//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "cbase.h" #include "dod_viewmodel.h" #ifdef CLIENT_DLL #include "c_dod_player.h" #include "prediction.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" LINK_ENTITY_TO_CLASS( dod_viewmodel, CDODViewModel ); IMPLEMENT_NETWORKCLASS_ALIASED( DODViewModel, DT_DODViewModel ) BEGIN_NETWORK_TABLE( CDODViewModel, DT_DODViewModel ) END_NETWORK_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- #ifdef CLIENT_DLL CDODViewModel::CDODViewModel() : m_LagAnglesHistory("CDODViewModel::m_LagAnglesHistory") { m_vLagAngles.Init(); m_LagAnglesHistory.Setup( &m_vLagAngles, 0 ); m_vLoweredWeaponOffset.Init(); } #else CDODViewModel::CDODViewModel() { } #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CDODViewModel::~CDODViewModel() { } #ifdef CLIENT_DLL ConVar cl_wpn_sway_interp( "cl_wpn_sway_interp", "0.1", FCVAR_CLIENTDLL ); ConVar cl_wpn_sway_scale( "cl_wpn_sway_scale", "2.6", FCVAR_CLIENTDLL ); #endif void CDODViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles ) { #ifdef CLIENT_DLL if ( prediction->InPrediction() ) { return; } float flSwayScale = cl_wpn_sway_scale.GetFloat(); CWeaponDODBase *pWeapon = dynamic_cast(GetWeapon()); if ( pWeapon ) { flSwayScale *= pWeapon->GetViewModelSwayScale(); } // Calculate our drift Vector forward, right, up; AngleVectors( angles, &forward, &right, &up ); // Add an entry to the history. m_vLagAngles = angles; m_LagAnglesHistory.NoteChanged( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat(), false ); // Interpolate back 100ms. m_LagAnglesHistory.Interpolate( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat() ); // Now take the 100ms angle difference and figure out how far the forward vector moved in local space. Vector vLaggedForward; QAngle angleDiff = m_vLagAngles - angles; AngleVectors( -angleDiff, &vLaggedForward, 0, 0 ); Vector vForwardDiff = Vector(1,0,0) - vLaggedForward; // Now offset the origin using that. vForwardDiff *= flSwayScale; origin += forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z; #endif } #ifdef CLIENT_DLL ConVar cl_gunlowerangle( "cl_gunlowerangle", "30", FCVAR_CLIENTDLL ); ConVar cl_gunlowerspeed( "cl_gunlowerspeed", "2", FCVAR_CLIENTDLL ); ConVar cl_test_vm_offset( "cl_test_vm_offset", "0 0 0", FCVAR_CHEAT | FCVAR_CLIENTDLL ); #endif void CDODViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles ) { #if defined( CLIENT_DLL ) Vector vecNewOrigin = eyePosition; QAngle vecNewAngles = eyeAngles; // Check for lowering the weapon C_DODPlayer *pPlayer = ToDODPlayer( owner ); Assert( pPlayer ); bool bLowered = pPlayer->IsWeaponLowered(); QAngle vecLoweredAngles(0,0,0); m_vLoweredWeaponOffset.x = Approach( bLowered ? cl_gunlowerangle.GetFloat() : 0, m_vLoweredWeaponOffset.x, cl_gunlowerspeed.GetFloat() ); vecLoweredAngles.x += m_vLoweredWeaponOffset.x; vecNewAngles += vecLoweredAngles; Vector forward, right, up; AngleVectors( vecNewAngles, &forward, &right, &up ); Vector test; const char *szTestOffset = cl_test_vm_offset.GetString(); sscanf( szTestOffset, " %f %f %f", &test[0], &test[1], &test[2] ); // cvar cl_test_vm_offset overrides calculated view model offset if ( test.Length() > 0 ) { vecNewOrigin += forward * test[0] + right * test[1] + up * test[2]; } else { // Move the view model origin between the script standing and prone position // based on the current view height CWeaponDODBase *pWeapon = dynamic_cast(GetWeapon()); if ( pWeapon ) { Vector offset = pWeapon->GetDesiredViewModelOffset( pPlayer ); // add our offset in the proper direction vecNewOrigin += forward * offset[0] + right * offset[1] + up * offset[2]; } } BaseClass::CalcViewModelView( owner, vecNewOrigin, vecNewAngles ); #endif }