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211 lines
5.8 KiB
211 lines
5.8 KiB
![]()
4 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 BASEVIEWMODEL_SHARED_H
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#define BASEVIEWMODEL_SHARED_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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#include "econ/ihasowner.h"
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class CBaseCombatWeapon;
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class CBaseCombatCharacter;
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class CVGuiScreen;
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#if defined( CLIENT_DLL )
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#define CBaseViewModel C_BaseViewModel
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#define CBaseCombatWeapon C_BaseCombatWeapon
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#endif
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#define VIEWMODEL_INDEX_BITS 1
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class CBaseViewModel : public CBaseAnimating, public IHasOwner
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{
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DECLARE_CLASS( CBaseViewModel, CBaseAnimating );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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CBaseViewModel( void );
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~CBaseViewModel( void );
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bool IsViewable(void) { return false; }
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virtual void UpdateOnRemove( void );
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// Weapon client handling
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virtual void SendViewModelMatchingSequence( int sequence );
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virtual void SetWeaponModel( const char *pszModelname, CBaseCombatWeapon *weapon );
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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,
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const QAngle& eyeAngles );
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virtual void AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles ) {};
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// Initializes the viewmodel for use
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void SetOwner( CBaseEntity *pEntity );
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void SetIndex( int nIndex );
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// Returns which viewmodel it is
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int ViewModelIndex( ) const;
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virtual void Precache( void );
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virtual void Spawn( void );
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virtual CBaseEntity *GetOwner( void ) { return m_hOwner; };
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virtual void AddEffects( int nEffects );
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virtual void RemoveEffects( int nEffects );
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void SpawnControlPanels();
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void DestroyControlPanels();
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void SetControlPanelsActive( bool bState );
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void ShowControlPanells( bool show );
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virtual CBaseCombatWeapon *GetOwningWeapon( void );
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virtual CBaseEntity *GetOwnerViaInterface( void ) { return GetOwner(); }
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virtual bool IsSelfAnimating()
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{
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return true;
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}
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Vector m_vecLastFacing;
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// Only support prediction in TF2 for now
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#if defined( INVASION_DLL ) || defined( INVASION_CLIENT_DLL )
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted( void ) const
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{
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return true;
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}
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#endif
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#if !defined( CLIENT_DLL )
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virtual int UpdateTransmitState( void );
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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#else
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virtual RenderGroup_t GetRenderGroup();
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// Only supported in TF2 right now
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#if defined( INVASION_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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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual bool Interpolate( float currentTime );
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bool ShouldFlipViewModel();
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void UpdateAnimationParity( void );
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virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
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virtual bool ShouldDraw();
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virtual int DrawModel( int flags );
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virtual int InternalDrawModel( int flags );
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int DrawOverriddenViewmodel( int flags );
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virtual int GetFxBlend( void );
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virtual bool IsTransparent( void );
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virtual bool UsesPowerOfTwoFrameBufferTexture( void );
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// Should this object cast shadows?
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
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// Should this object receive shadows?
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virtual bool ShouldReceiveProjectedTextures( int flags )
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{
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return false;
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}
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// Add entity to visible view models list?
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virtual void AddEntity( void );
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virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
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// See C_StudioModel's definition of this.
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virtual void UncorrectViewModelAttachment( Vector &vOrigin );
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// (inherited from C_BaseAnimating)
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virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld );
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virtual bool IsViewModel() const;
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CBaseCombatWeapon *GetWeapon() const { return m_hWeapon.Get(); }
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#ifdef CLIENT_DLL
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virtual bool ShouldResetSequenceOnNewModel( void ) { return false; }
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// Attachments
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virtual int LookupAttachment( const char *pAttachmentName );
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virtual bool GetAttachment( int number, matrix3x4_t &matrix );
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virtual bool GetAttachment( int number, Vector &origin );
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
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virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
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#endif
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private:
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CBaseViewModel( const CBaseViewModel & ); // not defined, not accessible
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#endif
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private:
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CNetworkVar( int, m_nViewModelIndex ); // Which viewmodel is it?
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CNetworkHandle( CBaseEntity, m_hOwner ); // Player or AI carrying this weapon
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// soonest time Update will call WeaponIdle
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float m_flTimeWeaponIdle;
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Activity m_Activity;
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// Used to force restart on client, only needs a few bits
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CNetworkVar( int, m_nAnimationParity );
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// Weapon art
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string_t m_sVMName; // View model of this weapon
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string_t m_sAnimationPrefix; // Prefix of the animations that should be used by the player carrying this weapon
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#if defined( CLIENT_DLL )
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int m_nOldAnimationParity;
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#endif
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typedef CHandle< CBaseCombatWeapon > CBaseCombatWeaponHandle;
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CNetworkVar( CBaseCombatWeaponHandle, m_hWeapon );
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// Control panel
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typedef CHandle<CVGuiScreen> ScreenHandle_t;
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CUtlVector<ScreenHandle_t> m_hScreens;
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};
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#endif // BASEVIEWMODEL_SHARED_H
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