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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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//=============================================================================//
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#ifndef HLTVCAMERA_H
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#define HLTVCAMERA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "GameEventListener.h"
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class C_HLTVCamera : CGameEventListener
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{
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public:
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C_HLTVCamera();
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virtual ~C_HLTVCamera();
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void Init();
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void Reset();
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void CalcView(Vector& origin, QAngle& angles, float& fov);
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void FireGameEvent( IGameEvent *event );
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void SetMode(int iMode);
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void SetChaseCamParams( float flOffset, float flDistance, float flTheta, float flPhi );
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void SpecNextPlayer( bool bInverse );
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void SpecNamedPlayer( const char *szPlayerName );
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void ToggleChaseAsFirstPerson();
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bool IsPVSLocked();
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void SetAutoDirector( bool bActive );
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int GetMode(); // returns current camera mode
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C_BaseEntity *GetPrimaryTarget(); // return primary target
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void SetPrimaryTarget( int nEntity); // set the primary obs target
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C_BaseEntity *GetCameraMan(); // return camera entity if any
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void CreateMove(CUserCmd *cmd);
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void FixupMovmentParents();
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void PostEntityPacketReceived();
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const char* GetTitleText() { return m_szTitleText; }
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int GetNumSpectators() { return m_nNumSpectators; }
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protected:
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void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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void CalcFixedView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
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void SmoothCameraAngle( QAngle& targetAngle );
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void SetCameraAngle( QAngle& targetAngle );
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void Accelerate( Vector& wishdir, float wishspeed, float accel );
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int m_nCameraMode; // current camera mode
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int m_iCameraMan; // camera man entindex or 0
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Vector m_vCamOrigin; //current camera origin
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QAngle m_aCamAngle; //current camera angle
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int m_iTraget1; // first tracked target or 0
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int m_iTraget2; // second tracked target or 0
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float m_flFOV; // current FOV
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float m_flOffset; // z-offset from target origin
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float m_flDistance; // distance to traget origin+offset
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float m_flLastDistance; // too smooth distance
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float m_flTheta; // view angle horizontal
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float m_flPhi; // view angle vertical
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float m_flInertia; // camera inertia 0..100
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float m_flLastAngleUpdateTime;
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bool m_bEntityPacketReceived; // true after a new packet was received
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int m_nNumSpectators;
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char m_szTitleText[64];
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CUserCmd m_LastCmd;
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Vector m_vecVelocity;
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};
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extern C_HLTVCamera *HLTVCamera(); // get Singleton
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#endif // HLTVCAMERA_H
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