Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "animation.h"
#include "baseviewmodel.h"
#include "player.h"
#include <KeyValues.h>
#include "studio.h"
#include "vguiscreen.h"
#include "saverestore_utlvector.h"
#include "hltvdirector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void SendProxy_AnimTime( const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID );
void SendProxy_SequenceChanged( const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID );
//-----------------------------------------------------------------------------
// Purpose: Save Data for Base Weapon object
//-----------------------------------------------------------------------------//
BEGIN_DATADESC( CBaseViewModel )
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
// Client only
// DEFINE_FIELD( m_LagAnglesHistory, CInterpolatedVar < QAngle > ),
// DEFINE_FIELD( m_vLagAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_nViewModelIndex, FIELD_INTEGER ),
DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT ),
DEFINE_FIELD( m_nAnimationParity, FIELD_INTEGER ),
// Client only
// DEFINE_FIELD( m_nOldAnimationParity, FIELD_INTEGER ),
DEFINE_FIELD( m_vecLastFacing, FIELD_VECTOR ),
DEFINE_FIELD( m_hWeapon, FIELD_EHANDLE ),
DEFINE_UTLVECTOR( m_hScreens, FIELD_EHANDLE ),
// Read from weapons file
// DEFINE_FIELD( m_sVMName, FIELD_STRING ),
// DEFINE_FIELD( m_sAnimationPrefix, FIELD_STRING ),
// ---------------------------------------------------------------------
// Don't save these, init to 0 and regenerate
// DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
END_DATADESC()
int CBaseViewModel::UpdateTransmitState()
{
if ( IsEffectActive( EF_NODRAW ) )
{
return SetTransmitState( FL_EDICT_DONTSEND );
}
return SetTransmitState( FL_EDICT_FULLCHECK );
}
int CBaseViewModel::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
// check if receipient owns this weapon viewmodel
CBasePlayer *pOwner = ToBasePlayer( m_hOwner );
if ( pOwner && pOwner->edict() == pInfo->m_pClientEnt )
{
return FL_EDICT_ALWAYS;
}
// check if recipient spectates the own of this viewmodel
CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
if ( pRecipientEntity->IsPlayer() )
{
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( pRecipientEntity );
#ifndef _XBOX
if ( pPlayer->IsHLTV() || pPlayer->IsReplay() )
{
// if this is the HLTV client, transmit all viewmodels in our PVS
return FL_EDICT_PVSCHECK;
}
#endif
if ( (pPlayer->GetObserverMode() == OBS_MODE_IN_EYE) && (pPlayer->GetObserverTarget() == pOwner) )
{
return FL_EDICT_ALWAYS;
}
}
// Don't send to anyone else except the local player or his spectators
return FL_EDICT_DONTSEND;
}
void CBaseViewModel::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
{
// Are we already marked for transmission?
if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
return;
BaseClass::SetTransmit( pInfo, bAlways );
// Force our screens to be sent too.
for ( int i=0; i < m_hScreens.Count(); i++ )
{
CVGuiScreen *pScreen = m_hScreens[i].Get();
if ( pScreen )
pScreen->SetTransmit( pInfo, bAlways );
}
}