|
|
//===== Copyright � 1996-2005, 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 "ihasowner.h"
#ifdef CSTRIKE15
#include "cs_shareddefs.h"
#endif
class CBaseCombatWeapon; class CBaseCombatCharacter; class CVGuiScreen;
#if defined( CLIENT_DLL )
class C_ViewmodelAttachmentModel; class C_CSPlayer; #define CBaseViewModel C_BaseViewModel
#undef CBaseCombatWeapon
#define CBaseCombatWeapon C_BaseCombatWeapon
#define NUM_UID_CHARS 20
class C_BaseViewModel;
//--------------------------------------------------------------------------------------------------------
class C_ViewmodelAttachmentModel : public C_BaseAnimating { DECLARE_CLASS( C_ViewmodelAttachmentModel, C_BaseAnimating ); public:
bool InitializeAsClientEntity( const char *pszModelName, bool bRenderWithViewModels );
void SetViewmodel( C_BaseViewModel *pVM ); virtual int InternalDrawModel( int flags, const RenderableInstance_t &instance );
private: CHandle< C_BaseViewModel > m_hViewmodel; };
#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 ) {};
void CalcViewModelUnzoom( CBasePlayer *owner, Vector& origin, QAngle& angles );
// 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;
virtual bool IsViewModel() const { return true; } virtual bool IsViewModelOrAttachment() const { return true; }
void UpdateAllViewmodelAddons( void );
#if defined ( CLIENT_DLL )
C_ViewmodelAttachmentModel *AddViewmodelArmModel( const char *pszModel, int nSkintoneIndex = -1 ); C_ViewmodelAttachmentModel* FindArmModelForLoadoutPosition( loadout_positions_t nPosition ) const; #endif
void AddViewmodelLabel( CEconItemView *pItem ); void AddViewmodelStatTrak( CEconItemView *pItem, int nStatTrakType, int nWeaponID, AccountID_t holderAcctId ); void AddViewmodelStickers( CEconItemView *pItem, int nWeaponID ); bool ViewmodelStickersAreValid( int nWeaponID );
void RemoveViewmodelArmModels( void ); void RemoveViewmodelLabel( void ); void RemoveViewmodelStatTrak( void ); void RemoveViewmodelStickers( void );
CNetworkVar(bool, m_bShouldIgnoreOffsetAndAccuracy ); virtual void SetShouldIgnoreOffsetAndAccuracy( bool bIgnore ) { m_bShouldIgnoreOffsetAndAccuracy = bIgnore; }
#if !defined( CLIENT_DLL )
virtual int UpdateTransmitState( void ); virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ); virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ); #else
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 C_BasePlayer *GetPredictionOwner( void );
virtual bool Interpolate( float currentTime );
virtual bool ShouldFlipModel( void ); void UpdateAnimationParity( void );
virtual void PostBuildTransformations( CStudioHdr *pStudioHdr, BoneVector *pos, BoneQuaternion q[] ); Vector m_vecCamDriverLastPos; QAngle m_angCamDriverLastAng; float m_flCamDriverAppliedTime; float m_flCamDriverWeight;
virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
virtual bool ShouldDraw(); virtual bool ShouldSuppressForSplitScreenPlayer( int nSlot ); virtual int DrawModel( int flags, const RenderableInstance_t &instance ); virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags, const RenderableInstance_t &instance ); virtual uint8 OverrideAlphaModulation( uint8 nAlpha ); RenderableTranslucencyType_t ComputeTranslucencyType( void );
// Should this object cast shadows?
virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
// Should this object receive shadows?
virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
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 );
CBaseCombatWeapon *GetWeapon() const { return m_hWeapon.Get(); }
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 );
virtual bool Simulate( void );
private: CBaseViewModel( const CBaseViewModel & ); // not defined, not accessible
void UpdateParticles( int nSlot );
virtual void OnNewParticleEffect( const char *pszParticleName, CNewParticleEffect *pNewParticleEffect ); virtual void OnParticleEffectDeleted( CNewParticleEffect *pParticleEffect );
CUtlReference<CNewParticleEffect> m_viewmodelParticleEffect;
#endif
#ifdef PORTAL2
// We need to always transition because we handle our transition volumes in a different manner
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_FORCE_TRANSITION; } #endif // PORTAL2
private: typedef CHandle< CBaseCombatWeapon > CBaseCombatWeaponHandle; // FTYPEDESC_INSENDTABLE STUFF
CNetworkVar( int, m_nViewModelIndex ); // Which viewmodel is it?
// Used to force restart on client, only needs a few bits
CNetworkVar( int, m_nAnimationParity ); CNetworkVar( CBaseCombatWeaponHandle, m_hWeapon ); // FTYPEDESC_INSENDTABLE STUFF (end)
CNetworkHandle( CBaseEntity, m_hOwner ); // Player or AI carrying this weapon
// soonest time Update will call WeaponIdle
float m_flTimeWeaponIdle;
Activity m_Activity;
// 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;
public: float m_fCycleOffset;
void UpdateStatTrakGlow( void ); void SetStatTrakGlowMultiplier( float flNewIdealGlow ) { m_flStatTrakGlowMultiplierIdeal = flNewIdealGlow; } const float GetStatTrakGlowMultiplier( void ){ return m_flStatTrakGlowMultiplier; }
#ifdef IRONSIGHT
void SetScopeStencilMaskMode( bool bEnabled ) { m_bScopeStencilMaskModeEnabled = bEnabled; } bool GetScopeStencilMaskMode( void ) { return m_bScopeStencilMaskModeEnabled; } #endif
private:
#ifdef IRONSIGHT
bool m_bScopeStencilMaskModeEnabled; CHandle< C_ViewmodelAttachmentModel > m_viewmodelScopeStencilMask; #endif
CUtlVector< CHandle< C_ViewmodelAttachmentModel > > m_vecViewmodelArmModels; // gloves, sleeves, etc
CHandle< C_ViewmodelAttachmentModel > m_viewmodelStatTrakAddon; CHandle< C_ViewmodelAttachmentModel > m_viewmodelUidAddon; int m_iAddOnPlayerClass; int m_iAddOnWeaponID; float m_flStatTrakGlowMultiplierIdeal; float m_flStatTrakGlowMultiplier;
//stickers
typedef CHandle<C_ViewmodelAttachmentModel> StickerHandle_t; CUtlVector<StickerHandle_t> m_hStickerModelAddons; CBaseAnimating* m_pMaterialPreviewShape;
char m_szLastSound[64]; float m_flLastSoundTime; bool IsSoundSameAsPreviousSound( const char* soundName, float flPastTimeThreshold ) { return ( gpGlobals->curtime - m_flLastSoundTime < flPastTimeThreshold ) && !V_strcmp( soundName, m_szLastSound ); } void ResetTimeSincePreviousSound( void ) { m_flLastSoundTime = gpGlobals->curtime; } void SetPreviousSoundStr( const char* soundName ) { V_strcpy( m_szLastSound, soundName ); } #endif
// Control panel
typedef CHandle<CVGuiScreen> ScreenHandle_t; CUtlVector<ScreenHandle_t> m_hScreens; };
inline CBaseViewModel *ToBaseViewModel( CBaseAnimating *pAnim ) { if ( pAnim && pAnim->IsViewModel() ) return assert_cast<CBaseViewModel *>(pAnim); return NULL; }
inline CBaseViewModel *ToBaseViewModel( CBaseEntity *pEntity ) { if ( !pEntity ) return NULL; return ToBaseViewModel(pEntity->GetBaseAnimating()); }
#endif // BASEVIEWMODEL_SHARED_H
|