Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef BASEVIEWMODEL_SHARED_H
#define BASEVIEWMODEL_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "predictable_entity.h"
#include "utlvector.h"
#include "baseplayer_shared.h"
#include "shared_classnames.h"
#include "ihasowner.h"
#ifdef CSTRIKE15
#include "cs_shareddefs.h"
#endif
class CBaseCombatWeapon;
class CBaseCombatCharacter;
class CVGuiScreen;
#if defined( CLIENT_DLL )
class C_ViewmodelAttachmentModel;
class C_CSPlayer;
#define CBaseViewModel C_BaseViewModel
#undef CBaseCombatWeapon
#define CBaseCombatWeapon C_BaseCombatWeapon
#define NUM_UID_CHARS 20
class C_BaseViewModel;
//--------------------------------------------------------------------------------------------------------
class C_ViewmodelAttachmentModel : public C_BaseAnimating
{
DECLARE_CLASS( C_ViewmodelAttachmentModel, C_BaseAnimating );
public:
bool InitializeAsClientEntity( const char *pszModelName, bool bRenderWithViewModels );
void SetViewmodel( C_BaseViewModel *pVM );
virtual int InternalDrawModel( int flags, const RenderableInstance_t &instance );
private:
CHandle< C_BaseViewModel > m_hViewmodel;
};
#endif
#define VIEWMODEL_INDEX_BITS 1
class CBaseViewModel : public CBaseAnimating, public IHasOwner
{
DECLARE_CLASS( CBaseViewModel, CBaseAnimating );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
#endif
CBaseViewModel( void );
~CBaseViewModel( void );
bool IsViewable(void) { return false; }
virtual void UpdateOnRemove( void );
// Weapon client handling
virtual void SendViewModelMatchingSequence( int sequence );
virtual void SetWeaponModel( const char *pszModelname, CBaseCombatWeapon *weapon );
virtual void CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles );
virtual void CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition,
const QAngle& eyeAngles );
virtual void AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles ) {};
void CalcViewModelUnzoom( CBasePlayer *owner, Vector& origin, QAngle& angles );
// Initializes the viewmodel for use
void SetOwner( CBaseEntity *pEntity );
void SetIndex( int nIndex );
// Returns which viewmodel it is
int ViewModelIndex( ) const;
virtual void Precache( void );
virtual void Spawn( void );
virtual CBaseEntity *GetOwner( void ) { return m_hOwner; };
virtual void AddEffects( int nEffects );
virtual void RemoveEffects( int nEffects );
void SpawnControlPanels();
void DestroyControlPanels();
void SetControlPanelsActive( bool bState );
void ShowControlPanells( bool show );
virtual CBaseCombatWeapon *GetOwningWeapon( void );
virtual CBaseEntity *GetOwnerViaInterface( void ) { return GetOwner(); }
virtual bool IsSelfAnimating()
{
return true;
}
Vector m_vecLastFacing;
virtual bool IsViewModel() const { return true; }
virtual bool IsViewModelOrAttachment() const { return true; }
void UpdateAllViewmodelAddons( void );
#if defined ( CLIENT_DLL )
C_ViewmodelAttachmentModel *AddViewmodelArmModel( const char *pszModel, int nSkintoneIndex = -1 );
C_ViewmodelAttachmentModel* FindArmModelForLoadoutPosition( loadout_positions_t nPosition ) const;
#endif
void AddViewmodelLabel( CEconItemView *pItem );
void AddViewmodelStatTrak( CEconItemView *pItem, int nStatTrakType, int nWeaponID, AccountID_t holderAcctId );
void AddViewmodelStickers( CEconItemView *pItem, int nWeaponID );
bool ViewmodelStickersAreValid( int nWeaponID );
void RemoveViewmodelArmModels( void );
void RemoveViewmodelLabel( void );
void RemoveViewmodelStatTrak( void );
void RemoveViewmodelStickers( void );
CNetworkVar(bool, m_bShouldIgnoreOffsetAndAccuracy );
virtual void SetShouldIgnoreOffsetAndAccuracy( bool bIgnore ) { m_bShouldIgnoreOffsetAndAccuracy = bIgnore; }
#if !defined( CLIENT_DLL )
virtual int UpdateTransmitState( void );
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
#else
virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual C_BasePlayer *GetPredictionOwner( void );
virtual bool Interpolate( float currentTime );
virtual bool ShouldFlipModel( void );
void UpdateAnimationParity( void );
virtual void PostBuildTransformations( CStudioHdr *pStudioHdr, BoneVector *pos, BoneQuaternion q[] );
Vector m_vecCamDriverLastPos;
QAngle m_angCamDriverLastAng;
float m_flCamDriverAppliedTime;
float m_flCamDriverWeight;
virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
virtual bool ShouldDraw();
virtual bool ShouldSuppressForSplitScreenPlayer( int nSlot );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags, const RenderableInstance_t &instance );
virtual uint8 OverrideAlphaModulation( uint8 nAlpha );
RenderableTranslucencyType_t ComputeTranslucencyType( void );
// Should this object cast shadows?
virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
// Should this object receive shadows?
virtual bool ShouldReceiveProjectedTextures( int flags )
{
return false;
}
virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
// See C_StudioModel's definition of this.
virtual void UncorrectViewModelAttachment( Vector &vOrigin );
// (inherited from C_BaseAnimating)
virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld );
CBaseCombatWeapon *GetWeapon() const { return m_hWeapon.Get(); }
virtual bool ShouldResetSequenceOnNewModel( void ) { return false; }
// Attachments
virtual int LookupAttachment( const char *pAttachmentName );
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
virtual bool GetAttachment( int number, Vector &origin );
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
virtual bool Simulate( void );
private:
CBaseViewModel( const CBaseViewModel & ); // not defined, not accessible
void UpdateParticles( int nSlot );
virtual void OnNewParticleEffect( const char *pszParticleName, CNewParticleEffect *pNewParticleEffect );
virtual void OnParticleEffectDeleted( CNewParticleEffect *pParticleEffect );
CUtlReference<CNewParticleEffect> m_viewmodelParticleEffect;
#endif
#ifdef PORTAL2
// We need to always transition because we handle our transition volumes in a different manner
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_FORCE_TRANSITION; }
#endif // PORTAL2
private:
typedef CHandle< CBaseCombatWeapon > CBaseCombatWeaponHandle;
// FTYPEDESC_INSENDTABLE STUFF
CNetworkVar( int, m_nViewModelIndex ); // Which viewmodel is it?
// Used to force restart on client, only needs a few bits
CNetworkVar( int, m_nAnimationParity );
CNetworkVar( CBaseCombatWeaponHandle, m_hWeapon );
// FTYPEDESC_INSENDTABLE STUFF (end)
CNetworkHandle( CBaseEntity, m_hOwner ); // Player or AI carrying this weapon
// soonest time Update will call WeaponIdle
float m_flTimeWeaponIdle;
Activity m_Activity;
// Weapon art
string_t m_sVMName; // View model of this weapon
string_t m_sAnimationPrefix; // Prefix of the animations that should be used by the player carrying this weapon
#if defined( CLIENT_DLL )
int m_nOldAnimationParity;
public:
float m_fCycleOffset;
void UpdateStatTrakGlow( void );
void SetStatTrakGlowMultiplier( float flNewIdealGlow ) { m_flStatTrakGlowMultiplierIdeal = flNewIdealGlow; }
const float GetStatTrakGlowMultiplier( void ){ return m_flStatTrakGlowMultiplier; }
#ifdef IRONSIGHT
void SetScopeStencilMaskMode( bool bEnabled ) { m_bScopeStencilMaskModeEnabled = bEnabled; }
bool GetScopeStencilMaskMode( void ) { return m_bScopeStencilMaskModeEnabled; }
#endif
private:
#ifdef IRONSIGHT
bool m_bScopeStencilMaskModeEnabled;
CHandle< C_ViewmodelAttachmentModel > m_viewmodelScopeStencilMask;
#endif
CUtlVector< CHandle< C_ViewmodelAttachmentModel > > m_vecViewmodelArmModels; // gloves, sleeves, etc
CHandle< C_ViewmodelAttachmentModel > m_viewmodelStatTrakAddon;
CHandle< C_ViewmodelAttachmentModel > m_viewmodelUidAddon;
int m_iAddOnPlayerClass;
int m_iAddOnWeaponID;
float m_flStatTrakGlowMultiplierIdeal;
float m_flStatTrakGlowMultiplier;
//stickers
typedef CHandle<C_ViewmodelAttachmentModel> StickerHandle_t;
CUtlVector<StickerHandle_t> m_hStickerModelAddons;
CBaseAnimating* m_pMaterialPreviewShape;
char m_szLastSound[64];
float m_flLastSoundTime;
bool IsSoundSameAsPreviousSound( const char* soundName, float flPastTimeThreshold ) { return ( gpGlobals->curtime - m_flLastSoundTime < flPastTimeThreshold ) && !V_strcmp( soundName, m_szLastSound ); }
void ResetTimeSincePreviousSound( void ) { m_flLastSoundTime = gpGlobals->curtime; }
void SetPreviousSoundStr( const char* soundName ) { V_strcpy( m_szLastSound, soundName ); }
#endif
// Control panel
typedef CHandle<CVGuiScreen> ScreenHandle_t;
CUtlVector<ScreenHandle_t> m_hScreens;
};
inline CBaseViewModel *ToBaseViewModel( CBaseAnimating *pAnim )
{
if ( pAnim && pAnim->IsViewModel() )
return assert_cast<CBaseViewModel *>(pAnim);
return NULL;
}
inline CBaseViewModel *ToBaseViewModel( CBaseEntity *pEntity )
{
if ( !pEntity )
return NULL;
return ToBaseViewModel(pEntity->GetBaseAnimating());
}
#endif // BASEVIEWMODEL_SHARED_H