CHEAT, "Sets a mode for r_studio_stats. Modes are as follows:\n\t0 = Entity under your crosshair\n\t1 = Weapon held by player under your crosshair\n\t2 = Your viewmodel\n\t3 = The first entity attached to your viewmodel" );

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
class CStudioStatsEnumerator : public IPartitionEnumerator
{
public:
	CStudioStatsEnumerator( Ray_t& shot )
	{
		m_rayShot = shot;
		m_bHit = false;
	}

	virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
	{
		trace_t tr;
		enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pHandleEntity, &tr );

		if ( tr.fraction < 1.0 )
		{
			ICollideable *pCollideable = enginetrace->GetCollideable( pHandleEntity );
			IClientUnknown *pUnk = pCollideable->GetIClientUnknown();
			if ( pUnk )
			{
				g_pStudioStatsEntity = pUnk->GetClientRenderable();

				if ( g_pStudioStatsEntity )
				{
					m_bHit = true;
					return ITERATION_STOP;
				}
			}
		}

		return ITERATION_CONTINUE;
	}

	bool Hit( void ) const { return m_bHit; }

private:
	Ray_t			m_rayShot;
	bool			m_bHit;
};


void StudioStats_FindClosestEntity( CClientRenderablesList *pClientRenderablesList )
{
	if ( r_studio_stats_lock.GetBool() )
		return;

	g_pStudioStatsEntity = NULL;
	if ( r_studio_stats.GetBool() == false )
		return;

	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return;

	int iStudioStatMode = r_studio_stats_mode.GetInt();

	if ( iStudioStatMode == RSTUDIOSTATMODE_VIEWMODEL )
	{
		g_pStudioStatsEntity = pPlayer->GetViewModel();
		return;
	}
	if ( iStudioStatMode == RSTUDIOSTATMODE_VIEWMODEL_ATTACHMENT )
	{
		C_BaseEntity *pVM = pPlayer->GetViewModel();
		if ( pVM )
		{
			g_pStudioStatsEntity = pVM->FirstMoveChild();
		}
		return;
	}

	trace_t tr;
	Vector vecStart, vecEnd;
	VectorMA( MainViewOrigin(), MAX_TRACE_LENGTH, MainViewForward(), vecEnd );
	VectorMA( MainViewOrigin(), 10,   MainViewForward(), vecStart );

	Ray_t shotRay;
	shotRay.Init( vecStart, vecEnd );
	CStudioStatsEnumerator studioEnum( shotRay );
	partition->EnumerateElementsAlongRay( PARTITION_ALL_CLIENT_EDICTS, shotRay, false, &studioEnum );

	if ( g_pStudioStatsEntity )
	{
		C_BaseEntity *pEntity = g_pStudioStatsEntity->GetIClientUnknown()->GetBaseEntity();

		if ( pEntity && ( pEntity != C_BasePlayer::GetLocalPlayer() ) )
		{
			switch ( iStudioStatMode )
			{
			default:
			case RSTUDIOSTATMODE_NONE:
				g_pStudioStatsEntity = pEntity->GetClientRenderable();
				break;

			case RSTUDIOSTATMODE_HELDWEAPON:
				{
					C_BasePlayer *pTargetPlayer = ToBasePlayer( pEntity );
					if ( pTargetPlayer && pTargetPlayer->GetActiveWeapon() )
					{
						g_pStudioStatsEntity = pTargetPlayer->GetActiveWeapon()->GetClientRenderable();
					}
				}
				break;
			}
		}
	}
}