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137 lines
4.2 KiB
137 lines
4.2 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "animation.h" |
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#include "baseviewmodel.h" |
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#include "player.h" |
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#include <KeyValues.h> |
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#include "studio.h" |
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#include "vguiscreen.h" |
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#include "saverestore_utlvector.h" |
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#include "hltvdirector.h" |
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#include "replaydirector.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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void SendProxy_AnimTime( const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID ); |
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void SendProxy_SequenceChanged( const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Save Data for Base Weapon object |
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//-----------------------------------------------------------------------------// |
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BEGIN_DATADESC( CBaseViewModel ) |
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DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ), |
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// Client only |
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// DEFINE_FIELD( m_LagAnglesHistory, CInterpolatedVar < QAngle > ), |
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// DEFINE_FIELD( m_vLagAngles, FIELD_VECTOR ), |
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DEFINE_FIELD( m_nViewModelIndex, FIELD_INTEGER ), |
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DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT ), |
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DEFINE_FIELD( m_nAnimationParity, FIELD_INTEGER ), |
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// Client only |
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// DEFINE_FIELD( m_nOldAnimationParity, FIELD_INTEGER ), |
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DEFINE_FIELD( m_vecLastFacing, FIELD_VECTOR ), |
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DEFINE_FIELD( m_hWeapon, FIELD_EHANDLE ), |
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DEFINE_UTLVECTOR( m_hScreens, FIELD_EHANDLE ), |
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// Read from weapons file |
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// DEFINE_FIELD( m_sVMName, FIELD_STRING ), |
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// DEFINE_FIELD( m_sAnimationPrefix, FIELD_STRING ), |
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// --------------------------------------------------------------------- |
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// Don't save these, init to 0 and regenerate |
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// DEFINE_FIELD( m_Activity, FIELD_INTEGER ), |
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END_DATADESC() |
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int CBaseViewModel::UpdateTransmitState() |
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{ |
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if ( IsEffectActive( EF_NODRAW ) ) |
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{ |
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return SetTransmitState( FL_EDICT_DONTSEND ); |
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} |
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return SetTransmitState( FL_EDICT_FULLCHECK ); |
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} |
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int CBaseViewModel::ShouldTransmit( const CCheckTransmitInfo *pInfo ) |
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{ |
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// Check if recipient owns this weapon viewmodel |
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CBasePlayer *pOwner = ToBasePlayer( m_hOwner ); |
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if ( pOwner && |
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( pOwner->edict() == pInfo->m_pClientEnt || |
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// If we're using the other guys network connection in split screen, then also force transmit |
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pOwner->IsSplitScreenUserOnEdict( pInfo->m_pClientEnt ) ) ) |
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{ |
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return FL_EDICT_ALWAYS; |
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} |
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// check if recipient (or one of his splitscreen parasites) is spectating the owner of this viewmodel |
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CBasePlayer *pPlayer = ToBasePlayer( CBaseEntity::Instance( pInfo->m_pClientEnt ) ); |
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if ( pPlayer) |
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{ |
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// Bug 28591: In splitscreen, when the second slot is the one in spectator mode, it wouldn't |
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// get the viewmodel for the spectatee. |
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// |
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// The new logic is to loop through the splitscreen parasites (as well as the host player) |
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// and see if any of them are observing the viewmodel owner, and if so, FL_EDICT_ALWAYS the vm for them, too. |
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CUtlVector< CBasePlayer * > checkList; |
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checkList.AddToTail( pPlayer ); |
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CUtlVector< CHandle< CBasePlayer > > &vecParasites = pPlayer->GetSplitScreenPlayers(); |
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for ( int i = 0; i < vecParasites.Count(); ++i ) |
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{ |
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checkList.AddToTail( vecParasites[ i ] ); |
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} |
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for ( int i = 0; i < checkList.Count(); ++i ) |
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{ |
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CBasePlayer *pPlayer = checkList[ i ]; |
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if ( !pPlayer ) |
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continue; |
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if ( pPlayer->IsHLTV() || pPlayer->IsReplay() ) |
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{ |
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// if this is the HLTV or Replay client, transmit all viewmodels in our PVS |
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return FL_EDICT_PVSCHECK; |
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} |
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if ( (pPlayer->GetObserverMode() == OBS_MODE_IN_EYE) && (pPlayer->GetObserverTarget() == pOwner) ) |
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{ |
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return FL_EDICT_ALWAYS; |
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} |
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} |
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} |
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// Don't send to anyone else except the local player or his spectator |
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return FL_EDICT_DONTSEND; |
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} |
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void CBaseViewModel::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ) |
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{ |
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// Are we already marked for transmission? |
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if ( pInfo->m_pTransmitEdict->Get( entindex() ) ) |
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return; |
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BaseClass::SetTransmit( pInfo, bAlways ); |
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// Force our screens to be sent too. |
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for ( int i=0; i < m_hScreens.Count(); i++ ) |
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{ |
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CVGuiScreen *pScreen = m_hScreens[i].Get(); |
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if ( pScreen ) |
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pScreen->SetTransmit( pInfo, bAlways ); |
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} |
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}
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