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151 lines
4.2 KiB
151 lines
4.2 KiB
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//========= 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 "dod_viewmodel.h" |
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#ifdef CLIENT_DLL |
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#include "c_dod_player.h" |
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#include "prediction.h" |
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#endif |
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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( dod_viewmodel, CDODViewModel ); |
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IMPLEMENT_NETWORKCLASS_ALIASED( DODViewModel, DT_DODViewModel ) |
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BEGIN_NETWORK_TABLE( CDODViewModel, DT_DODViewModel ) |
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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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CDODViewModel::CDODViewModel() : m_LagAnglesHistory("CDODViewModel::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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m_vLoweredWeaponOffset.Init(); |
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} |
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#else |
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CDODViewModel::CDODViewModel() |
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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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CDODViewModel::~CDODViewModel() |
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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", "2.6", FCVAR_CLIENTDLL ); |
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#endif |
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void CDODViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles ) |
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{ |
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#ifdef CLIENT_DLL |
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if ( prediction->InPrediction() ) |
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{ |
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return; |
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} |
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float flSwayScale = cl_wpn_sway_scale.GetFloat(); |
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CWeaponDODBase *pWeapon = dynamic_cast<CWeaponDODBase*>(GetWeapon()); |
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if ( pWeapon ) |
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{ |
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flSwayScale *= pWeapon->GetViewModelSwayScale(); |
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} |
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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 *= flSwayScale; |
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origin += forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z; |
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#endif |
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} |
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#ifdef CLIENT_DLL |
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ConVar cl_gunlowerangle( "cl_gunlowerangle", "30", FCVAR_CLIENTDLL ); |
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ConVar cl_gunlowerspeed( "cl_gunlowerspeed", "2", FCVAR_CLIENTDLL ); |
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ConVar cl_test_vm_offset( "cl_test_vm_offset", "0 0 0", FCVAR_CHEAT | FCVAR_CLIENTDLL ); |
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#endif |
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void CDODViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles ) |
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{ |
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#if defined( CLIENT_DLL ) |
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Vector vecNewOrigin = eyePosition; |
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QAngle vecNewAngles = eyeAngles; |
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// Check for lowering the weapon |
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C_DODPlayer *pPlayer = ToDODPlayer( owner ); |
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Assert( pPlayer ); |
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bool bLowered = pPlayer->IsWeaponLowered(); |
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QAngle vecLoweredAngles(0,0,0); |
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m_vLoweredWeaponOffset.x = Approach( bLowered ? cl_gunlowerangle.GetFloat() : 0, m_vLoweredWeaponOffset.x, cl_gunlowerspeed.GetFloat() ); |
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vecLoweredAngles.x += m_vLoweredWeaponOffset.x; |
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vecNewAngles += vecLoweredAngles; |
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Vector forward, right, up; |
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AngleVectors( vecNewAngles, &forward, &right, &up ); |
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Vector test; |
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const char *szTestOffset = cl_test_vm_offset.GetString(); |
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sscanf( szTestOffset, " %f %f %f", &test[0], &test[1], &test[2] ); |
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// cvar cl_test_vm_offset overrides calculated view model offset |
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if ( test.Length() > 0 ) |
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{ |
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vecNewOrigin += forward * test[0] + right * test[1] + up * test[2]; |
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} |
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else |
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{ |
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// Move the view model origin between the script standing and prone position |
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// based on the current view height |
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CWeaponDODBase *pWeapon = dynamic_cast<CWeaponDODBase*>(GetWeapon()); |
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if ( pWeapon ) |
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{ |
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Vector offset = pWeapon->GetDesiredViewModelOffset( pPlayer ); |
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// add our offset in the proper direction |
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vecNewOrigin += forward * offset[0] + right * offset[1] + up * offset[2]; |
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} |
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} |
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BaseClass::CalcViewModelView( owner, vecNewOrigin, vecNewAngles ); |
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#endif |
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} |