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71 lines
2.3 KiB
71 lines
2.3 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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#include "cbase.h" |
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#include "predicted_viewmodel.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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LINK_ENTITY_TO_CLASS( predicted_viewmodel, CPredictedViewModel ); |
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IMPLEMENT_NETWORKCLASS_ALIASED( PredictedViewModel, DT_PredictedViewModel ) |
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BEGIN_NETWORK_TABLE( CPredictedViewModel, DT_PredictedViewModel ) |
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END_NETWORK_TABLE() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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#ifdef CLIENT_DLL |
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CPredictedViewModel::CPredictedViewModel() : m_LagAnglesHistory("CPredictedViewModel::m_LagAnglesHistory") |
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{ |
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m_vLagAngles.Init(); |
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m_LagAnglesHistory.Setup( &m_vLagAngles, 0 ); |
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} |
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#else |
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CPredictedViewModel::CPredictedViewModel() |
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{ |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CPredictedViewModel::~CPredictedViewModel() |
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{ |
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} |
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#ifdef CLIENT_DLL |
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ConVar cl_wpn_sway_interp( "cl_wpn_sway_interp", "0.1", FCVAR_CLIENTDLL ); |
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ConVar cl_wpn_sway_scale( "cl_wpn_sway_scale", "1.0", FCVAR_CLIENTDLL|FCVAR_CHEAT ); |
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#endif |
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void CPredictedViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles ) |
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{ |
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#ifdef CLIENT_DLL |
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// Calculate our drift |
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Vector forward, right, up; |
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AngleVectors( angles, &forward, &right, &up ); |
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// Add an entry to the history. |
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m_vLagAngles = angles; |
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m_LagAnglesHistory.NoteChanged( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat(), false ); |
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// Interpolate back 100ms. |
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m_LagAnglesHistory.Interpolate( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat() ); |
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// Now take the 100ms angle difference and figure out how far the forward vector moved in local space. |
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Vector vLaggedForward; |
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QAngle angleDiff = m_vLagAngles - angles; |
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AngleVectors( -angleDiff, &vLaggedForward, 0, 0 ); |
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Vector vForwardDiff = Vector(1,0,0) - vLaggedForward; |
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// Now offset the origin using that. |
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vForwardDiff *= cl_wpn_sway_scale.GetFloat(); |
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origin += forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z; |
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#endif |
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} |