Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PREDICTED_VIEWMODEL_H
#define PREDICTED_VIEWMODEL_H
#ifdef _WIN32
#pragma once
#endif
#include "predictable_entity.h"
#include "utlvector.h"
#include "baseplayer_shared.h"
#include "shared_classnames.h"
#if defined( CSTRIKE15 )
#include "weapon_csbase.h"
#ifdef CLIENT_DLL
#include "c_cs_player.h"
#endif
#endif
#if defined( CLIENT_DLL )
#define CPredictedViewModel C_PredictedViewModel
#endif
class CPredictedViewModel : public CBaseViewModel { DECLARE_CLASS( CPredictedViewModel, CBaseViewModel ); public:
DECLARE_NETWORKCLASS();
CPredictedViewModel( void ); virtual ~CPredictedViewModel( void ); virtual void CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles ); virtual void AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles ); virtual void ApplyViewModelPitchAndDip( CBasePlayer *owner, Vector& origin, QAngle& angles );
#if defined( CSTRIKE15 )
virtual void CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles );
#if defined( CLIENT_DLL )
BobState_t &GetBobState() { return m_BobState; } #endif //CLIENT_DLL
#endif //CSTRIKE15
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void ) { if ( C_BasePlayer::IsLocalPlayer( GetOwner() ) ) return true;
return BaseClass::ShouldPredict(); } #endif
private: #if defined( CLIENT_DLL )
// This is used to lag the angles.
CInterpolatedVar<QAngle> m_LagAnglesHistory; QAngle m_vLagAngles; Vector m_vPredictedOffset;
CPredictedViewModel( const CPredictedViewModel & ); // not defined, not accessible
#if defined( CSTRIKE15 )
protected: BobState_t m_BobState; // view model head bob state
QAngle m_vLoweredWeaponOffset; float m_flInaccuracyTilt; float m_flOldAccuracyDiffSmoothed; #endif //CSTRIKE15
#endif
};
#endif // PREDICTED_VIEWMODEL_H
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