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210 lines
5.8 KiB
210 lines
5.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef BASEVIEWMODEL_SHARED_H |
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#define BASEVIEWMODEL_SHARED_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "predictable_entity.h" |
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#include "utlvector.h" |
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#include "baseplayer_shared.h" |
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#include "shared_classnames.h" |
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#include "econ/ihasowner.h" |
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class CBaseCombatWeapon; |
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class CBaseCombatCharacter; |
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class CVGuiScreen; |
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#if defined( CLIENT_DLL ) |
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#define CBaseViewModel C_BaseViewModel |
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#define CBaseCombatWeapon C_BaseCombatWeapon |
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#endif |
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#define VIEWMODEL_INDEX_BITS 1 |
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class CBaseViewModel : public CBaseAnimating, public IHasOwner |
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{ |
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DECLARE_CLASS( CBaseViewModel, CBaseAnimating ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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#if !defined( CLIENT_DLL ) |
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DECLARE_DATADESC(); |
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#endif |
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CBaseViewModel( void ); |
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~CBaseViewModel( void ); |
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bool IsViewable(void) { return false; } |
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virtual void UpdateOnRemove( void ); |
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// Weapon client handling |
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virtual void SendViewModelMatchingSequence( int sequence ); |
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virtual void SetWeaponModel( const char *pszModelname, CBaseCombatWeapon *weapon ); |
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virtual void CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles ); |
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virtual void CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, |
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const QAngle& eyeAngles ); |
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virtual void AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles ) {}; |
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// Initializes the viewmodel for use |
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void SetOwner( CBaseEntity *pEntity ); |
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void SetIndex( int nIndex ); |
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// Returns which viewmodel it is |
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int ViewModelIndex( ) const; |
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virtual void Precache( void ); |
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virtual void Spawn( void ); |
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virtual CBaseEntity *GetOwner( void ) { return m_hOwner; }; |
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virtual void AddEffects( int nEffects ); |
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virtual void RemoveEffects( int nEffects ); |
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void SpawnControlPanels(); |
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void DestroyControlPanels(); |
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void SetControlPanelsActive( bool bState ); |
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void ShowControlPanells( bool show ); |
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virtual CBaseCombatWeapon *GetOwningWeapon( void ); |
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virtual CBaseEntity *GetOwnerViaInterface( void ) { return GetOwner(); } |
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virtual bool IsSelfAnimating() |
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{ |
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return true; |
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} |
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Vector m_vecLastFacing; |
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// Only support prediction in TF2 for now |
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#if defined( INVASION_DLL ) || defined( INVASION_CLIENT_DLL ) |
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// All predicted weapons need to implement and return true |
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virtual bool IsPredicted( void ) const |
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{ |
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return true; |
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} |
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#endif |
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#if !defined( CLIENT_DLL ) |
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virtual int UpdateTransmitState( void ); |
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ); |
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ); |
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#else |
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virtual RenderGroup_t GetRenderGroup(); |
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// Only supported in TF2 right now |
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#if defined( INVASION_CLIENT_DLL ) |
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virtual bool ShouldPredict( void ) |
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{ |
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if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() ) |
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return true; |
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return BaseClass::ShouldPredict(); |
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} |
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#endif |
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ); |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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virtual void PostDataUpdate( DataUpdateType_t updateType ); |
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virtual bool Interpolate( float currentTime ); |
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bool ShouldFlipViewModel(); |
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void UpdateAnimationParity( void ); |
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virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform ); |
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virtual bool ShouldDraw(); |
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virtual int DrawModel( int flags ); |
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virtual int InternalDrawModel( int flags ); |
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int DrawOverriddenViewmodel( int flags ); |
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virtual int GetFxBlend( void ); |
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virtual bool IsTransparent( void ); |
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virtual bool UsesPowerOfTwoFrameBufferTexture( void ); |
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// Should this object cast shadows? |
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; } |
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// Should this object receive shadows? |
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virtual bool ShouldReceiveProjectedTextures( int flags ) |
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{ |
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return false; |
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} |
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// Add entity to visible view models list? |
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virtual void AddEntity( void ); |
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virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]); |
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// See C_StudioModel's definition of this. |
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virtual void UncorrectViewModelAttachment( Vector &vOrigin ); |
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// (inherited from C_BaseAnimating) |
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virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ); |
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virtual bool IsViewModel() const; |
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CBaseCombatWeapon *GetWeapon() const { return m_hWeapon.Get(); } |
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#ifdef CLIENT_DLL |
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virtual bool ShouldResetSequenceOnNewModel( void ) { return false; } |
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// Attachments |
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virtual int LookupAttachment( const char *pAttachmentName ); |
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virtual bool GetAttachment( int number, matrix3x4_t &matrix ); |
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virtual bool GetAttachment( int number, Vector &origin ); |
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles ); |
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virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel ); |
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#endif |
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private: |
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CBaseViewModel( const CBaseViewModel & ); // not defined, not accessible |
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#endif |
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private: |
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CNetworkVar( int, m_nViewModelIndex ); // Which viewmodel is it? |
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CNetworkHandle( CBaseEntity, m_hOwner ); // Player or AI carrying this weapon |
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// soonest time Update will call WeaponIdle |
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float m_flTimeWeaponIdle; |
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Activity m_Activity; |
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// Used to force restart on client, only needs a few bits |
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CNetworkVar( int, m_nAnimationParity ); |
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// Weapon art |
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string_t m_sVMName; // View model of this weapon |
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string_t m_sAnimationPrefix; // Prefix of the animations that should be used by the player carrying this weapon |
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#if defined( CLIENT_DLL ) |
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int m_nOldAnimationParity; |
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#endif |
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typedef CHandle< CBaseCombatWeapon > CBaseCombatWeaponHandle; |
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CNetworkVar( CBaseCombatWeaponHandle, m_hWeapon ); |
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// Control panel |
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typedef CHandle<CVGuiScreen> ScreenHandle_t; |
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CUtlVector<ScreenHandle_t> m_hScreens; |
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}; |
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#endif // BASEVIEWMODEL_SHARED_H
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