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86 lines
2.0 KiB
86 lines
2.0 KiB
//========= 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 WEAPON_IFMBASECAMERA_H |
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#define WEAPON_IFMBASECAMERA_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "weapon_ifmbase.h" |
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#ifdef CLIENT_DLL |
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#include "materialsystem/MaterialSystemUtil.h" |
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#endif |
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#if defined( CLIENT_DLL ) |
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#define CWeaponIFMBaseCamera C_WeaponIFMBaseCamera |
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#endif |
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class CWeaponIFMBaseCamera : public CWeaponIFMBase |
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{ |
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public: |
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DECLARE_CLASS( CWeaponIFMBaseCamera, CWeaponIFMBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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#ifdef GAME_DLL |
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DECLARE_DATADESC(); |
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#endif |
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// Shared code |
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public: |
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CWeaponIFMBaseCamera(); |
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#ifdef CLIENT_DLL |
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// Client code |
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public: |
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virtual void ViewModelDrawn( CBaseViewModel *pBaseViewModel ); |
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virtual void DrawCrosshair( ); |
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virtual int DrawModel( int flags ); |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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protected: |
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// Gets the abs orientation of the camera |
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virtual void ComputeAbsCameraTransform( Vector &vecAbsOrigin, QAngle &angAbsRotation ); |
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// Gets the bounds of the overlay to draw |
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void GetOverlayBounds( int &x, int &y, int &w, int &h ); |
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// Gets the size of the overlay to draw |
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void GetViewportSize( int &w, int &h ); |
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void TransmitRenderInfo(); |
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float m_flFOV; |
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float m_flArmLength; |
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Vector m_vecRelativePosition; |
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QAngle m_angRelativeAngles; |
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int m_nScreenWidth; |
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int m_nScreenHeight; |
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bool m_bFullScreen; |
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CMaterialReference m_FrustumMaterial; |
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CMaterialReference m_FrustumWireframeMaterial; |
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#endif |
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#ifdef GAME_DLL |
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// Server code |
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public: |
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void SetRenderInfo( float flAspectRatio, float flFOV, float flArmLength, const Vector &vecPosition, const QAngle &angles ); |
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#endif |
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private: |
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CNetworkVar( float, m_flRenderAspectRatio ); |
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CNetworkVar( float, m_flRenderFOV ); |
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CNetworkVar( float, m_flRenderArmLength ); |
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CNetworkVector( m_vecRenderPosition ); |
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CNetworkQAngle( m_angRenderAngles ); |
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CWeaponIFMBaseCamera( const CWeaponIFMBaseCamera & ); |
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}; |
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#endif // WEAPON_IFMBASECAMERA_H
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