//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "predicted_viewmodel.h" #ifdef CLIENT_DLL #include "prediction.h" #ifdef CSTRIKE15 #include "c_cs_player.h" #endif #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" IMPLEMENT_NETWORKCLASS_ALIASED( PredictedViewModel, DT_PredictedViewModel ) LINK_ENTITY_TO_CLASS_ALIASED( predicted_viewmodel, PredictedViewModel ); BEGIN_NETWORK_TABLE( CPredictedViewModel, DT_PredictedViewModel ) END_NETWORK_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- #ifdef CLIENT_DLL CPredictedViewModel::CPredictedViewModel() : m_LagAnglesHistory("CPredictedViewModel::m_LagAnglesHistory") { m_vLagAngles.Init(); m_LagAnglesHistory.Setup( &m_vLagAngles, INTERPOLATE_LINEAR_ONLY ); m_vPredictedOffset.Init(); m_flInaccuracyTilt = 0; m_flOldAccuracyDiffSmoothed = 0; } #else CPredictedViewModel::CPredictedViewModel() { } #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CPredictedViewModel::~CPredictedViewModel() { } #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", "1.6", FCVAR_CLIENTDLL|FCVAR_CHEAT ); #ifdef CSTRIKE15 extern ConVar cl_use_new_headbob; #endif //CSTRIKE15 #endif //CLIENT_DLL //----------------------------------------------------------------------------- // Purpose: Adds head bob for off hand models //----------------------------------------------------------------------------- void CPredictedViewModel::AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles ) { #ifdef CSTRIKE15 #ifdef CLIENT_DLL if ( cl_use_new_headbob.GetBool() == false ) return; // if we are an off hand view model (index 1) and we have a model, add head bob. // (Head bob for main hand model added by the weapon itself.) if ( ViewModelIndex() == 1 && m_bShouldIgnoreOffsetAndAccuracy ) { CalcViewModelBobHelper( owner, &m_BobState, 1 ); AddViewModelBobHelper( eyePosition, eyeAngles, &m_BobState ); } #endif #endif } void CPredictedViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& /*original_angles*/ ) { #ifdef CLIENT_DLL float interp = cl_wpn_sway_interp.GetFloat(); if ( !interp || m_bShouldIgnoreOffsetAndAccuracy ) return; if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() ) { origin += m_vPredictedOffset; return; } // 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, gpGlobals->curtime, interp, false ); // Interpolate back 100ms. m_LagAnglesHistory.Interpolate( gpGlobals->curtime, interp ); // 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; if ( ShouldFlipModel() ) right = -right; // Now offset the origin using that. vForwardDiff *= cl_wpn_sway_scale.GetFloat(); m_vPredictedOffset = forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z; // reduce offset as viewmodel angle approaches nearly vertical float flMult = clamp( abs(DotProduct(up, Vector(0,0,1))) - 0.02f, 0, 1 ); origin += (m_vPredictedOffset * flMult); #endif } #ifdef CLIENT_DLL ConVar cl_gunlowerangle( "cl_gunlowerangle", "2", FCVAR_CLIENTDLL ); ConVar cl_gunlowerspeed( "cl_gunlowerspeed", "0.1", FCVAR_CLIENTDLL ); #endif //CLIENT_DLL void CPredictedViewModel::ApplyViewModelPitchAndDip( CBasePlayer *owner, Vector& vecNewOrigin, QAngle& vecNewAngles ) { //orients and moves weapon to provide visual feedback on weapon accuracy and player motion (like jumping and landing) #ifdef CLIENT_DLL // Check for lowering the weapon // C_CSPlayer *pPlayer = ToCSPlayer( owner ); // Assert( pPlayer ); bool bJumping = !( owner->GetFlags() & FL_ONGROUND ); bool bLowered = bJumping;//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 * 0.2f; vecNewOrigin.z -= vecLoweredAngles.x * 0.4f; // translation offset looks more natural than rotation float flDipAddAmt = 0.0f; float flOldFallVel = owner->m_Local.m_flOldFallVelocity; // This does the dip when you land // m_Local.m_bInLanding gets set on the client in baseplayer_shared.cpp -- mtw if ( owner && owner->m_Local.m_bInLanding == true ) { float flDipAmt = 0.005;//weapon_land_dip_amt.GetFloat(); float landseconds = MAX(gpGlobals->curtime - (owner->m_Local.m_flLandingTime - 0.1f), 0.0f); float landFraction = SmoothCurve( landseconds / 0.25f ); clamp( landFraction, 0.0f, 1.0f ); float flDipAmount = (1 / flOldFallVel) * flDipAmt; int dipHighOffset = 64; int dipLowOffset = dipHighOffset - flDipAmt; Vector temp = owner->GetViewOffset(); temp.z = ( ( dipLowOffset - flDipAmount ) * landFraction ) + ( dipHighOffset * ( 1 - landFraction ) ); if ( temp.z > dipHighOffset ) { temp.z = dipHighOffset; } flDipAddAmt = ( dipHighOffset - temp.z ); } // Replaced with CL #2056767 code in baseviewmodel_shared.cpp // that applies aimpunch to viewmodel angle ////////////////////////////////////////// // C_WeaponCSBase *pWeapon = ( C_WeaponCSBase * )GetOwningWeapon(); // // pitch the viewmodel up to match where the bullets are going // if ( pWeapon ) // { // float flMaxMultiplier = 40; // float flMultiplier = flMaxMultiplier; // // if ( !m_bShouldIgnoreOffsetAndAccuracy ) // flMultiplier -= MAX( 0, (gpGlobals->curtime - pWeapon->m_flNextPrimaryAttack) * flMaxMultiplier ); // // float flMultMinClamp = 0; // if ( bJumping ) // flMultMinClamp = 5.0f; // // flMultiplier = clamp( flMultiplier, flMultMinClamp, flMaxMultiplier ); // // // get the player's default accuracy // float flBaseAccuracy = pWeapon->GetCSWpnData().GetInaccuracyStand( 0, pWeapon->GetAttributeContainer()->GetItem() ); // // get the current accuracy of the player // float flAccuracy = m_bShouldIgnoreOffsetAndAccuracy ? 0 : pWeapon->GetInaccuracy(); // //float flAccuracyFishtail = m_bShouldIgnoreOffsetAndAccuracy ? 0 : pWeapon->GetAccuracyFishtail(); // // get the difference between the two // float flAccuracyDiff = m_bShouldIgnoreOffsetAndAccuracy ? 0 : abs((flAccuracy - flBaseAccuracy) * flMultiplier); // // float flApproachSpeed = 25.0f; // // if we are in the air, we just jumped, we are running really fast, // // adjust the appraoch speed based on how fast it changed // // this avoids big visual pops // if ( bJumping || (!m_bShouldIgnoreOffsetAndAccuracy && owner->GetAbsVelocity().Length2D() > 150.0f) )// && flAccuracyDiff > m_flOldAccuracyDiff ) // { // float flMax = 7.5f; // float flDiv = 10.0f; // // if we're on the ground and moving fast // if ( owner->GetAbsVelocity().Length2D() > 150.0f && !bJumping ) // { // flMax = 25.0f; // flDiv = 5.0f; // } // // float flOldToNewDiff = abs( ((flAccuracyDiff - m_flOldAccuracyDiffSmoothed) / flDiv) * flApproachSpeed ); // // small differences, we go faster, large differences and we go slower // flApproachSpeed = clamp( flApproachSpeed - flOldToNewDiff, 5.0f, flMax ); // } // // // save off the accuracy difference // m_flOldAccuracyDiffSmoothed = Approach( flAccuracyDiff, m_flOldAccuracyDiffSmoothed, abs( ((flAccuracyDiff)-m_flOldAccuracyDiffSmoothed )*gpGlobals->frametime) * 0.5f ); // // // smooth out the tilting // m_flInaccuracyTilt = Approach( flAccuracyDiff, m_flInaccuracyTilt, abs( (flAccuracyDiff-m_flInaccuracyTilt)*gpGlobals->frametime) * flApproachSpeed ); // m_flInaccuracyTilt = MIN( m_flInaccuracyTilt, 3.0f ); // //Msg ( "owner->GetAbsVelocity().Length2D() = %f, flAccuracyDiff = %f, m_flInaccuracyTilt = %f, flMultiplier = %f\n", owner->GetAbsVelocity().Length2D(), flAccuracyDiff, m_flInaccuracyTilt, flMultiplier ); // //Msg ( "flApproachSpeed = %f, flAccuracyDiff = %f, m_flOldAccuracyDiffSmoothed = %f\n", flApproachSpeed, flAccuracyDiff, m_flOldAccuracyDiffSmoothed ); // // vecNewAngles.x -= m_flInaccuracyTilt; // //vecNewAngles.y += flAccuracyFishtail; // // dip the gun just a bit as well // vecNewOrigin.z -= (m_flInaccuracyTilt * 0.5f) + flDipAddAmt; // } #endif } #ifdef CSTRIKE15 void CPredictedViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles ) { #if defined( CLIENT_DLL ) if ( cl_use_new_headbob.GetBool() == false ) return BaseClass::CalcViewModelView( owner, eyePosition, eyeAngles ); Vector vecNewOrigin = eyePosition; QAngle vecNewAngles = eyeAngles; ApplyViewModelPitchAndDip( owner, vecNewOrigin, vecNewAngles ); BaseClass::CalcViewModelView( owner, vecNewOrigin, vecNewAngles ); #endif //CLIENT_DLL #ifdef IRONSIGHT CWeaponCSBase *pWeapon = ( CWeaponCSBase * )GetOwningWeapon(); if ( pWeapon ) { CIronSightController* pIronSightController = pWeapon->GetIronSightController(); if ( pIronSightController ) { #ifndef CLIENT_DLL pIronSightController->UpdateIronSightAmount(); #else Vector vecEyeOrigin = eyePosition; QAngle angEyeAngles = eyeAngles; if ( !prediction->InPrediction() ) { //Retrieve ironsight position and angles, then lerp the weapon there if we're at all ironsighted pIronSightController->ApplyIronSightPositioning( vecEyeOrigin, angEyeAngles, GetLocalOrigin(), GetLocalAngles() ); if ( pIronSightController->IsInIronSight() ) { SetLocalOrigin( Lerp( pIronSightController->GetIronSightAmountGained(), GetLocalOrigin(), vecEyeOrigin ) ); SetLocalAngles( Lerp( pIronSightController->GetIronSightAmountGained(), GetLocalAngles(), angEyeAngles ) ); } } #endif } } #endif //IRONSIGHT #ifdef CLIENT_DLL // bias the position of the viewmodel during observer camera interpolation C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer && pLocalPlayer->GetObserverInterpState() != C_BasePlayer::OBSERVER_INTERP_NONE ) { C_CSPlayer *pCSPlayer = ToCSPlayer( pLocalPlayer ); if ( pCSPlayer ) { Vector vecOffset = pCSPlayer->GetObserverInterpolatedOffsetVector(); // pull up from offscreen a little vecOffset.z -= vecOffset.Length() * 0.2f; // dampen overall vecOffset *= 0.5f; SetLocalOrigin( GetLocalOrigin() + vecOffset ); } } #endif } #endif //CSTRIKE15