Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef HLTVCAMERA_H
#define HLTVCAMERA_H
#ifdef _WIN32
#pragma once
#endif
#include "GameEventListener.h"
class C_HLTVCamera : CGameEventListener
{
public:
C_HLTVCamera();
virtual ~C_HLTVCamera();
enum AutodirectorState_t
{
AUTODIRECTOR_ON = 0,
AUTODIRECTOR_OFF,
AUTODIRECTOR_PAUSED
};
void Init();
void Reset();
void Update();
void CalcView(CViewSetup *pSetup);
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 SpecPlayerByIndex( int iIndex );
void SpecPlayerByAccountID( const char *pszSteamID );
void ToggleChaseAsFirstPerson();
bool IsPVSLocked();
bool HasCameraMan() { return ( m_iCameraMan != 0 ); }
void SetAutoDirector( AutodirectorState_t eState );
AutodirectorState_t AutoDirectorState() const;
bool IsAutoDirectorOn() const;
int GetMode(); // returns current camera mode
C_BaseEntity *GetPrimaryTarget(); // return primary target
void SetPrimaryTarget( int nEntity); // set the primary obs target
C_BasePlayer *GetCameraMan(); // return camera entity if any
Vector GetCameraPosition() { return m_vCamOrigin; }
int GetCurrentOrLastTarget() { return (m_iTarget1 != 0) ? m_iTarget1 : m_iLastTarget1; }
int GetCurrentTargetEntindex() { return m_iTarget1; }
void SetWatchingGrenade( C_BaseEntity *pGrenade, bool bWatching );
bool IsWatchingGrenade( void ) { return m_bIsFollowingGrenade; }
void CreateMove(CUserCmd *cmd);
void FixupMovmentParents();
void PostEntityPacketReceived();
const char* GetTitleText() { return m_szTitleText; }
int GetNumSpectators() { return m_nNumSpectators; }
float GetIdealOverviewScale( void ) { return m_flIdealOverviewScale; }
void SpecCameraGotoPos( Vector vecPos, QAngle angAngle, int nPlayerIndex = 0 );
void SpecCameraLerptoPos( const Vector &origin, const QAngle &angles, int nPlayerIndex = 0, float flTime = 0.0f );
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 CalcChaseOverview( CViewSetup &pSetup );
Vector CalcIdealOverviewPosition( Vector vecStartPos, Vector vOldOverviewPos );
//void CalcOverview( CViewSetup *pSetup );
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
Vector m_vLastGrenadeVelocity; //current camera origin
float m_flLastGrenadeVelocityUpdate;
QAngle m_aCamAngle; //current camera angle
int m_iTarget1; // first tracked target or 0
int m_iLastTarget1; // the last target before we switched
int m_iTarget2; // 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;
float m_flAutodirectorPausedTime; // negative if autodirector is not paused
float m_flIdealOverviewScale;
Vector m_vOldOverviewPos;
Vector m_vIdealOverviewPos;
float m_flLastCamZPos;
float m_flNextIdealOverviewPosUpdate;
bool m_bIsFollowingGrenade;
bool m_bIsSpecLerping;
float m_flSpecLerpTime;
float m_flSpecLerpEndTime;
Vector m_vecSpecLerpIdealPos;
QAngle m_angSpecLerpIdealAng;
Vector m_vecSpecLerpOldPos;
QAngle m_angSpecLerpOldAng;
float m_flObserverChaseApproach;
Vector m_vecObserverEyeDirPrevious;
};
extern C_HLTVCamera *HLTVCamera(); // get Singleton
#endif // HLTVCAMERA_H