You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
572 lines
16 KiB
572 lines
16 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//===========================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "tf_viewmodel.h"
|
||
|
#include "tf_shareddefs.h"
|
||
|
#include "tf_weapon_minigun.h"
|
||
|
#include "tf_weapon_invis.h"
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
#include "c_tf_player.h"
|
||
|
|
||
|
// for spy material proxy
|
||
|
#include "tf_proxyentity.h"
|
||
|
#include "materialsystem/imaterial.h"
|
||
|
#include "materialsystem/imaterialvar.h"
|
||
|
#include "prediction.h"
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#include "bone_setup.h" //temp
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( tf_viewmodel, CTFViewModel );
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( TFViewModel, DT_TFViewModel )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CTFViewModel, DT_TFViewModel )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#ifdef CLIENT_DLL
|
||
|
CTFViewModel::CTFViewModel()
|
||
|
: m_LagAnglesHistory("CPredictedViewModel::m_LagAnglesHistory")
|
||
|
, m_bBodygroupsDirty( true )
|
||
|
{
|
||
|
m_vLagAngles.Init();
|
||
|
m_LagAnglesHistory.Setup( &m_vLagAngles, 0 );
|
||
|
m_vLoweredWeaponOffset.Init();
|
||
|
}
|
||
|
#else
|
||
|
CTFViewModel::CTFViewModel()
|
||
|
{
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFViewModel::~CTFViewModel()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
void DrawEconEntityAttachedModels( CBaseAnimating *pEnt, CEconEntity *pAttachedModelSource, const ClientModelRenderInfo_t *pInfo, int iMatchDisplayFlags );
|
||
|
|
||
|
// TODO: Turning this off by setting interp 0.0 instead of 0.1 for now since we have a timing bug to resolve
|
||
|
ConVar cl_wpn_sway_interp( "cl_wpn_sway_interp", "0.0", FCVAR_CLIENTDLL | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
|
||
|
ConVar cl_wpn_sway_scale( "cl_wpn_sway_scale", "5.0", FCVAR_CLIENTDLL | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Adds head bob for off hand models
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFViewModel::AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
// if we are an off hand view model (index 1) and we have a model, add head bob.
|
||
|
// (Head bob for main hand model added by the weapon itself.)
|
||
|
if ( ViewModelIndex() == 1 && GetModel() != null )
|
||
|
{
|
||
|
CalcViewModelBobHelper( owner, &m_BobState );
|
||
|
AddViewModelBobHelper( eyePosition, eyeAngles, &m_BobState );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void CTFViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
if ( prediction->InPrediction() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( cl_wpn_sway_interp.GetFloat() <= 0.0f )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Calculate our drift
|
||
|
Vector forward, right, up;
|
||
|
AngleVectors( angles, &forward, &right, &up );
|
||
|
|
||
|
// Add an entry to the history.
|
||
|
m_vLagAngles = angles;
|
||
|
m_LagAnglesHistory.NoteChanged( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat(), false );
|
||
|
|
||
|
// Interpolate back 100ms.
|
||
|
m_LagAnglesHistory.Interpolate( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat() );
|
||
|
|
||
|
// Now take the 100ms angle difference and figure out how far the forward vector moved in local space.
|
||
|
Vector vLaggedForward;
|
||
|
QAngle angleDiff = m_vLagAngles - angles;
|
||
|
AngleVectors( -angleDiff, &vLaggedForward, 0, 0 );
|
||
|
Vector vForwardDiff = Vector(1,0,0) - vLaggedForward;
|
||
|
|
||
|
// Now offset the origin using that.
|
||
|
vForwardDiff *= cl_wpn_sway_scale.GetFloat();
|
||
|
origin += forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
ConVar cl_gunlowerangle( "cl_gunlowerangle", "90", FCVAR_CLIENTDLL | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
|
||
|
ConVar cl_gunlowerspeed( "cl_gunlowerspeed", "2", FCVAR_CLIENTDLL | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
|
||
|
|
||
|
ConVar tf_use_min_viewmodels( "tf_use_min_viewmodels", "0", FCVAR_ARCHIVE, "Use minimized viewmodels." );
|
||
|
|
||
|
ConVar tf_viewmodels_offset_override( "tf_viewmodels_offset_override", "", FCVAR_CHEAT, "If set, this will override the position of all viewmodels. Usage 'x y z'" );
|
||
|
#endif
|
||
|
|
||
|
void CTFViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
|
||
|
{
|
||
|
#if defined( CLIENT_DLL )
|
||
|
|
||
|
Vector vecNewOrigin = eyePosition;
|
||
|
QAngle vecNewAngles = eyeAngles;
|
||
|
|
||
|
// Check for lowering the weapon
|
||
|
C_TFPlayer *pPlayer = ToTFPlayer( owner );
|
||
|
|
||
|
Assert( pPlayer );
|
||
|
|
||
|
bool bLowered = pPlayer->IsWeaponLowered();
|
||
|
|
||
|
QAngle vecLoweredAngles(0,0,0);
|
||
|
|
||
|
m_vLoweredWeaponOffset.x = Approach( bLowered ? cl_gunlowerangle.GetFloat() : 0, m_vLoweredWeaponOffset.x, cl_gunlowerspeed.GetFloat() );
|
||
|
vecLoweredAngles.x += m_vLoweredWeaponOffset.x;
|
||
|
|
||
|
vecNewAngles += vecLoweredAngles;
|
||
|
|
||
|
// we want to always enable this internally
|
||
|
bool bShouldUseMinMode = tf_use_min_viewmodels.GetBool();
|
||
|
|
||
|
// are we overriding vm offset?
|
||
|
const char *pszVMOffsetOverride = tf_viewmodels_offset_override.GetString();
|
||
|
bool bOverride = ( pszVMOffsetOverride && *pszVMOffsetOverride );
|
||
|
bShouldUseMinMode |= bOverride;
|
||
|
|
||
|
// alt view model
|
||
|
CTFWeaponBase *pWeapon = assert_cast< CTFWeaponBase* >( GetWeapon() );
|
||
|
if ( bShouldUseMinMode && pWeapon )
|
||
|
{
|
||
|
static float s_inspectInterp = 1.f;
|
||
|
if ( pWeapon->GetInspectStage() != CTFWeaponBase::INSPECT_INVALID )
|
||
|
{
|
||
|
if ( pWeapon->GetInspectStage() == CTFWeaponBase::INSPECT_END )
|
||
|
{
|
||
|
// use the last second of the anim
|
||
|
s_inspectInterp = Clamp( 1.f - ( pWeapon->GetInspectAnimTime() - gpGlobals->curtime ), 0.f, 1.f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
s_inspectInterp = Clamp( s_inspectInterp - gpGlobals->frametime, 0.f, 1.f );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
s_inspectInterp = Clamp( s_inspectInterp + gpGlobals->frametime, 0.f, 1.f );
|
||
|
}
|
||
|
|
||
|
Vector forward, right, up;
|
||
|
AngleVectors( eyeAngles, &forward, &right, &up );
|
||
|
|
||
|
Vector viewmodelOffset;
|
||
|
if ( bOverride )
|
||
|
{
|
||
|
UTIL_StringToVector( viewmodelOffset.Base(), pszVMOffsetOverride );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
viewmodelOffset = pWeapon->GetViewmodelOffset();
|
||
|
}
|
||
|
Vector vOffset = viewmodelOffset.x * forward + viewmodelOffset.y * right + viewmodelOffset.z * up;
|
||
|
vOffset *= Gain( s_inspectInterp, 0.5f );
|
||
|
vecNewOrigin += vOffset;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
BaseClass::CalcViewModelView( owner, vecNewOrigin, vecNewAngles );
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Don't render the weapon if its supposed to be lowered and we have
|
||
|
// finished the lowering animation
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFViewModel::DrawModel( int flags )
|
||
|
{
|
||
|
// Check for lowering the weapon
|
||
|
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
Assert( pPlayer );
|
||
|
|
||
|
if ( m_bBodygroupsDirty )
|
||
|
{
|
||
|
m_nBody = 0;
|
||
|
pPlayer->RecalcBodygroupsIfDirty();
|
||
|
m_bBodygroupsDirty = false;
|
||
|
}
|
||
|
|
||
|
bool bLowered = pPlayer->IsWeaponLowered();
|
||
|
|
||
|
if ( bLowered && fabs( m_vLoweredWeaponOffset.x - cl_gunlowerangle.GetFloat() ) < 0.1 )
|
||
|
{
|
||
|
// fully lowered, stop drawing
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( pLocalPlayer && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE &&
|
||
|
pLocalPlayer->GetObserverTarget() && pLocalPlayer->GetObserverTarget()->IsPlayer() )
|
||
|
{
|
||
|
pPlayer = ToTFPlayer( pLocalPlayer->GetObserverTarget() );
|
||
|
}
|
||
|
|
||
|
if ( pPlayer != GetOwner() && pPlayer->GetViewModel() != GetMoveParent() )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->IsAlive() == false )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return BaseClass::DrawModel( flags );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFViewModel::OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo )
|
||
|
{
|
||
|
if ( !BaseClass::OnPostInternalDrawModel( pInfo ) )
|
||
|
return false;
|
||
|
|
||
|
CTFWeaponBase *pWeapon = ( CTFWeaponBase * )GetOwningWeapon();
|
||
|
|
||
|
if ( pWeapon && !pWeapon->WantsToOverrideViewmodelAttachments() )
|
||
|
{
|
||
|
// only need to draw the attached models if the weapon doesn't want to override the viewmodel attachments
|
||
|
// (used for Natascha's attachments, the Backburner, and the Kritzkrieg)
|
||
|
DrawEconEntityAttachedModels( this, pWeapon, pInfo, kAttachedModelDisplayFlag_ViewModel );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFViewModel::StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask )
|
||
|
{
|
||
|
BaseClass::StandardBlendingRules( hdr, pos, q, currentTime, boneMask );
|
||
|
|
||
|
CTFWeaponBase *pWeapon = ( CTFWeaponBase * )GetOwningWeapon();
|
||
|
|
||
|
if ( !pWeapon )
|
||
|
return;
|
||
|
|
||
|
if ( pWeapon->GetWeaponID() == TF_WEAPON_MINIGUN )
|
||
|
{
|
||
|
CTFMinigun *pMinigun = ( CTFMinigun * )pWeapon;
|
||
|
|
||
|
int iBarrelBone = Studio_BoneIndexByName( hdr, "v_minigun_barrel" );
|
||
|
|
||
|
// Assert( iBarrelBone != -1 );
|
||
|
|
||
|
if ( iBarrelBone != -1 )
|
||
|
{
|
||
|
if ( hdr->boneFlags( iBarrelBone ) & boneMask )
|
||
|
{
|
||
|
RadianEuler a;
|
||
|
QuaternionAngles( q[iBarrelBone], a );
|
||
|
|
||
|
a.x = pMinigun->GetBarrelRotation();
|
||
|
|
||
|
AngleQuaternion( a, q[iBarrelBone] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFViewModel::ProcessMuzzleFlashEvent()
|
||
|
{
|
||
|
CTFWeaponBase *pWeapon = ( CTFWeaponBase * )GetOwningWeapon();
|
||
|
|
||
|
if ( !pWeapon || C_BasePlayer::ShouldDrawLocalPlayer() )
|
||
|
return;
|
||
|
|
||
|
pWeapon->ProcessMuzzleFlashEvent();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Used for spy invisiblity material
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFViewModel::GetSkin()
|
||
|
{
|
||
|
int nSkin = BaseClass::GetSkin();
|
||
|
|
||
|
CTFWeaponBase *pWeapon = ( CTFWeaponBase * )GetOwningWeapon();
|
||
|
|
||
|
if ( !pWeapon )
|
||
|
return nSkin;
|
||
|
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
// See if the item wants to override the skin
|
||
|
int iItemSkin = -1;
|
||
|
CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem();
|
||
|
if ( pItem->IsValid() )
|
||
|
{
|
||
|
iItemSkin = pItem->GetSkin( pPlayer->GetTeamNumber(), true );
|
||
|
}
|
||
|
|
||
|
if ( iItemSkin != -1 )
|
||
|
{
|
||
|
nSkin = iItemSkin;
|
||
|
}
|
||
|
else if ( pWeapon->GetTFWpnData().m_bHasTeamSkins_Viewmodel )
|
||
|
{
|
||
|
switch( pPlayer->GetTeamNumber() )
|
||
|
{
|
||
|
case TF_TEAM_RED:
|
||
|
nSkin = 0;
|
||
|
break;
|
||
|
case TF_TEAM_BLUE:
|
||
|
nSkin = 1;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return nSkin;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char* CTFViewModel::ModifyEventParticles( const char* token )
|
||
|
{
|
||
|
CTFWeaponBase *pWeapon = (CTFWeaponBase*) GetOwningWeapon();
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
return pWeapon->ModifyEventParticles( token );
|
||
|
}
|
||
|
return BaseClass::ModifyEventParticles( token );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Used for spy invisiblity material
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CViewModelInvisProxy : public CBaseInvisMaterialProxy
|
||
|
{
|
||
|
public:
|
||
|
virtual void OnBind( C_BaseEntity *pC_BaseEntity );
|
||
|
};
|
||
|
|
||
|
#define TF_VM_MIN_INVIS 0.22
|
||
|
#define TF_VM_MAX_INVIS 0.5
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CViewModelInvisProxy::OnBind( C_BaseEntity *pEnt )
|
||
|
{
|
||
|
if ( !m_pPercentInvisible )
|
||
|
return;
|
||
|
|
||
|
bool bIsViewModel = false;
|
||
|
|
||
|
CTFPlayer *pPlayer = NULL;
|
||
|
C_BaseEntity *pMoveParent = pEnt->GetMoveParent();
|
||
|
|
||
|
//Check if we have a move parent and if its a player
|
||
|
if ( pMoveParent )
|
||
|
{
|
||
|
if ( pMoveParent->IsPlayer() )
|
||
|
{
|
||
|
pPlayer = ToTFPlayer( pMoveParent );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//If its not a player then check for viewmodel.
|
||
|
if ( pPlayer == NULL )
|
||
|
{
|
||
|
CBaseEntity *pEntParent = pMoveParent;
|
||
|
|
||
|
if ( pEntParent == NULL )
|
||
|
{
|
||
|
pEntParent = pEnt;
|
||
|
}
|
||
|
|
||
|
CTFViewModel *pVM = dynamic_cast<CTFViewModel *>( pEntParent );
|
||
|
|
||
|
if ( pVM )
|
||
|
{
|
||
|
pPlayer = ToTFPlayer( pVM->GetOwner() );
|
||
|
bIsViewModel = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// do we have a player from viewmodel?
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
m_pPercentInvisible->SetFloatValue( 0.0f );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float flPercentInvisible = pPlayer->GetPercentInvisible();
|
||
|
float flWeaponInvis = flPercentInvisible;
|
||
|
|
||
|
if ( bIsViewModel == true )
|
||
|
{
|
||
|
// remap from 0.22 to 0.5
|
||
|
// but drop to 0.0 if we're not invis at all
|
||
|
flWeaponInvis = ( flPercentInvisible < 0.01 ) ?
|
||
|
0.0 :
|
||
|
RemapVal( flPercentInvisible, 0.0, 1.0, TF_VM_MIN_INVIS, TF_VM_MAX_INVIS );
|
||
|
|
||
|
// Exaggerated blink effect on bump.
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) )
|
||
|
{
|
||
|
flWeaponInvis = 0.3f;
|
||
|
}
|
||
|
|
||
|
// Also exaggerate the effect if we're using motion cloak and our well has run dry.
|
||
|
CTFWeaponInvis *pWpn = (CTFWeaponInvis *) pPlayer->Weapon_OwnsThisID( TF_WEAPON_INVIS );
|
||
|
if ( pWpn && pWpn->HasMotionCloak() && (pPlayer->m_Shared.GetSpyCloakMeter() <= 0.f ) )
|
||
|
{
|
||
|
flWeaponInvis = 0.3f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_pPercentInvisible->SetFloatValue( flWeaponInvis );
|
||
|
}
|
||
|
|
||
|
EXPOSE_INTERFACE( CViewModelInvisProxy, IMaterialProxy, "vm_invis" IMATERIAL_PROXY_INTERFACE_VERSION );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Generic invis proxy that can handle invis for both weapons & viewmodels.
|
||
|
// Makes the vm_invis & weapon_invis proxies obsolete, do not use them.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CInvisProxy : public CBaseInvisMaterialProxy
|
||
|
{
|
||
|
public:
|
||
|
virtual void OnBind( C_BaseEntity *pC_BaseEntity ) OVERRIDE;
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInvisProxy::OnBind( C_BaseEntity *pC_BaseEntity )
|
||
|
{
|
||
|
if( !m_pPercentInvisible )
|
||
|
return;
|
||
|
|
||
|
C_BaseEntity *pEnt = pC_BaseEntity;
|
||
|
|
||
|
CTFPlayer *pPlayer = NULL;
|
||
|
|
||
|
// Check if we have a move parent and if it's a player
|
||
|
C_BaseEntity *pMoveParent = pEnt->GetMoveParent();
|
||
|
if ( pMoveParent && pMoveParent->IsPlayer() )
|
||
|
{
|
||
|
pPlayer = ToTFPlayer( pMoveParent );
|
||
|
}
|
||
|
|
||
|
// If it's not a player then check for viewmodel.
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
CBaseEntity *pEntParent = pMoveParent ? pMoveParent : pEnt;
|
||
|
|
||
|
CTFViewModel *pVM = dynamic_cast<CTFViewModel *>( pEntParent );
|
||
|
if ( pVM )
|
||
|
{
|
||
|
pPlayer = ToTFPlayer( pVM->GetOwner() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
if ( pEnt->IsPlayer() )
|
||
|
{
|
||
|
pPlayer = dynamic_cast<C_TFPlayer*>( pEnt );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
IHasOwner *pOwnerInterface = dynamic_cast<IHasOwner*>( pEnt );
|
||
|
if ( pOwnerInterface )
|
||
|
{
|
||
|
pPlayer = ToTFPlayer( pOwnerInterface->GetOwnerViaInterface() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
m_pPercentInvisible->SetFloatValue( 0.0f );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If we're the local player, use the old "vm_invis" code. Otherwise, use the "weapon_invis".
|
||
|
if ( pPlayer->IsLocalPlayer() )
|
||
|
{
|
||
|
float flPercentInvisible = pPlayer->GetPercentInvisible();
|
||
|
float flWeaponInvis = flPercentInvisible;
|
||
|
|
||
|
// remap from 0.22 to 0.5
|
||
|
// but drop to 0.0 if we're not invis at all
|
||
|
flWeaponInvis = ( flPercentInvisible < 0.01 ) ?
|
||
|
0.0 :
|
||
|
RemapVal( flPercentInvisible, 0.0, 1.0, TF_VM_MIN_INVIS, TF_VM_MAX_INVIS );
|
||
|
|
||
|
// Exaggerated blink effect on bump.
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) )
|
||
|
{
|
||
|
flWeaponInvis = 0.3f;
|
||
|
}
|
||
|
|
||
|
// Also exaggerate the effect if we're using motion cloak and our well has run dry.
|
||
|
CTFWeaponInvis *pWpn = (CTFWeaponInvis *) pPlayer->Weapon_OwnsThisID( TF_WEAPON_INVIS );
|
||
|
if ( pWpn && pWpn->HasMotionCloak() && (pPlayer->m_Shared.GetSpyCloakMeter() <= 0.f ) )
|
||
|
{
|
||
|
flWeaponInvis = 0.3f;
|
||
|
}
|
||
|
|
||
|
m_pPercentInvisible->SetFloatValue( flWeaponInvis );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pPercentInvisible->SetFloatValue( pPlayer->GetEffectiveInvisibilityLevel() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Generic invis proxy that can handle invis for both weapons & viewmodels.
|
||
|
// Makes the vm_invis & weapon_invis proxies obsolete, do not use them.
|
||
|
EXPOSE_INTERFACE( CInvisProxy, IMaterialProxy, "invis" IMATERIAL_PROXY_INTERFACE_VERSION );
|
||
|
|
||
|
|
||
|
#endif // CLIENT_DLL
|