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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "animation.h"
#include "baseviewmodel.h"
#include "player.h"
#include <keyvalues.h>
#include "studio.h"
#include "vguiscreen.h"
#include "saverestore_utlvector.h"
#include "hltvdirector.h"
#include "replaydirector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void SendProxy_AnimTime( const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID ); void SendProxy_SequenceChanged( const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID );
//-----------------------------------------------------------------------------
// Purpose: Save Data for Base Weapon object
//-----------------------------------------------------------------------------//
BEGIN_DATADESC( CBaseViewModel )
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
// Client only
// DEFINE_FIELD( m_LagAnglesHistory, CInterpolatedVar < QAngle > ),
// DEFINE_FIELD( m_vLagAngles, FIELD_VECTOR ),
DEFINE_FIELD( m_nViewModelIndex, FIELD_INTEGER ), DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT ), DEFINE_FIELD( m_nAnimationParity, FIELD_INTEGER ),
// Client only
// DEFINE_FIELD( m_nOldAnimationParity, FIELD_INTEGER ),
DEFINE_FIELD( m_vecLastFacing, FIELD_VECTOR ), DEFINE_FIELD( m_hWeapon, FIELD_EHANDLE ), DEFINE_UTLVECTOR( m_hScreens, FIELD_EHANDLE ),
// Read from weapons file
// DEFINE_FIELD( m_sVMName, FIELD_STRING ),
// DEFINE_FIELD( m_sAnimationPrefix, FIELD_STRING ),
// ---------------------------------------------------------------------
// Don't save these, init to 0 and regenerate
// DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
END_DATADESC()
int CBaseViewModel::UpdateTransmitState() { if ( IsEffectActive( EF_NODRAW ) ) { return SetTransmitState( FL_EDICT_DONTSEND ); }
return SetTransmitState( FL_EDICT_FULLCHECK ); }
int CBaseViewModel::ShouldTransmit( const CCheckTransmitInfo *pInfo ) { // Check if recipient owns this weapon viewmodel
CBasePlayer *pOwner = ToBasePlayer( m_hOwner );
if ( pOwner && ( pOwner->edict() == pInfo->m_pClientEnt || // If we're using the other guys network connection in split screen, then also force transmit
pOwner->IsSplitScreenUserOnEdict( pInfo->m_pClientEnt ) ) ) { return FL_EDICT_ALWAYS; }
// check if recipient (or one of his splitscreen parasites) is spectating the owner of this viewmodel
CBasePlayer *pPlayer = ToBasePlayer( CBaseEntity::Instance( pInfo->m_pClientEnt ) ); if ( pPlayer) { // Bug 28591: In splitscreen, when the second slot is the one in spectator mode, it wouldn't
// get the viewmodel for the spectatee.
//
// The new logic is to loop through the splitscreen parasites (as well as the host player)
// and see if any of them are observing the viewmodel owner, and if so, FL_EDICT_ALWAYS the vm for them, too.
// This container was the source of most of the allocation cost in CS:GO so using a CUtlVectorFixed to avoid
// allocations is important.
CUtlVectorFixedGrowable< CBasePlayer *, MAX_SPLITSCREEN_CLIENTS > checkList; checkList.AddToTail( pPlayer ); CUtlVector< CHandle< CBasePlayer > > &vecParasites = pPlayer->GetSplitScreenPlayers(); for ( int i = 0; i < vecParasites.Count(); ++i ) { checkList.AddToTail( vecParasites[ i ] ); }
for ( int i = 0; i < checkList.Count(); ++i ) { CBasePlayer *pPlayer = checkList[ i ]; if ( !pPlayer ) continue;
if ( pPlayer->IsHLTV() || pPlayer->IsReplay() ) { // if this is the HLTV or Replay client, transmit all viewmodels in our PVS
return FL_EDICT_PVSCHECK; } if ( (pPlayer->GetObserverMode() == OBS_MODE_IN_EYE) && (pPlayer->GetObserverTarget() == pOwner) ) { return FL_EDICT_ALWAYS; } } }
// Don't send to anyone else except the local player or his spectator
return FL_EDICT_DONTSEND; }
void CBaseViewModel::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ) { // Are we already marked for transmission?
if ( pInfo->m_pTransmitEdict->Get( entindex() ) ) return;
BaseClass::SetTransmit( pInfo, bAlways ); // Force our screens to be sent too.
for ( int i=0; i < m_hScreens.Count(); i++ ) { CVGuiScreen *pScreen = m_hScreens[i].Get(); if ( pScreen ) pScreen->SetTransmit( pInfo, bAlways ); } }
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