//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef REPLAYCAMERA_H #define REPLAYCAMERA_H #ifdef _WIN32 #pragma once #endif #include "GameEventListener.h" class C_ReplayCamera : CGameEventListener { public: C_ReplayCamera(); virtual ~C_ReplayCamera(); void Init(); void Reset(); void CalcView(Vector& origin, QAngle& angles, float& fov); void FireGameEvent( IGameEvent *event ); void SetMode(int iMode); void SetChaseCamParams( float flOffset, float flDistance, float flTheta, float flPhi ); void SpecNextPlayer( bool bInverse ); void SpecNamedPlayer( const char *szPlayerName ); void ToggleChaseAsFirstPerson(); bool IsPVSLocked(); void SetAutoDirector( bool bActive ); int GetMode(); // returns current camera mode C_BaseEntity *GetPrimaryTarget(); // return primary target void SetPrimaryTarget( int nEntity); // set the primary obs target C_BaseEntity *GetCameraMan(); // return camera entity if any void CreateMove(CUserCmd *cmd); void FixupMovmentParents(); void PostEntityPacketReceived(); const char* GetTitleText() { return m_szTitleText; } int GetNumSpectators() { return m_nNumSpectators; } protected: void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); void CalcFixedView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ); void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov); void SmoothCameraAngle( QAngle& targetAngle ); void SetCameraAngle( QAngle& targetAngle ); void Accelerate( Vector& wishdir, float wishspeed, float accel ); int m_nCameraMode; // current camera mode int m_iCameraMan; // camera man entindex or 0 Vector m_vCamOrigin; //current camera origin QAngle m_aCamAngle; //current camera angle int m_iTraget1; // first tracked target or 0 int m_iTraget2; // second tracked target or 0 float m_flFOV; // current FOV float m_flOffset; // z-offset from target origin float m_flDistance; // distance to traget origin+offset float m_flLastDistance; // too smooth distance float m_flTheta; // view angle horizontal float m_flPhi; // view angle vertical float m_flInertia; // camera inertia 0..100 float m_flLastAngleUpdateTime; bool m_bEntityPacketReceived; // true after a new packet was received int m_nNumSpectators; char m_szTitleText[64]; CUserCmd m_LastCmd; Vector m_vecVelocity; }; extern C_ReplayCamera *ReplayCamera(); // get Singleton #endif // REPLAYCAMERA_H