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61 lines
1.3 KiB
61 lines
1.3 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef DOD_VIEWMODEL_H
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#define DOD_VIEWMODEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "predictable_entity.h"
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#include "utlvector.h"
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#include "baseplayer_shared.h"
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#include "shared_classnames.h"
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#if defined( CLIENT_DLL )
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#define CDODViewModel C_DODViewModel
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#endif
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class CDODViewModel : public CBaseViewModel
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{
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DECLARE_CLASS( CDODViewModel, CBaseViewModel );
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public:
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DECLARE_NETWORKCLASS();
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CDODViewModel( void );
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~CDODViewModel( void );
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virtual void CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles );
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virtual void CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles );
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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#endif
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private:
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#if defined( CLIENT_DLL )
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// This is used to lag the angles.
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CInterpolatedVar<QAngle> m_LagAnglesHistory;
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QAngle m_vLagAngles;
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CDODViewModel( const CDODViewModel & ); // not defined, not accessible
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QAngle m_vLoweredWeaponOffset;
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#endif
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};
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#endif // DOD_VIEWMODEL_H
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