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857 lines
19 KiB
857 lines
19 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#if defined( REPLAY_ENABLED )
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#include "replaycamera.h"
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#include "cdll_client_int.h"
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#include "util_shared.h"
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#include "prediction.h"
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#include "movevars_shared.h"
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#include "in_buttons.h"
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#include "text_message.h"
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#include "vgui_controls/Controls.h"
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#include "vgui/ILocalize.h"
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#include "vguicenterprint.h"
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#include "game/client/iviewport.h"
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#include <keyvalues.h>
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#ifdef CSTRIKE_DLL
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#include "c_cs_player.h"
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#endif
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//ConVar spec_autodirector( "spec_autodirector", "1", FCVAR_CLIENTDLL | FCVAR_CLIENTCMD_CAN_EXECUTE, "Auto-director chooses best view modes while spectating" );
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extern ConVar spec_autodirector;
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define CHASE_CAM_DISTANCE 76.0f
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#define WALL_OFFSET 6.0f
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static Vector WALL_MIN(-WALL_OFFSET,-WALL_OFFSET,-WALL_OFFSET);
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static Vector WALL_MAX(WALL_OFFSET,WALL_OFFSET,WALL_OFFSET);
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static const ConVar *replay_transmitall = NULL;
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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// converts all '\r' characters to '\n', so that the engine can deal with the properly
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// returns a pointer to str
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static wchar_t* ConvertCRtoNL( wchar_t *str )
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{
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for ( wchar_t *ch = str; *ch != 0; ch++ )
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if ( *ch == L'\r' )
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*ch = L'\n';
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return str;
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}
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static C_ReplayCamera s_ReplayCamera;
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C_ReplayCamera *ReplayCamera() { return &s_ReplayCamera; }
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C_ReplayCamera::C_ReplayCamera()
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{
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Reset();
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m_nNumSpectators = 0;
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m_szTitleText[0] = 0;
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}
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C_ReplayCamera::~C_ReplayCamera()
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{
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}
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void C_ReplayCamera::Init()
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{
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ListenForGameEvent( "game_newmap" );
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ListenForGameEvent( "replay_cameraman" );
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ListenForGameEvent( "replay_fixed" );
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ListenForGameEvent( "replay_chase" );
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ListenForGameEvent( "replay_message" );
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ListenForGameEvent( "replay_title" );
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ListenForGameEvent( "replay_status" );
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Reset();
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m_nNumSpectators = 0;
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m_szTitleText[0] = 0;
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// get a handle to the engine convar
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replay_transmitall = cvar->FindVar( "replay_transmitall" );
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}
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void C_ReplayCamera::Reset()
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{
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m_nCameraMode = OBS_MODE_FIXED;
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m_iCameraMan = 0;
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m_iTraget1 = m_iTraget2 = 0;
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m_flFOV = 90;
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m_flDistance = m_flLastDistance = 96.0f;
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m_flInertia = 3.0f;
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m_flPhi = 0;
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m_flTheta = 0;
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m_flOffset = 0;
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m_bEntityPacketReceived = false;
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m_vCamOrigin.Init();
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m_aCamAngle.Init();
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m_LastCmd.Reset();
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m_vecVelocity.Init();
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}
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void C_ReplayCamera::CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
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{
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bool bManual = !spec_autodirector.GetBool(); // chase camera controlled manually
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Vector targetOrigin1, targetOrigin2, cameraOrigin, forward;
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if ( m_iTraget1 == 0 )
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return;
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// get primary target, also translates to ragdoll
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C_BaseEntity *target1 = GetPrimaryTarget();
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if ( !target1 )
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return;
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if ( target1->IsAlive() && target1->IsDormant() )
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return;
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targetOrigin1 = target1->GetRenderOrigin();
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if ( !target1->IsAlive() )
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{
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targetOrigin1 += VEC_DEAD_VIEWHEIGHT;
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}
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else if ( target1->GetFlags() & FL_DUCKING )
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{
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targetOrigin1 += VEC_DUCK_VIEW;
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}
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else
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{
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targetOrigin1 += VEC_VIEW;
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}
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// get secondary target if set
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C_BaseEntity *target2 = NULL;
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if ( m_iTraget2 > 0 && (m_iTraget2 != m_iTraget1) && !bManual )
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{
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target2 = ClientEntityList().GetBaseEntity( m_iTraget2 );
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// if target is out PVS and not dead, it's not valid
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if ( target2 && target2->IsDormant() && target2->IsAlive() )
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target2 = NULL;
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if ( target2 )
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{
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targetOrigin2 = target2->GetRenderOrigin();
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if ( !target2->IsAlive() )
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{
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targetOrigin2 += VEC_DEAD_VIEWHEIGHT;
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}
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else if ( target2->GetFlags() & FL_DUCKING )
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{
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targetOrigin2 += VEC_DUCK_VIEW;
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}
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else
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{
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targetOrigin2 += VEC_VIEW;
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}
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}
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}
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// apply angle offset & smoothing
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QAngle angleOffset( m_flPhi, m_flTheta, 0 );
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QAngle cameraAngles = m_aCamAngle;
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if ( bManual )
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{
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// let spectator choose the view angles
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engine->GetViewAngles( cameraAngles );
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}
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else if ( target2 )
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{
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// look into direction of second target
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forward = targetOrigin2 - targetOrigin1;
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VectorAngles( forward, cameraAngles );
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cameraAngles.z = 0; // no ROLL
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}
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else if ( m_iTraget2 == 0 || m_iTraget2 == m_iTraget1)
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{
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// look into direction where primary target is looking
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cameraAngles = target1->EyeAngles();
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cameraAngles.x = 0; // no PITCH
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cameraAngles.z = 0; // no ROLL
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}
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else
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{
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// target2 is missing, just keep angelsm, reset offset
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angleOffset.Init();
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}
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if ( !bManual )
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{
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if ( !target1->IsAlive() )
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{
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angleOffset.x = 15;
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}
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cameraAngles += angleOffset;
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}
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AngleVectors( cameraAngles, &forward );
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VectorNormalize( forward );
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// calc optimal camera position
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VectorMA(targetOrigin1, -m_flDistance, forward, cameraOrigin );
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targetOrigin1.z += m_flOffset; // add offset
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// clip against walls
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trace_t trace;
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C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
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UTIL_TraceHull( targetOrigin1, cameraOrigin, WALL_MIN, WALL_MAX, MASK_SOLID, target1, COLLISION_GROUP_NONE, &trace );
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C_BaseEntity::PopEnableAbsRecomputations();
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float dist = VectorLength( trace.endpos - targetOrigin1 );
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// grow distance by 32 unit a second
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m_flLastDistance += gpGlobals->frametime * 32.0f;
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if ( dist > m_flLastDistance )
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{
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VectorMA(targetOrigin1, -m_flLastDistance, forward, cameraOrigin );
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}
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else
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{
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cameraOrigin = trace.endpos;
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m_flLastDistance = dist;
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}
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if ( target2 )
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{
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// if we have 2 targets look at point between them
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forward = (targetOrigin1+targetOrigin2)/2 - cameraOrigin;
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QAngle angle;
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VectorAngles( forward, angle );
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cameraAngles.y = angle.y;
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NormalizeAngles( cameraAngles );
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cameraAngles.x = clamp( cameraAngles.x, -60, 60 );
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SmoothCameraAngle( cameraAngles );
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}
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else
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{
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SetCameraAngle( cameraAngles );
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}
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VectorCopy( cameraOrigin, m_vCamOrigin );
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VectorCopy( m_aCamAngle, eyeAngles );
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VectorCopy( m_vCamOrigin, eyeOrigin );
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}
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int C_ReplayCamera::GetMode()
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{
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if ( m_iCameraMan > 0 )
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{
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C_BasePlayer *pCameraMan = UTIL_PlayerByIndex( m_iCameraMan );
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if ( pCameraMan )
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return pCameraMan->GetObserverMode();
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}
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return m_nCameraMode;
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}
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C_BaseEntity* C_ReplayCamera::GetPrimaryTarget()
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{
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if ( m_iCameraMan > 0 )
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{
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C_BasePlayer *pCameraMan = UTIL_PlayerByIndex( m_iCameraMan );
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if ( pCameraMan )
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{
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return pCameraMan->GetObserverTarget();
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}
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}
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if ( m_iTraget1 <= 0 )
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return NULL;
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C_BaseEntity* target = ClientEntityList().GetEnt( m_iTraget1 );
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return target;
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}
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C_BaseEntity *C_ReplayCamera::GetCameraMan()
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{
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return ClientEntityList().GetEnt( m_iCameraMan );
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}
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void C_ReplayCamera::CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
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{
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C_BasePlayer *pPlayer = UTIL_PlayerByIndex( m_iTraget1 );
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if ( !pPlayer )
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return;
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if ( !pPlayer->IsAlive() )
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{
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// if dead, show from 3rd person
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CalcChaseCamView( eyeOrigin, eyeAngles, fov );
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return;
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}
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m_aCamAngle = pPlayer->EyeAngles();
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m_vCamOrigin = pPlayer->GetAbsOrigin();
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m_flFOV = pPlayer->GetFOV();
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if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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m_vCamOrigin += VEC_DUCK_VIEW;
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}
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else
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{
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m_vCamOrigin += VEC_VIEW;
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}
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eyeOrigin = m_vCamOrigin;
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eyeAngles = m_aCamAngle;
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fov = m_flFOV;
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pPlayer->CalcViewModelView( eyeOrigin, eyeAngles);
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UpdateViewmodelVisibility( pPlayer );
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}
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void C_ReplayCamera::Accelerate( Vector& wishdir, float wishspeed, float accel )
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{
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float addspeed, accelspeed, currentspeed;
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// See if we are changing direction a bit
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currentspeed =m_vecVelocity.Dot(wishdir);
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// Reduce wishspeed by the amount of veer.
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addspeed = wishspeed - currentspeed;
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// If not going to add any speed, done.
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if (addspeed <= 0)
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return;
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// Determine amount of acceleration.
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accelspeed = accel * gpGlobals->frametime * wishspeed;
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// Cap at addspeed
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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// Adjust velocity.
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for (int i=0 ; i<3 ; i++)
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{
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m_vecVelocity[i] += accelspeed * wishdir[i];
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}
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}
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// movement code is a copy of CGameMovement::FullNoClipMove()
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void C_ReplayCamera::CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
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{
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// only if PVS isn't locked by auto-director
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if ( !IsPVSLocked() )
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{
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Vector wishvel;
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Vector forward, right, up;
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Vector wishdir;
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float wishspeed;
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float factor = sv_specspeed.GetFloat();
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float maxspeed = sv_maxspeed.GetFloat() * factor;
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AngleVectors ( m_LastCmd.viewangles, &forward, &right, &up); // Determine movement angles
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if ( m_LastCmd.buttons & IN_SPEED )
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{
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factor /= 2.0f;
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}
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// Copy movement amounts
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float fmove = m_LastCmd.forwardmove * factor;
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float smove = m_LastCmd.sidemove * factor;
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VectorNormalize (forward); // Normalize remainder of vectors
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VectorNormalize (right); //
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for (int i=0 ; i<3 ; i++) // Determine x and y parts of velocity
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wishvel[i] = forward[i]*fmove + right[i]*smove;
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wishvel[2] += m_LastCmd.upmove * factor;
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VectorCopy (wishvel, wishdir); // Determine magnitude of speed of move
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wishspeed = VectorNormalize(wishdir);
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//
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// Clamp to server defined max speed
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//
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if (wishspeed > maxspeed )
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{
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VectorScale (wishvel, maxspeed/wishspeed, wishvel);
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wishspeed = maxspeed;
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}
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if ( sv_specaccelerate.GetFloat() > 0.0 )
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{
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// Set move velocity
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Accelerate ( wishdir, wishspeed, sv_specaccelerate.GetFloat() );
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float spd = VectorLength( m_vecVelocity );
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if (spd < 1.0f)
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{
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m_vecVelocity.Init();
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}
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else
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{
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// Bleed off some speed, but if we have less than the bleed
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// threshold, bleed the threshold amount.
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float control = (spd < maxspeed/4.0) ? maxspeed/4.0 : spd;
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float friction = sv_friction.GetFloat();
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// Add the amount to the drop amount.
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float drop = control * friction * gpGlobals->frametime;
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// scale the velocity
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float newspeed = spd - drop;
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if (newspeed < 0)
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newspeed = 0;
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// Determine proportion of old speed we are using.
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newspeed /= spd;
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VectorScale( m_vecVelocity, newspeed, m_vecVelocity );
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}
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}
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else
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{
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VectorCopy( wishvel, m_vecVelocity );
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}
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// Just move ( don't clip or anything )
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VectorMA( m_vCamOrigin, gpGlobals->frametime, m_vecVelocity, m_vCamOrigin );
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// get camera angle directly from engine
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engine->GetViewAngles( m_aCamAngle );
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// Zero out velocity if in noaccel mode
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if ( sv_specaccelerate.GetFloat() < 0.0f )
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{
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m_vecVelocity.Init();
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}
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}
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eyeOrigin = m_vCamOrigin;
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eyeAngles = m_aCamAngle;
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fov = m_flFOV;
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}
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void C_ReplayCamera::CalcFixedView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
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{
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eyeOrigin = m_vCamOrigin;
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eyeAngles = m_aCamAngle;
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fov = m_flFOV;
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if ( m_iTraget1 == 0 )
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return;
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C_BaseEntity * target = ClientEntityList().GetBaseEntity( m_iTraget1 );
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if ( target && target->IsAlive() )
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{
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// if we're chasing a target, change viewangles
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QAngle angle;
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VectorAngles( (target->GetAbsOrigin()+VEC_VIEW) - m_vCamOrigin, angle );
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SmoothCameraAngle( angle );
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}
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}
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void C_ReplayCamera::PostEntityPacketReceived()
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{
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m_bEntityPacketReceived = true;
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}
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void C_ReplayCamera::FixupMovmentParents()
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{
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// Find resource zone
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for ( ClientEntityHandle_t e = ClientEntityList().FirstHandle();
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e != ClientEntityList().InvalidHandle(); e = ClientEntityList().NextHandle( e ) )
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{
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C_BaseEntity *ent = C_BaseEntity::Instance( e );
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if ( !ent )
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continue;
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ent->HierarchyUpdateMoveParent();
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}
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}
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void C_ReplayCamera::CalcView(Vector& origin, QAngle& angles, float& fov)
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{
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if ( m_bEntityPacketReceived )
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{
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// try to fixup movment pareents
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FixupMovmentParents();
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m_bEntityPacketReceived = false;
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}
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if ( m_iCameraMan > 0 )
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{
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C_BasePlayer *pCameraMan = UTIL_PlayerByIndex( m_iCameraMan );
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if ( pCameraMan )
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{
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float zNear,zFar;
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pCameraMan->CalcView( origin, angles, zNear, zFar, fov );
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pCameraMan->CalcViewModelView( origin, angles );
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return;
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}
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}
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switch ( m_nCameraMode )
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{
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case OBS_MODE_ROAMING : CalcRoamingView( origin, angles, fov );
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break;
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case OBS_MODE_FIXED : CalcFixedView( origin, angles, fov );
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break;
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case OBS_MODE_IN_EYE : CalcInEyeCamView( origin, angles, fov );
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break;
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case OBS_MODE_CHASE : CalcChaseCamView( origin, angles, fov );
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break;
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}
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}
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void C_ReplayCamera::SetMode(int iMode)
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{
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if ( m_nCameraMode == iMode )
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return;
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Assert( iMode > OBS_MODE_NONE && iMode <= LAST_PLAYER_OBSERVERMODE );
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m_nCameraMode = iMode;
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}
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void C_ReplayCamera::SetPrimaryTarget( int nEntity )
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{
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if ( m_iTraget1 == nEntity )
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return;
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m_iTraget1 = nEntity;
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if ( GetMode() == OBS_MODE_ROAMING )
|
|
{
|
|
Vector vOrigin;
|
|
QAngle aAngles;
|
|
float flFov;
|
|
|
|
CalcChaseCamView( vOrigin, aAngles, flFov );
|
|
}
|
|
else if ( GetMode() == OBS_MODE_CHASE )
|
|
{
|
|
C_BaseEntity* target = ClientEntityList().GetEnt( m_iTraget1 );
|
|
if ( target )
|
|
{
|
|
QAngle eyeAngle = target->EyeAngles();
|
|
prediction->SetViewAngles( eyeAngle );
|
|
}
|
|
}
|
|
|
|
m_flLastDistance = m_flDistance;
|
|
m_flLastAngleUpdateTime = -1;
|
|
}
|
|
|
|
void C_ReplayCamera::SpecNextPlayer( bool bInverse )
|
|
{
|
|
int start = 1;
|
|
|
|
if ( m_iTraget1 > 0 && m_iTraget1 <= gpGlobals->maxClients )
|
|
start = m_iTraget1;
|
|
|
|
int index = start;
|
|
|
|
while ( true )
|
|
{
|
|
// got next/prev player
|
|
if ( bInverse )
|
|
index--;
|
|
else
|
|
index++;
|
|
|
|
// check bounds
|
|
if ( index < 1 )
|
|
index = gpGlobals->maxClients;
|
|
else if ( index > gpGlobals->maxClients )
|
|
index = 1;
|
|
|
|
if ( index == start )
|
|
break; // couldn't find a new valid player
|
|
|
|
C_BasePlayer *pPlayer = UTIL_PlayerByIndex( index );
|
|
|
|
if ( !pPlayer )
|
|
continue;
|
|
|
|
// only follow living players
|
|
if ( pPlayer->IsObserver() )
|
|
continue;
|
|
|
|
break; // found a new player
|
|
}
|
|
|
|
SetPrimaryTarget( index );
|
|
|
|
// turn off auto director once user tried to change view settings
|
|
SetAutoDirector( false );
|
|
}
|
|
|
|
void C_ReplayCamera::SpecNamedPlayer( const char *szPlayerName )
|
|
{
|
|
for ( int index = 1; index <= gpGlobals->maxClients; ++index )
|
|
{
|
|
C_BasePlayer *pPlayer = UTIL_PlayerByIndex( index );
|
|
|
|
if ( !pPlayer )
|
|
continue;
|
|
|
|
if ( !FStrEq( szPlayerName, pPlayer->GetPlayerName() ) )
|
|
continue;
|
|
|
|
// only follow living players or dedicated spectators
|
|
if ( pPlayer->IsObserver() && pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
|
|
continue;
|
|
|
|
SetPrimaryTarget( index );
|
|
return;
|
|
}
|
|
}
|
|
|
|
void C_ReplayCamera::FireGameEvent( IGameEvent * event)
|
|
{
|
|
if ( !engine->IsReplay() )
|
|
return; // not in Replay mode
|
|
|
|
const char *type = event->GetName();
|
|
|
|
if ( Q_strcmp( "game_newmap", type ) == 0 )
|
|
{
|
|
Reset(); // reset all camera settings
|
|
|
|
// show spectator UI
|
|
if ( !GetViewPortInterface() )
|
|
return;
|
|
|
|
if ( engine->IsPlayingDemo() )
|
|
{
|
|
// for demo playback show full menu
|
|
GetViewPortInterface()->ShowPanel( PANEL_SPECMENU, true );
|
|
|
|
SetMode( OBS_MODE_ROAMING );
|
|
}
|
|
else
|
|
{
|
|
// during live broadcast only show black bars
|
|
GetViewPortInterface()->ShowPanel( PANEL_SPECGUI, true );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( Q_strcmp( "replay_message", type ) == 0 )
|
|
{
|
|
wchar_t outputBuf[1024];
|
|
const char *pszText = event->GetString( "text", "" );
|
|
|
|
char *tmpStr = hudtextmessage->LookupString( pszText );
|
|
const wchar_t *pBuf = g_pVGuiLocalize->Find( tmpStr );
|
|
if ( pBuf )
|
|
{
|
|
// Copy pBuf into szBuf[i].
|
|
int nMaxChars = sizeof( outputBuf ) / sizeof( wchar_t );
|
|
wcsncpy( outputBuf, pBuf, nMaxChars );
|
|
outputBuf[nMaxChars-1] = 0;
|
|
}
|
|
else
|
|
{
|
|
g_pVGuiLocalize->ConvertANSIToUnicode( tmpStr, outputBuf, sizeof(outputBuf) );
|
|
}
|
|
|
|
GetCenterPrint()->Print( ConvertCRtoNL( outputBuf ) );
|
|
return ;
|
|
}
|
|
|
|
if ( Q_strcmp( "replay_title", type ) == 0 )
|
|
{
|
|
Q_strncpy( m_szTitleText, event->GetString( "text", "" ), sizeof(m_szTitleText) );
|
|
return;
|
|
}
|
|
|
|
if ( Q_strcmp( "replay_status", type ) == 0 )
|
|
{
|
|
int nNumProxies = event->GetInt( "proxies" );
|
|
m_nNumSpectators = event->GetInt( "clients" ) - nNumProxies;
|
|
return;
|
|
}
|
|
|
|
// after this only auto-director commands follow
|
|
// don't execute them is autodirector is off and PVS is unlocked
|
|
if ( !spec_autodirector.GetBool() && !IsPVSLocked() )
|
|
return;
|
|
|
|
if ( Q_strcmp( "replay_cameraman", type ) == 0 )
|
|
{
|
|
Reset();
|
|
|
|
m_nCameraMode = OBS_MODE_ROAMING;
|
|
m_iCameraMan = event->GetInt( "index" );
|
|
|
|
return;
|
|
}
|
|
|
|
if ( Q_strcmp( "replay_fixed", type ) == 0 )
|
|
{
|
|
m_iCameraMan = 0;
|
|
|
|
m_vCamOrigin.x = event->GetInt( "posx" );
|
|
m_vCamOrigin.y = event->GetInt( "posy" );
|
|
m_vCamOrigin.z = event->GetInt( "posz" );
|
|
|
|
QAngle angle;
|
|
angle.x = event->GetInt( "theta" );
|
|
angle.y = event->GetInt( "phi" );
|
|
angle.z = 0; // no roll yet
|
|
|
|
if ( m_nCameraMode != OBS_MODE_FIXED )
|
|
{
|
|
SetMode( OBS_MODE_FIXED );
|
|
SetCameraAngle( angle );
|
|
m_flFOV = event->GetFloat( "fov", 90 );
|
|
}
|
|
|
|
SetPrimaryTarget( event->GetInt( "target" ) );
|
|
|
|
if ( m_iTraget1 == 0 )
|
|
{
|
|
SetCameraAngle( angle );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( Q_strcmp( "replay_chase", type ) == 0 )
|
|
{
|
|
bool bInEye = event->GetInt( "ineye" );
|
|
|
|
// check if we are already in a player chase mode
|
|
bool bIsInChaseMode = (m_nCameraMode==OBS_MODE_IN_EYE)|| (m_nCameraMode==OBS_MODE_CHASE);
|
|
|
|
// if we are in auto director or not in a valid chase mode, set new mode now
|
|
if ( spec_autodirector.GetBool() || !bIsInChaseMode )
|
|
{
|
|
SetMode( bInEye?OBS_MODE_IN_EYE:OBS_MODE_CHASE );
|
|
}
|
|
|
|
m_iCameraMan = 0;
|
|
|
|
m_iTraget2 = event->GetInt( "target2" );
|
|
m_flDistance = event->GetFloat( "distance", m_flDistance );
|
|
m_flOffset = event->GetFloat( "offset", m_flOffset );
|
|
m_flTheta = event->GetFloat( "theta", m_flTheta );
|
|
m_flPhi = event->GetFloat( "phi", m_flPhi );
|
|
m_flFOV = event->GetFloat( "fov", 90 );
|
|
m_flInertia = event->GetFloat( "inertia", 30.f ) / 10.f;
|
|
|
|
// if inertia is not set use standard value
|
|
if ( m_flInertia <= 0 )
|
|
m_flInertia = 3.0f;
|
|
|
|
SetPrimaryTarget( event->GetInt( "target1" ) );
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// this is a cheap version of FullNoClipMove():
|
|
void C_ReplayCamera::CreateMove( CUserCmd *cmd)
|
|
{
|
|
if ( cmd )
|
|
{
|
|
m_LastCmd = *cmd;
|
|
}
|
|
}
|
|
|
|
void C_ReplayCamera::SetCameraAngle( QAngle& targetAngle )
|
|
{
|
|
m_aCamAngle = targetAngle;
|
|
NormalizeAngles( m_aCamAngle );
|
|
m_flLastAngleUpdateTime = gpGlobals->realtime;
|
|
}
|
|
|
|
void C_ReplayCamera::SmoothCameraAngle( QAngle& targetAngle )
|
|
{
|
|
if ( m_flLastAngleUpdateTime > 0 )
|
|
{
|
|
float deltaTime = gpGlobals->realtime - m_flLastAngleUpdateTime;
|
|
|
|
deltaTime = clamp( deltaTime*m_flInertia, 0.01, 1);
|
|
|
|
InterpolateAngles( m_aCamAngle, targetAngle, m_aCamAngle, deltaTime );
|
|
}
|
|
else
|
|
{
|
|
m_aCamAngle = targetAngle;
|
|
}
|
|
|
|
m_flLastAngleUpdateTime = gpGlobals->realtime;
|
|
}
|
|
|
|
void C_ReplayCamera::ToggleChaseAsFirstPerson()
|
|
{
|
|
if ( GetMode() == OBS_MODE_CHASE )
|
|
{
|
|
SetMode( OBS_MODE_IN_EYE );
|
|
}
|
|
else if ( GetMode() == OBS_MODE_IN_EYE )
|
|
{
|
|
SetMode( OBS_MODE_CHASE );
|
|
}
|
|
}
|
|
|
|
bool C_ReplayCamera::IsPVSLocked()
|
|
{
|
|
if ( replay_transmitall != NULL )
|
|
{
|
|
return !replay_transmitall->GetBool();
|
|
}
|
|
else
|
|
{
|
|
//old style, assume locked unless we playback a demo
|
|
return !engine->IsPlayingDemo();
|
|
}
|
|
}
|
|
|
|
void C_ReplayCamera::SetAutoDirector( bool bActive )
|
|
{
|
|
spec_autodirector.SetValue( bActive?1:0 );
|
|
}
|
|
|
|
#endif
|