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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef WEAPON_IFMBASECAMERA_H
#define WEAPON_IFMBASECAMERA_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_ifmbase.h"
#ifdef CLIENT_DLL
#include "materialsystem/MaterialSystemUtil.h"
#endif
#if defined( CLIENT_DLL )
#define CWeaponIFMBaseCamera C_WeaponIFMBaseCamera
#endif
class CWeaponIFMBaseCamera : public CWeaponIFMBase
{
public:
DECLARE_CLASS( CWeaponIFMBaseCamera, CWeaponIFMBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
// Shared code
public:
CWeaponIFMBaseCamera();
#ifdef CLIENT_DLL
// Client code
public:
virtual void ViewModelDrawn( CBaseViewModel *pBaseViewModel );
virtual void DrawCrosshair( );
virtual int DrawModel( int flags );
virtual void OnDataChanged( DataUpdateType_t updateType );
protected:
// Gets the abs orientation of the camera
virtual void ComputeAbsCameraTransform( Vector &vecAbsOrigin, QAngle &angAbsRotation );
// Gets the bounds of the overlay to draw
void GetOverlayBounds( int &x, int &y, int &w, int &h );
// Gets the size of the overlay to draw
void GetViewportSize( int &w, int &h );
void TransmitRenderInfo();
float m_flFOV;
float m_flArmLength;
Vector m_vecRelativePosition;
QAngle m_angRelativeAngles;
int m_nScreenWidth;
int m_nScreenHeight;
bool m_bFullScreen;
CMaterialReference m_FrustumMaterial;
CMaterialReference m_FrustumWireframeMaterial;
#endif
#ifdef GAME_DLL
// Server code
public:
void SetRenderInfo( float flAspectRatio, float flFOV, float flArmLength, const Vector &vecPosition, const QAngle &angles );
#endif
private:
CNetworkVar( float, m_flRenderAspectRatio );
CNetworkVar( float, m_flRenderFOV );
CNetworkVar( float, m_flRenderArmLength );
CNetworkVector( m_vecRenderPosition );
CNetworkQAngle( m_angRenderAngles );
CWeaponIFMBaseCamera( const CWeaponIFMBaseCamera & );
};
#endif // WEAPON_IFMBASECAMERA_H
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