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