Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "cam_thirdperson.h"
#include "gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static Vector CAM_HULL_MIN(-CAM_HULL_OFFSET,-CAM_HULL_OFFSET,-CAM_HULL_OFFSET);
static Vector CAM_HULL_MAX( CAM_HULL_OFFSET, CAM_HULL_OFFSET, CAM_HULL_OFFSET);
#ifdef CLIENT_DLL
#include "input.h"
extern const ConVar *sv_cheats;
void CAM_ToThirdPerson(void);
void CAM_ToFirstPerson(void);
void ToggleThirdPerson( bool bValue )
{
if ( bValue == true )
{
CAM_ToThirdPerson();
}
else
{
CAM_ToFirstPerson();
}
}
void ThirdPersonChange( IConVar *pConVar, const char *pOldValue, float flOldValue )
{
ConVarRef var( pConVar );
ToggleThirdPerson( var.GetBool() );
}
ConVar cl_thirdperson( "cl_thirdperson", "0", FCVAR_NOT_CONNECTED | FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_DEVELOPMENTONLY, "Enables/Disables third person", ThirdPersonChange );
#endif
CThirdPersonManager::CThirdPersonManager( void )
{
}
void CThirdPersonManager::Init( void )
{
m_bOverrideThirdPerson = false;
m_bForced = false;
m_flUpFraction = 0.0f;
m_flFraction = 1.0f;
m_flUpLerpTime = 0.0f;
m_flLerpTime = 0.0f;
m_flUpOffset = CAMERA_UP_OFFSET;
if ( input )
{
input->CAM_SetCameraThirdData( NULL, vec3_angle );
}
}
void CThirdPersonManager::Update( void )
{
#ifdef CLIENT_DLL
if ( !sv_cheats )
{
sv_cheats = cvar->FindVar( "sv_cheats" );
}
// If cheats have been disabled, pull us back out of third-person view.
if ( sv_cheats && !sv_cheats->GetBool() && GameRules() && GameRules()->AllowThirdPersonCamera() == false )
{
if ( (bool)input->CAM_IsThirdPerson() == true )
{
input->CAM_ToFirstPerson();
}
return;
}
if ( IsOverridingThirdPerson() == false )
{
if ( (bool)input->CAM_IsThirdPerson() != ( cl_thirdperson.GetBool() || m_bForced ) && GameRules() && GameRules()->AllowThirdPersonCamera() == true )
{
ToggleThirdPerson( m_bForced || cl_thirdperson.GetBool() );
}
}
#endif
}
Vector CThirdPersonManager::GetFinalCameraOffset( void )
{
Vector vDesired = GetDesiredCameraOffset();
if ( m_flUpFraction != 1.0f )
{
vDesired.z += m_flUpOffset;
}
return vDesired;
}
Vector CThirdPersonManager::GetDistanceFraction( void )
{
if ( IsOverridingThirdPerson() == true )
{
return Vector( m_flTargetFraction, m_flTargetFraction, m_flTargetFraction );
}
float flFraction = m_flFraction;
float flUpFraction = m_flUpFraction;
float flFrac = RemapValClamped( gpGlobals->curtime - m_flLerpTime, 0, CAMERA_OFFSET_LERP_TIME, 0, 1 );
flFraction = Lerp( flFrac, m_flFraction, m_flTargetFraction );
if ( flFrac == 1.0f )
{
m_flFraction = m_flTargetFraction;
}
flFrac = RemapValClamped( gpGlobals->curtime - m_flUpLerpTime, 0, CAMERA_UP_OFFSET_LERP_TIME, 0, 1 );
flUpFraction = 1.0f - Lerp( flFrac, m_flUpFraction, m_flTargetUpFraction );
if ( flFrac == 1.0f )
{
m_flUpFraction = m_flTargetUpFraction;
}
return Vector( flFraction, flFraction, flUpFraction );
}
void CThirdPersonManager::PositionCamera( CBasePlayer *pPlayer, const QAngle& angles )
{
if ( pPlayer )
{
trace_t trace;
Vector camForward, camRight, camUp;
// find our player's origin, and from there, the eye position
Vector origin = pPlayer->GetLocalOrigin();
origin += pPlayer->GetViewOffset();
AngleVectors( angles, &camForward, &camRight, &camUp );
Vector endPos = origin;
Vector vecCamOffset = endPos + (camForward * - GetDesiredCameraOffset()[DIST_FORWARD]) + (camRight * GetDesiredCameraOffset()[ DIST_RIGHT ]) + (camUp * GetDesiredCameraOffset()[ DIST_UP ] );
// use our previously #defined hull to collision trace
CTraceFilterSimple traceFilter( pPlayer, COLLISION_GROUP_NONE );
UTIL_TraceHull( endPos, vecCamOffset, CAM_HULL_MIN, CAM_HULL_MAX, MASK_SOLID & ~CONTENTS_MONSTER, &traceFilter, &trace );
if ( trace.fraction != m_flTargetFraction )
{
m_flLerpTime = gpGlobals->curtime;
}
m_flTargetFraction = trace.fraction;
m_flTargetUpFraction = 1.0f;
//If we're getting closer to a wall snap the fraction right away.
if ( m_flTargetFraction < m_flFraction )
{
m_flFraction = m_flTargetFraction;
m_flLerpTime = gpGlobals->curtime;
}
// move the camera closer if it hit something
if( trace.fraction < 1.0 )
{
m_vecCameraOffset[ DIST ] *= trace.fraction;
UTIL_TraceHull( endPos, endPos + (camForward * - GetDesiredCameraOffset()[DIST_FORWARD]), CAM_HULL_MIN, CAM_HULL_MAX, MASK_SOLID & ~CONTENTS_MONSTER, &traceFilter, &trace );
if ( trace.fraction != 1.0f )
{
if ( trace.fraction != m_flTargetUpFraction )
{
m_flUpLerpTime = gpGlobals->curtime;
}
m_flTargetUpFraction = trace.fraction;
if ( m_flTargetUpFraction < m_flUpFraction )
{
m_flUpFraction = trace.fraction;
m_flUpLerpTime = gpGlobals->curtime;
}
}
}
}
}
bool CThirdPersonManager::WantToUseGameThirdPerson( void )
{
return cl_thirdperson.GetBool() && GameRules() && GameRules()->AllowThirdPersonCamera() && IsOverridingThirdPerson() == false;
}
CThirdPersonManager g_ThirdPersonManager;