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79 lines
2.0 KiB
79 lines
2.0 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 TF_VIEWMODEL_H |
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#define TF_VIEWMODEL_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 "tf_weaponbase.h" |
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#if defined( CLIENT_DLL ) |
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#include "c_baseanimating.h" |
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#define CTFViewModel C_TFViewModel |
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#endif |
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class CTFViewModel : public CBaseViewModel |
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{ |
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DECLARE_CLASS( CTFViewModel, CBaseViewModel ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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CTFViewModel( void ); |
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virtual ~CTFViewModel( void ); |
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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, const QAngle& eyeAngles ); |
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virtual void AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles ); |
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#if defined( 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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virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask ); |
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virtual void ProcessMuzzleFlashEvent( void ); |
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virtual int GetSkin(); |
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BobState_t &GetBobState() { return m_BobState; } |
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virtual int DrawModel( int flags ); |
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virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo ); |
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virtual const char* ModifyEventParticles( const char* token ); |
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#endif |
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bool m_bBodygroupsDirty; |
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private: |
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void RecalculatePlayerBodygroups(); |
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#if defined( CLIENT_DLL ) |
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// This is used to lag the angles. |
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CInterpolatedVar<QAngle> m_LagAnglesHistory; |
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QAngle m_vLagAngles; |
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BobState_t m_BobState; // view model head bob state |
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CTFViewModel( const CTFViewModel & ); // not defined, not accessible |
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QAngle m_vLoweredWeaponOffset; |
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#endif |
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}; |
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#endif // TF_VIEWMODEL_H
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