Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "dod_viewmodel.h"
#ifdef CLIENT_DLL
#include "c_dod_player.h"
#include "prediction.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( dod_viewmodel, CDODViewModel );
IMPLEMENT_NETWORKCLASS_ALIASED( DODViewModel, DT_DODViewModel )
BEGIN_NETWORK_TABLE( CDODViewModel, DT_DODViewModel )
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
CDODViewModel::CDODViewModel() : m_LagAnglesHistory("CDODViewModel::m_LagAnglesHistory")
{
m_vLagAngles.Init();
m_LagAnglesHistory.Setup( &m_vLagAngles, 0 );
m_vLoweredWeaponOffset.Init();
}
#else
CDODViewModel::CDODViewModel()
{
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDODViewModel::~CDODViewModel()
{
}
#ifdef CLIENT_DLL
ConVar cl_wpn_sway_interp( "cl_wpn_sway_interp", "0.1", FCVAR_CLIENTDLL );
ConVar cl_wpn_sway_scale( "cl_wpn_sway_scale", "2.6", FCVAR_CLIENTDLL );
#endif
void CDODViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles )
{
#ifdef CLIENT_DLL
if ( prediction->InPrediction() )
{
return;
}
float flSwayScale = cl_wpn_sway_scale.GetFloat();
CWeaponDODBase *pWeapon = dynamic_cast<CWeaponDODBase*>(GetWeapon());
if ( pWeapon )
{
flSwayScale *= pWeapon->GetViewModelSwayScale();
}
// 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 *= flSwayScale;
origin += forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z;
#endif
}
#ifdef CLIENT_DLL
ConVar cl_gunlowerangle( "cl_gunlowerangle", "30", FCVAR_CLIENTDLL );
ConVar cl_gunlowerspeed( "cl_gunlowerspeed", "2", FCVAR_CLIENTDLL );
ConVar cl_test_vm_offset( "cl_test_vm_offset", "0 0 0", FCVAR_CHEAT | FCVAR_CLIENTDLL );
#endif
void CDODViewModel::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_DODPlayer *pPlayer = ToDODPlayer( 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;
Vector forward, right, up;
AngleVectors( vecNewAngles, &forward, &right, &up );
Vector test;
const char *szTestOffset = cl_test_vm_offset.GetString();
sscanf( szTestOffset, " %f %f %f", &test[0], &test[1], &test[2] );
// cvar cl_test_vm_offset overrides calculated view model offset
if ( test.Length() > 0 )
{
vecNewOrigin += forward * test[0] + right * test[1] + up * test[2];
}
else
{
// Move the view model origin between the script standing and prone position
// based on the current view height
CWeaponDODBase *pWeapon = dynamic_cast<CWeaponDODBase*>(GetWeapon());
if ( pWeapon )
{
Vector offset = pWeapon->GetDesiredViewModelOffset( pPlayer );
// add our offset in the proper direction
vecNewOrigin += forward * offset[0] + right * offset[1] + up * offset[2];
}
}
BaseClass::CalcViewModelView( owner, vecNewOrigin, vecNewAngles );
#endif
}