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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseviewmodel_shared.h"
#include "datacache/imdlcache.h"
#if defined( CLIENT_DLL )
#include "iprediction.h"
#include "prediction.h"
#include "client_virtualreality.h"
#include "sourcevr/isourcevirtualreality.h"
#else
#include "vguiscreen.h"
#endif
#if defined( CLIENT_DLL ) && defined( SIXENSE )
#include "sixense/in_sixense.h"
#include "sixense/sixense_convars_extern.h"
#endif
#ifdef SIXENSE
extern ConVar in_forceuser;
#include "iclientmode.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define VIEWMODEL_ANIMATION_PARITY_BITS 3
#define SCREEN_OVERLAY_MATERIAL "vgui/screens/vgui_overlay"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseViewModel::CBaseViewModel()
{
#if defined( CLIENT_DLL )
// NOTE: We do this here because the color is never transmitted for the view model.
m_nOldAnimationParity = 0;
m_EntClientFlags |= ENTCLIENTFLAG_ALWAYS_INTERPOLATE;
#endif
SetRenderColor( 255, 255, 255, 255 );
// View model of this weapon
m_sVMName = NULL_STRING;
// Prefix of the animations that should be used by the player carrying this weapon
m_sAnimationPrefix = NULL_STRING;
m_nViewModelIndex = 0;
m_nAnimationParity = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseViewModel::~CBaseViewModel()
{
}
void CBaseViewModel::UpdateOnRemove( void )
{
BaseClass::UpdateOnRemove();
DestroyControlPanels();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseViewModel::Precache( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseViewModel::Spawn( void )
{
Precache( );
SetSize( Vector( -8, -4, -2), Vector(8, 4, 2) );
SetSolid( SOLID_NONE );
}
#if defined ( CSTRIKE_DLL ) && !defined ( CLIENT_DLL )
#define VGUI_CONTROL_PANELS
#endif
#if defined ( TF_DLL )
#define VGUI_CONTROL_PANELS
#endif
#ifdef INVASION_DLL
#define VGUI_CONTROL_PANELS
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseViewModel::SetControlPanelsActive( bool bState )
{
#if defined( VGUI_CONTROL_PANELS )
// Activate control panel screens
for ( int i = m_hScreens.Count(); --i >= 0; )
{
if (m_hScreens[i].Get())
{
m_hScreens[i]->SetActive( bState );
}
}
#endif
}
//-----------------------------------------------------------------------------
// This is called by the base object when it's time to spawn the control panels
//-----------------------------------------------------------------------------
void CBaseViewModel::SpawnControlPanels()
{
#if defined( VGUI_CONTROL_PANELS )
char buf[64];
// Destroy existing panels
DestroyControlPanels();
CBaseCombatWeapon *weapon = m_hWeapon.Get();
if ( weapon == NULL )
{
return;
}
MDLCACHE_CRITICAL_SECTION();
// FIXME: Deal with dynamically resizing control panels?
// If we're attached to an entity, spawn control panels on it instead of use
CBaseAnimating *pEntityToSpawnOn = this;
char *pOrgLL = "controlpanel%d_ll";
char *pOrgUR = "controlpanel%d_ur";
char *pAttachmentNameLL = pOrgLL;
char *pAttachmentNameUR = pOrgUR;
/*
if ( IsBuiltOnAttachment() )
{
pEntityToSpawnOn = dynamic_cast<CBaseAnimating*>((CBaseEntity*)m_hBuiltOnEntity.Get());
if ( pEntityToSpawnOn )
{
char sBuildPointLL[64];
char sBuildPointUR[64];
Q_snprintf( sBuildPointLL, sizeof( sBuildPointLL ), "bp%d_controlpanel%%d_ll", m_iBuiltOnPoint );
Q_snprintf( sBuildPointUR, sizeof( sBuildPointUR ), "bp%d_controlpanel%%d_ur", m_iBuiltOnPoint );
pAttachmentNameLL = sBuildPointLL;
pAttachmentNameUR = sBuildPointUR;
}
else
{
pEntityToSpawnOn = this;
}
}
*/
Assert( pEntityToSpawnOn );
// Lookup the attachment point...
int nPanel;
for ( nPanel = 0; true; ++nPanel )
{
Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel );
int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
{
// Try and use my panels then
pEntityToSpawnOn = this;
Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel );
nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
return;
}
Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel );
int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
{
// Try and use my panels then
Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel );
nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
return;
}
const char *pScreenName;
weapon->GetControlPanelInfo( nPanel, pScreenName );
if (!pScreenName)
continue;
const char *pScreenClassname;
weapon->GetControlPanelClassName( nPanel, pScreenClassname );
if ( !pScreenClassname )
continue;
// Compute the screen size from the attachment points...
matrix3x4_t panelToWorld;
pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
matrix3x4_t worldToPanel;
MatrixInvert( panelToWorld, worldToPanel );
// Now get the lower right position + transform into panel space
Vector lr, lrlocal;
pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
MatrixGetColumn( panelToWorld, 3, lr );
VectorTransform( lr, worldToPanel, lrlocal );
float flWidth = lrlocal.x;
float flHeight = lrlocal.y;
CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex );
pScreen->ChangeTeam( GetTeamNumber() );
pScreen->SetActualSize( flWidth, flHeight );
pScreen->SetActive( false );
pScreen->MakeVisibleOnlyToTeammates( false );
#ifdef INVASION_DLL
pScreen->SetOverlayMaterial( SCREEN_OVERLAY_MATERIAL );
#endif
pScreen->SetAttachedToViewModel( true );
int nScreen = m_hScreens.AddToTail( );
m_hScreens[nScreen].Set( pScreen );
}
#endif
}
void CBaseViewModel::DestroyControlPanels()
{
#if defined( VGUI_CONTROL_PANELS )
// Kill the control panels
int i;
for ( i = m_hScreens.Count(); --i >= 0; )
{
DestroyVGuiScreen( m_hScreens[i].Get() );
}
m_hScreens.RemoveAll();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
//-----------------------------------------------------------------------------
void CBaseViewModel::SetOwner( CBaseEntity *pEntity )
{
m_hOwner = pEntity;
#if !defined( CLIENT_DLL )
// Make sure we're linked into hierarchy
//SetParent( pEntity );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
//-----------------------------------------------------------------------------
void CBaseViewModel::SetIndex( int nIndex )
{
m_nViewModelIndex = nIndex;
Assert( m_nViewModelIndex < (1 << VIEWMODEL_INDEX_BITS) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseViewModel::ViewModelIndex( ) const
{
return m_nViewModelIndex;
}
//-----------------------------------------------------------------------------
// Purpose: Pass our visibility on to our child screens
//-----------------------------------------------------------------------------
void CBaseViewModel::AddEffects( int nEffects )
{
if ( nEffects & EF_NODRAW )
{
SetControlPanelsActive( false );
}
BaseClass::AddEffects( nEffects );
}
//-----------------------------------------------------------------------------
// Purpose: Pass our visibility on to our child screens
//-----------------------------------------------------------------------------
void CBaseViewModel::RemoveEffects( int nEffects )
{
if ( nEffects & EF_NODRAW )
{
SetControlPanelsActive( true );
}
BaseClass::RemoveEffects( nEffects );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *modelname -
//-----------------------------------------------------------------------------
void CBaseViewModel::SetWeaponModel( const char *modelname, CBaseCombatWeapon *weapon )
{
m_hWeapon = weapon;
#if defined( CLIENT_DLL )
SetModel( modelname );
#else
string_t str;
if ( modelname != NULL )
{
str = MAKE_STRING( modelname );
}
else
{
str = NULL_STRING;
}
if ( str != m_sVMName )
{
// Msg( "SetWeaponModel %s at %f\n", modelname, gpGlobals->curtime );
m_sVMName = str;
SetModel( STRING( m_sVMName ) );
// Create any vgui control panels associated with the weapon
SpawnControlPanels();
bool showControlPanels = weapon && weapon->ShouldShowControlPanels();
SetControlPanelsActive( showControlPanels );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBaseCombatWeapon
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CBaseViewModel::GetOwningWeapon( void )
{
return m_hWeapon.Get();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : sequence -
//-----------------------------------------------------------------------------
void CBaseViewModel::SendViewModelMatchingSequence( int sequence )
{
// since all we do is send a sequence number down to the client,
// set this here so other weapons code knows which sequence is playing.
SetSequence( sequence );
m_nAnimationParity = ( m_nAnimationParity + 1 ) & ( (1<<VIEWMODEL_ANIMATION_PARITY_BITS) - 1 );
#if defined( CLIENT_DLL )
m_nOldAnimationParity = m_nAnimationParity;
// Force frame interpolation to start at exactly frame zero
m_flAnimTime = gpGlobals->curtime;
#else
CBaseCombatWeapon *weapon = m_hWeapon.Get();
bool showControlPanels = weapon && weapon->ShouldShowControlPanels();
SetControlPanelsActive( showControlPanels );
#endif
// Restart animation at frame 0
SetCycle( 0 );
ResetSequenceInfo();
}
#if defined( CLIENT_DLL )
#include "ivieweffects.h"
#endif
void CBaseViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
{
// UNDONE: Calc this on the server? Disabled for now as it seems unnecessary to have this info on the server
#if defined( CLIENT_DLL )
QAngle vmangoriginal = eyeAngles;
QAngle vmangles = eyeAngles;
Vector vmorigin = eyePosition;
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
//Allow weapon lagging
if ( pWeapon != NULL )
{
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
#endif
{
// add weapon-specific bob
pWeapon->AddViewmodelBob( this, vmorigin, vmangles );
#if defined ( CSTRIKE_DLL )
CalcViewModelLag( vmorigin, vmangles, vmangoriginal );
#endif
}
}
// Add model-specific bob even if no weapon associated (for head bob for off hand models)
AddViewModelBob( owner, vmorigin, vmangles );
#if !defined ( CSTRIKE_DLL )
// This was causing weapon jitter when rotating in updated CS:S; original Source had this in above InPrediction block 07/14/10
// Add lag
CalcViewModelLag( vmorigin, vmangles, vmangoriginal );
#endif
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
{
// Let the viewmodel shake at about 10% of the amplitude of the player's view
vieweffects->ApplyShake( vmorigin, vmangles, 0.1 );
}
#endif
if( UseVR() )
{
g_ClientVirtualReality.OverrideViewModelTransform( vmorigin, vmangles, pWeapon && pWeapon->ShouldUseLargeViewModelVROverride() );
}
SetLocalOrigin( vmorigin );
SetLocalAngles( vmangles );
#ifdef SIXENSE
if( g_pSixenseInput->IsEnabled() && (owner->GetObserverMode()==OBS_MODE_NONE) && !UseVR() )
{
const float max_gun_pitch = 20.0f;
float viewmodel_fov_ratio = g_pClientMode->GetViewModelFOV()/owner->GetFOV();
QAngle gun_angles = g_pSixenseInput->GetViewAngleOffset() * -viewmodel_fov_ratio;
// Clamp pitch a bit to minimize seeing back of viewmodel
if( gun_angles[PITCH] < -max_gun_pitch )
{
gun_angles[PITCH] = -max_gun_pitch;
}
#ifdef WIN32 // ShouldFlipViewModel comes up unresolved on osx? Mabye because it's defined inline? fixme
if( ShouldFlipViewModel() )
{
gun_angles[YAW] *= -1.0f;
}
#endif
vmangles = EyeAngles() + gun_angles;
SetLocalAngles( vmangles );
}
#endif
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float g_fMaxViewModelLag = 1.5f;
void CBaseViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles )
{
Vector vOriginalOrigin = origin;
QAngle vOriginalAngles = angles;
// Calculate our drift
Vector forward;
AngleVectors( angles, &forward, NULL, NULL );
if ( gpGlobals->frametime != 0.0f )
{
Vector vDifference;
VectorSubtract( forward, m_vecLastFacing, vDifference );
float flSpeed = 5.0f;
// If we start to lag too far behind, we'll increase the "catch up" speed. Solves the problem with fast cl_yawspeed, m_yaw or joysticks
// rotating quickly. The old code would slam lastfacing with origin causing the viewmodel to pop to a new position
float flDiff = vDifference.Length();
if ( (flDiff > g_fMaxViewModelLag) && (g_fMaxViewModelLag > 0.0f) )
{
float flScale = flDiff / g_fMaxViewModelLag;
flSpeed *= flScale;
}
// FIXME: Needs to be predictable?
VectorMA( m_vecLastFacing, flSpeed * gpGlobals->frametime, vDifference, m_vecLastFacing );
// Make sure it doesn't grow out of control!!!
VectorNormalize( m_vecLastFacing );
VectorMA( origin, 5.0f, vDifference * -1.0f, origin );
Assert( m_vecLastFacing.IsValid() );
}
Vector right, up;
AngleVectors( original_angles, &forward, &right, &up );
float pitch = original_angles[ PITCH ];
if ( pitch > 180.0f )
pitch -= 360.0f;
else if ( pitch < -180.0f )
pitch += 360.0f;
if ( g_fMaxViewModelLag == 0.0f )
{
origin = vOriginalOrigin;
angles = vOriginalAngles;
}
//FIXME: These are the old settings that caused too many exposed polys on some models
VectorMA( origin, -pitch * 0.035f, forward, origin );
VectorMA( origin, -pitch * 0.03f, right, origin );
VectorMA( origin, -pitch * 0.02f, up, origin);
}
//-----------------------------------------------------------------------------
// Stub to keep networking consistent for DEM files
//-----------------------------------------------------------------------------
#if defined( CLIENT_DLL )
extern void RecvProxy_EffectFlags( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_SequenceNum( const CRecvProxyData *pData, void *pStruct, void *pOut );
#endif
//-----------------------------------------------------------------------------
// Purpose: Resets anim cycle when the server changes the weapon on us
//-----------------------------------------------------------------------------
#if defined( CLIENT_DLL )
static void RecvProxy_Weapon( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CBaseViewModel *pViewModel = ((CBaseViewModel*)pStruct);
CBaseCombatWeapon *pOldWeapon = pViewModel->GetOwningWeapon();
// Chain through to the default recieve proxy ...
RecvProxy_IntToEHandle( pData, pStruct, pOut );
// ... and reset our cycle index if the server is switching weapons on us
CBaseCombatWeapon *pNewWeapon = pViewModel->GetOwningWeapon();
if ( pNewWeapon != pOldWeapon )
{
// Restart animation at frame 0
pViewModel->SetCycle( 0 );
pViewModel->m_flAnimTime = gpGlobals->curtime;
}
}
#endif
LINK_ENTITY_TO_CLASS( viewmodel, CBaseViewModel );
IMPLEMENT_NETWORKCLASS_ALIASED( BaseViewModel, DT_BaseViewModel )
BEGIN_NETWORK_TABLE_NOBASE(CBaseViewModel, DT_BaseViewModel)
#if !defined( CLIENT_DLL )
SendPropModelIndex(SENDINFO(m_nModelIndex)),
SendPropInt (SENDINFO(m_nBody), 8),
SendPropInt (SENDINFO(m_nSkin), 10),
SendPropInt (SENDINFO(m_nSequence), 8, SPROP_UNSIGNED),
SendPropInt (SENDINFO(m_nViewModelIndex), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED),
SendPropFloat (SENDINFO(m_flPlaybackRate), 8, SPROP_ROUNDUP, -4.0, 12.0f),
SendPropInt (SENDINFO(m_fEffects), 10, SPROP_UNSIGNED),
SendPropInt (SENDINFO(m_nAnimationParity), 3, SPROP_UNSIGNED ),
SendPropEHandle (SENDINFO(m_hWeapon)),
SendPropEHandle (SENDINFO(m_hOwner)),
SendPropInt( SENDINFO( m_nNewSequenceParity ), EF_PARITY_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_nResetEventsParity ), EF_PARITY_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_nMuzzleFlashParity ), EF_MUZZLEFLASH_BITS, SPROP_UNSIGNED ),
#if !defined( INVASION_DLL ) && !defined( INVASION_CLIENT_DLL )
SendPropArray (SendPropFloat(SENDINFO_ARRAY(m_flPoseParameter), 8, 0, 0.0f, 1.0f), m_flPoseParameter),
#endif
#else
RecvPropInt (RECVINFO(m_nModelIndex)),
RecvPropInt (RECVINFO(m_nSkin)),
RecvPropInt (RECVINFO(m_nBody)),
RecvPropInt (RECVINFO(m_nSequence), 0, RecvProxy_SequenceNum ),
RecvPropInt (RECVINFO(m_nViewModelIndex)),
RecvPropFloat (RECVINFO(m_flPlaybackRate)),
RecvPropInt (RECVINFO(m_fEffects), 0, RecvProxy_EffectFlags ),
RecvPropInt (RECVINFO(m_nAnimationParity)),
RecvPropEHandle (RECVINFO(m_hWeapon), RecvProxy_Weapon ),
RecvPropEHandle (RECVINFO(m_hOwner)),
RecvPropInt( RECVINFO( m_nNewSequenceParity )),
RecvPropInt( RECVINFO( m_nResetEventsParity )),
RecvPropInt( RECVINFO( m_nMuzzleFlashParity )),
#if !defined( INVASION_DLL ) && !defined( INVASION_CLIENT_DLL )
RecvPropArray(RecvPropFloat(RECVINFO(m_flPoseParameter[0]) ), m_flPoseParameter ),
#endif
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CBaseViewModel )
// Networked
DEFINE_PRED_FIELD( m_nModelIndex, FIELD_SHORT, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD( m_nSkin, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nBody, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nSequence, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flPlaybackRate, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.125f ),
DEFINE_PRED_FIELD( m_fEffects, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_OVERRIDE ),
DEFINE_PRED_FIELD( m_nAnimationParity, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_hWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flAnimTime, FIELD_FLOAT, 0 ),
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT ),
DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_PRIVATE | FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ),
END_PREDICTION_DATA()
void RecvProxy_SequenceNum( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CBaseViewModel *model = (CBaseViewModel *)pStruct;
if (pData->m_Value.m_Int != model->GetSequence())
{
MDLCACHE_CRITICAL_SECTION();
model->SetSequence(pData->m_Value.m_Int);
model->m_flAnimTime = gpGlobals->curtime;
model->SetCycle(0);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseViewModel::LookupAttachment( const char *pAttachmentName )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->LookupAttachment( pAttachmentName );
return BaseClass::LookupAttachment( pAttachmentName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseViewModel::GetAttachment( int number, matrix3x4_t &matrix )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->GetAttachment( number, matrix );
return BaseClass::GetAttachment( number, matrix );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseViewModel::GetAttachment( int number, Vector &origin )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->GetAttachment( number, origin );
return BaseClass::GetAttachment( number, origin );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseViewModel::GetAttachment( int number, Vector &origin, QAngle &angles )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->GetAttachment( number, origin, angles );
return BaseClass::GetAttachment( number, origin, angles );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseViewModel::GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->GetAttachmentVelocity( number, originVel, angleVel );
return BaseClass::GetAttachmentVelocity( number, originVel, angleVel );
}
#endif