Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "weapon_ifmsteadycam.h"
#include "in_buttons.h"
#include "usercmd.h"
#include "dt_shared.h"
#ifdef CLIENT_DLL
#include "vgui_controls/controls.h"
#include "vgui/isurface.h"
#include "vgui/ischeme.h"
#include "vgui/ilocalize.h"
#include "vgui/vgui.h"
#include "tier1/KeyValues.h"
#include "toolframework/itoolframework.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CWeaponIFMSteadyCam tables.
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMSteadyCam, DT_WeaponIFMSteadyCam )
LINK_ENTITY_TO_CLASS( weapon_ifm_steadycam, CWeaponIFMSteadyCam );
#if !( defined( TF_CLIENT_DLL ) || defined( TF_DLL ) )
PRECACHE_WEAPON_REGISTER( weapon_ifm_steadycam );
#endif
BEGIN_NETWORK_TABLE( CWeaponIFMSteadyCam, DT_WeaponIFMSteadyCam )
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponIFMSteadyCam )
DEFINE_PRED_FIELD( m_bIsLocked, FIELD_BOOLEAN, 0 ),
DEFINE_PRED_FIELD( m_bInSpringMode, FIELD_BOOLEAN, 0 ),
DEFINE_PRED_FIELD( m_bInDirectMode, FIELD_BOOLEAN, 0 ),
DEFINE_PRED_FIELD( m_vecOffset, FIELD_VECTOR, 0 ),
DEFINE_PRED_FIELD( m_hLockTarget, FIELD_EHANDLE, 0 ),
DEFINE_PRED_FIELD( m_vec2DVelocity, FIELD_VECTOR, 0 ),
DEFINE_PRED_FIELD( m_vecActualViewOffset, FIELD_VECTOR, 0 ),
DEFINE_PRED_FIELD( m_vecViewOffset, FIELD_VECTOR, 0 ),
DEFINE_PRED_FIELD( m_flFOVOffsetY, FIELD_FLOAT, 0 ),
END_PREDICTION_DATA()
#endif
#ifdef GAME_DLL
BEGIN_DATADESC( CWeaponIFMSteadyCam )
DEFINE_FIELD( m_hLockTarget, FIELD_EHANDLE ),
END_DATADESC()
#endif
//-----------------------------------------------------------------------------
// CWeaponIFMSteadyCam implementation.
//-----------------------------------------------------------------------------
CWeaponIFMSteadyCam::CWeaponIFMSteadyCam()
{
#ifdef CLIENT_DLL
m_bIsLocked = false;
m_bInDirectMode = false;
m_bInSpringMode = true;
m_vec2DVelocity.Init();
m_vecActualViewOffset.Init();
m_vecViewOffset.Init();
m_flFOVOffsetY = 0.0f;
m_vecOffset.Init();
m_hFont = vgui::INVALID_FONT;
m_nTextureId = -1;
#endif
}
//-----------------------------------------------------------------------------
//
// Specific methods on the client
//
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Computes a matrix given a forward direction
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::MatrixFromForwardDirection( const Vector &vecForward, matrix3x4_t &mat )
{
// Convert desired to quaternion
Vector vecLeft( -vecForward.y, vecForward.x, 0.0f );
if ( VectorNormalize( vecLeft ) < 1e-3 )
{
vecLeft.Init( 1.0f, 0.0f, 0.0f );
}
Vector vecUp;
CrossProduct( vecForward, vecLeft, vecUp );
MatrixInitialize( mat, m_vecRelativePosition, vecForward, vecLeft, vecUp );
}
//-----------------------------------------------------------------------------
// Updates the relative orientation of the camera, spring mode
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::ComputeMouseRay( const VMatrix &steadyCamToPlayer, Vector &vecForward )
{
// Create a ray in steadycam space
float flMaxD = 1.0f / tan( M_PI * m_flFOV / 360.0f );
// Remap offsets into normalized space
int w, h;
GetViewportSize( w, h );
float flViewX = ( w != 0 ) ? m_vecViewOffset.x / ( w / 2 ) : 0.0f;
float flViewY = ( h != 0 ) ? m_vecViewOffset.y / ( h / 2 ) : 0.0f;
flViewX *= flMaxD;
flViewY *= flMaxD;
Vector vecSelectionDir( 1.0f, -flViewX, -flViewY );
VectorNormalize( vecSelectionDir );
// Rotate the ray into player coordinates
Vector3DMultiply( steadyCamToPlayer, vecSelectionDir, vecForward );
}
//-----------------------------------------------------------------------------
// Updates the relative orientation of the camera, spring mode
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::UpdateDirectRelativeOrientation()
{
// Compute a player to steadycam matrix
VMatrix steadyCamToPlayer;
MatrixFromAngles( m_angRelativeAngles, steadyCamToPlayer );
MatrixSetColumn( steadyCamToPlayer, 3, m_vecRelativePosition );
// Compute a forward direction
Vector vecCurrentForward;
MatrixGetColumn( steadyCamToPlayer, 0, &vecCurrentForward );
// Before any updating occurs, sample the current
// world-space direction of the mouse
Vector vecDesiredDirection;
ComputeMouseRay( steadyCamToPlayer, vecDesiredDirection );
// rebuild a roll-less orientation based on that direction vector
matrix3x4_t mat;
MatrixFromForwardDirection( vecDesiredDirection, mat );
MatrixAngles( mat, m_angRelativeAngles );
Assert( m_angRelativeAngles.IsValid() );
m_vecActualViewOffset -= m_vecViewOffset;
m_vecViewOffset.Init();
}
//-----------------------------------------------------------------------------
// Updates the relative orientation of the camera when locked
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::UpdateLockedRelativeOrientation()
{
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
Vector vecDesiredDirection = m_vecOffset;
CBaseEntity *pLock = m_hLockTarget.Get();
if ( pLock )
{
vecDesiredDirection += pLock->GetAbsOrigin();
}
Vector vecAbsOrigin;
QAngle angAbsRotation;
ComputeAbsCameraTransform( vecAbsOrigin, angAbsRotation );
vecDesiredDirection -= vecAbsOrigin;
VectorNormalize( vecDesiredDirection );
matrix3x4_t mat;
MatrixFromForwardDirection( vecDesiredDirection, mat );
MatrixAngles( mat, m_angRelativeAngles );
}
//-----------------------------------------------------------------------------
// Updates the relative orientation of the camera
//-----------------------------------------------------------------------------
static ConVar ifm_steadycam_rotaterate( "ifm_steadycam_rotaterate", "60", FCVAR_ARCHIVE );
static ConVar ifm_steadycam_zoomspeed( "ifm_steadycam_zoomspeed", "1.0", FCVAR_ARCHIVE );
static ConVar ifm_steadycam_zoomdamp( "ifm_steadycam_zoomdamp", "0.95", FCVAR_ARCHIVE );
static ConVar ifm_steadycam_armspeed( "ifm_steadycam_armspeed", "0.5", FCVAR_ARCHIVE );
static ConVar ifm_steadycam_rotatedamp( "ifm_steadycam_rotatedamp", "0.95", FCVAR_ARCHIVE );
static ConVar ifm_steadycam_mousefactor( "ifm_steadycam_mousefactor", "1.0", FCVAR_ARCHIVE );
static ConVar ifm_steadycam_mousepower( "ifm_steadycam_mousepower", "1.0", FCVAR_ARCHIVE );
void CWeaponIFMSteadyCam::UpdateRelativeOrientation()
{
if ( m_bIsLocked )
return;
if ( m_bInDirectMode )
{
UpdateDirectRelativeOrientation();
return;
}
if ( ( m_vecViewOffset.x == 0.0f ) && ( m_vecViewOffset.y == 0.0f ) )
return;
// Compute a player to steadycam matrix
VMatrix steadyCamToPlayer;
MatrixFromAngles( m_angRelativeAngles, steadyCamToPlayer );
MatrixSetColumn( steadyCamToPlayer, 3, m_vecRelativePosition );
Vector vecCurrentForward;
MatrixGetColumn( steadyCamToPlayer, 0, &vecCurrentForward );
// Create a ray in steadycam space
float flMaxD = 1.0f / tan( M_PI * m_flFOV / 360.0f );
// Remap offsets into normalized space
float flViewX = m_vecViewOffset.x / ( 384 / 2 );
float flViewY = m_vecViewOffset.y / ( 288 / 2 );
flViewX *= flMaxD * ifm_steadycam_mousefactor.GetFloat();
flViewY *= flMaxD * ifm_steadycam_mousefactor.GetFloat();
Vector vecSelectionDir( 1.0f, -flViewX, -flViewY );
VectorNormalize( vecSelectionDir );
// Rotate the ray into player coordinates
Vector vecDesiredDirection;
Vector3DMultiply( steadyCamToPlayer, vecSelectionDir, vecDesiredDirection );
float flDot = DotProduct( vecDesiredDirection, vecCurrentForward );
flDot = clamp( flDot, -1.0f, 1.0f );
float flAngle = 180.0f * acos( flDot ) / M_PI;
if ( flAngle < 1e-3 )
{
matrix3x4_t mat;
MatrixFromForwardDirection( vecDesiredDirection, mat );
MatrixAngles( mat, m_angRelativeAngles );
return;
}
Vector vecAxis;
CrossProduct( vecCurrentForward, vecDesiredDirection, vecAxis );
VectorNormalize( vecAxis );
float flRotateRate = ifm_steadycam_rotaterate.GetFloat();
if ( flRotateRate < 1.0f )
{
flRotateRate = 1.0f;
}
float flRateFactor = flAngle / flRotateRate;
flRateFactor *= flRateFactor * flRateFactor;
float flRate = flRateFactor * 30.0f;
float flMaxAngle = gpGlobals->frametime * flRate;
flAngle = clamp( flAngle, 0.0f, flMaxAngle );
Vector vecNewForard;
VMatrix rotation;
MatrixBuildRotationAboutAxis( rotation, vecAxis, flAngle );
Vector3DMultiply( rotation, vecCurrentForward, vecNewForard );
matrix3x4_t mat;
MatrixFromForwardDirection( vecNewForard, mat );
MatrixAngles( mat, m_angRelativeAngles );
Assert( m_angRelativeAngles.IsValid() );
}
//-----------------------------------------------------------------------------
// Toggles to springy camera
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::ToggleDirectMode()
{
m_vecViewOffset.Init();
m_vecActualViewOffset.Init();
m_vec2DVelocity.Init();
m_bInDirectMode = !m_bInDirectMode;
}
//-----------------------------------------------------------------------------
// Targets the camera to always look at a point
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::LockCamera()
{
m_vecViewOffset.Init();
m_vecActualViewOffset.Init();
m_vec2DVelocity.Init();
m_bIsLocked = !m_bIsLocked;
if ( !m_bIsLocked )
{
UpdateLockedRelativeOrientation();
return;
}
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
Vector vTraceStart, vTraceEnd, vTraceDir;
QAngle angles;
BaseClass::ComputeAbsCameraTransform( vTraceStart, angles );
AngleVectors( angles, &vTraceDir );
VectorMA( vTraceStart, 10000.0f, vTraceDir, vTraceEnd);
trace_t tr;
UTIL_TraceLine( vTraceStart, vTraceEnd, MASK_ALL, GetPlayerOwner(), COLLISION_GROUP_NONE, &tr );
if ( tr.fraction == 1.0f )
{
m_bIsLocked = false;
UpdateLockedRelativeOrientation();
return;
}
m_hLockTarget = tr.m_pEnt;
m_vecOffset = tr.endpos;
if ( tr.m_pEnt )
{
m_vecOffset -= tr.m_pEnt->GetAbsOrigin();
}
}
//-----------------------------------------------------------------------------
// Gets the abs orientation of the camera
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::ComputeAbsCameraTransform( Vector &vecAbsOrigin, QAngle &angAbsRotation )
{
CBaseEntity *pLock = m_bIsLocked ? m_hLockTarget.Get() : NULL;
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pLock || !pPlayer )
{
BaseClass::ComputeAbsCameraTransform( vecAbsOrigin, angAbsRotation );
return;
}
Vector vecDesiredDirection = m_vecOffset;
if ( pLock )
{
vecDesiredDirection += pLock->GetAbsOrigin();
}
BaseClass::ComputeAbsCameraTransform( vecAbsOrigin, angAbsRotation );
vecDesiredDirection -= vecAbsOrigin;
VectorNormalize( vecDesiredDirection );
matrix3x4_t mat;
MatrixFromForwardDirection( vecDesiredDirection, mat );
MatrixAngles( mat, angAbsRotation );
}
//-----------------------------------------------------------------------------
// Computes the view offset from the actual view offset
//-----------------------------------------------------------------------------
static ConVar ifm_steadycam_2dspringconstant( "ifm_steadycam_2dspringconstant", "33.0", FCVAR_ARCHIVE );
static ConVar ifm_steadycam_2ddragconstant( "ifm_steadycam_2ddragconstant", "11.0", FCVAR_ARCHIVE );
void CWeaponIFMSteadyCam::ComputeViewOffset()
{
// Update 2D spring
if ( !m_bInSpringMode )
{
m_vecViewOffset = m_vecActualViewOffset;
return;
}
Vector2D dir;
Vector2DSubtract( m_vecViewOffset.AsVector2D(), m_vecActualViewOffset.AsVector2D(), dir );
float flDist = Vector2DNormalize( dir );
Vector2D vecForce;
Vector2DMultiply( dir, -flDist * ifm_steadycam_2dspringconstant.GetFloat(), vecForce );
Vector2DMA( vecForce, -ifm_steadycam_2ddragconstant.GetFloat(), m_vec2DVelocity.AsVector2D(), vecForce );
Vector2DMA( m_vecViewOffset.AsVector2D(), gpGlobals->frametime, m_vec2DVelocity.AsVector2D(), m_vecViewOffset.AsVector2D() );
Vector2DMA( m_vec2DVelocity.AsVector2D(), gpGlobals->frametime, vecForce, m_vec2DVelocity.AsVector2D() );
}
//-----------------------------------------------------------------------------
// Camera control
//-----------------------------------------------------------------------------
static ConVar ifm_steadycam_noise( "ifm_steadycam_noise", "0.0", FCVAR_ARCHIVE | FCVAR_REPLICATED );
static ConVar ifm_steadycam_sensitivity( "ifm_steadycam_sensitivity", "1.0", FCVAR_ARCHIVE | FCVAR_REPLICATED );
void CWeaponIFMSteadyCam::ItemPostFrame()
{
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
float flSensitivity = ifm_steadycam_sensitivity.GetFloat();
Vector2D vecOldActualViewOffset = m_vecActualViewOffset.AsVector2D();
if ( pPlayer->m_nButtons & IN_ATTACK )
{
const CUserCmd *pUserCmd = pPlayer->GetCurrentUserCommand();
m_vecActualViewOffset.x += pUserCmd->mousedx * flSensitivity;
m_vecActualViewOffset.y += pUserCmd->mousedy * flSensitivity;
}
else
{
if ( !m_bIsLocked && !m_bInDirectMode )
{
float flDamp = ifm_steadycam_rotatedamp.GetFloat();
m_vecActualViewOffset.x *= flDamp;
m_vecActualViewOffset.y *= flDamp;
}
}
// Add noise
if ( !m_bIsLocked )
{
float flNoise = ifm_steadycam_noise.GetFloat();
if ( flNoise > 0.0f )
{
CUniformRandomStream stream;
stream.SetSeed( (int)(gpGlobals->curtime * 100) );
CGaussianRandomStream gauss( &stream );
float dx = gauss.RandomFloat( 0.0f, flNoise );
float dy = gauss.RandomFloat( 0.0f, flNoise );
m_vecActualViewOffset.x += dx;
m_vecActualViewOffset.y += dy;
}
}
ComputeViewOffset();
if ( pPlayer->m_nButtons & IN_ZOOM )
{
const CUserCmd *pUserCmd = pPlayer->GetCurrentUserCommand();
m_flFOVOffsetY += pUserCmd->mousedy * flSensitivity;
}
else
{
float flDamp = ifm_steadycam_zoomdamp.GetFloat();
m_flFOVOffsetY *= flDamp;
}
m_flFOV += m_flFOVOffsetY * ifm_steadycam_zoomspeed.GetFloat() / 1000.0f;
m_flFOV = clamp( m_flFOV, 0.5f, 160.0f );
if ( pPlayer->m_nButtons & IN_WALK )
{
const CUserCmd *pUserCmd = pPlayer->GetCurrentUserCommand();
m_flArmLength -= ifm_steadycam_armspeed.GetFloat() * pUserCmd->mousedy;
}
if ( pPlayer->GetImpulse() == 87 )
{
ToggleDirectMode();
}
if ( pPlayer->GetImpulse() == 89 )
{
m_bInSpringMode = !m_bInSpringMode;
}
if ( pPlayer->m_afButtonPressed & IN_USE )
{
LockCamera();
}
if ( pPlayer->m_afButtonPressed & IN_ATTACK2 )
{
m_bFullScreen = !m_bFullScreen;
}
if ( pPlayer->GetImpulse() == 88 )
{
// Make the view angles exactly match the player
m_vecViewOffset.Init();
m_vecActualViewOffset.Init();
m_vecOffset.Init();
m_vec2DVelocity.Init();
m_hLockTarget.Set( NULL );
m_flArmLength = 0.0f;
if ( m_bIsLocked )
{
LockCamera();
}
m_angRelativeAngles = pPlayer->EyeAngles();
m_flFOV = pPlayer->GetFOV();
}
UpdateRelativeOrientation();
TransmitRenderInfo();
}
//-----------------------------------------------------------------------------
// Records the state for the IFM
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::GetToolRecordingState( KeyValues *msg )
{
BaseClass::GetToolRecordingState( msg );
static CameraRecordingState_t state;
state.m_flFOV = m_flFOV;
ComputeAbsCameraTransform( state.m_vecEyePosition, state.m_vecEyeAngles );
msg->SetPtr( "camera", &state );
}
//-----------------------------------------------------------------------------
// Slams view angles if the mouse is down
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles )
{
BaseClass::CreateMove( flInputSampleTime, pCmd, vecOldViewAngles );
// Block angular movement when IN_ATTACK is pressed
if ( pCmd->buttons & (IN_ATTACK | IN_WALK | IN_ZOOM) )
{
VectorCopy( vecOldViewAngles, pCmd->viewangles );
}
}
//-----------------------------------------------------------------------------
// Purpose: Draw the weapon's crosshair
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::DrawArmLength( int x, int y, int w, int h, Color clr )
{
// Draw a readout for the arm length
if ( m_hFont == vgui::INVALID_FONT )
{
vgui::HScheme hScheme = vgui::scheme()->GetScheme( "ClientScheme" );
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( hScheme );
m_hFont = pScheme->GetFont("DefaultVerySmall", false );
Assert( m_hFont != vgui::INVALID_FONT );
}
// Create our string
char szString[256];
Q_snprintf( szString, sizeof(szString), "Arm Length: %.2f\n", m_flArmLength );
// Convert it to localize friendly unicode
wchar_t wcString[256];
g_pVGuiLocalize->ConvertANSIToUnicode( szString, wcString, sizeof(wcString) );
int tw, th;
vgui::surface()->GetTextSize( m_hFont, wcString, tw, th );
vgui::surface()->DrawSetTextFont( m_hFont ); // set the font
vgui::surface()->DrawSetTextColor( clr ); // white
vgui::surface()->DrawSetTextPos( x + w - tw - 10, y + 10 ); // x,y position
vgui::surface()->DrawPrintText( wcString, wcslen(wcString) ); // print text
}
//-----------------------------------------------------------------------------
// Purpose: Draw the FOV
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::DrawFOV( int x, int y, int w, int h, Color clrEdges, Color clrTriangle )
{
if ( m_nTextureId < 0 )
{
m_nTextureId = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_nTextureId, "vgui/white", true, false );
}
// This is the fov
int nSize = 30;
int fx = x + w - 10 - nSize;
int fy = y + h - 10;
int fh = nSize * cos( M_PI * m_flFOV / 360.0f );
int fw = nSize * sin( M_PI * m_flFOV / 360.0f );
vgui::Vertex_t v[3];
v[0].m_Position.Init( fx, fy );
v[0].m_TexCoord.Init( 0.0f, 0.0f );
v[1].m_Position.Init( fx-fw, fy-fh );
v[1].m_TexCoord.Init( 0.0f, 0.0f );
v[2].m_Position.Init( fx+fw, fy-fh );
v[2].m_TexCoord.Init( 0.0f, 0.0f );
vgui::surface()->DrawSetTexture( m_nTextureId );
vgui::surface()->DrawSetColor( clrTriangle );
vgui::surface()->DrawTexturedPolygon( 3, v );
vgui::surface()->DrawSetColor( clrEdges );
vgui::surface()->DrawLine( fx, fy, fx - fw, fy - fh );
vgui::surface()->DrawLine( fx, fy, fx + fw, fy - fh );
}
//-----------------------------------------------------------------------------
// Purpose: Draw the weapon's crosshair
//-----------------------------------------------------------------------------
void CWeaponIFMSteadyCam::DrawCrosshair( void )
{
BaseClass::DrawCrosshair();
int x, y, w, h;
GetOverlayBounds( x, y, w, h );
// Draw the targeting zone around the crosshair
int r, g, b, a;
GetHud().m_clrYellowish.GetColor( r, g, b, a );
Color gray( 255, 255, 255, 192 );
Color light( r, g, b, 255 );
Color dark( r, g, b, 128 );
Color red( 255, 0, 0, 128 );
DrawArmLength( x, y, w, h, light );
DrawFOV( x, y, w, h, light, dark );
int cx, cy;
cx = x + ( w / 2 );
cy = y + ( h / 2 );
// This is the crosshair
vgui::surface()->DrawSetColor( gray );
vgui::surface()->DrawFilledRect( cx-10, cy-1, cx-3, cy+1 );
vgui::surface()->DrawFilledRect( cx+3, cy-1, cx+10, cy+1 );
vgui::surface()->DrawFilledRect( cx-1, cy-10, cx+1, cy-3 );
vgui::surface()->DrawFilledRect( cx-1, cy+3, cx+1, cy+10 );
// This is the yellow aiming dot
if ( ( m_vecViewOffset.x != 0.0f ) || ( m_vecViewOffset.y != 0.0f ) )
{
int ax, ay;
ax = cx + m_vecViewOffset.x;
ay = cy + m_vecViewOffset.y;
vgui::surface()->DrawSetColor( light );
vgui::surface()->DrawFilledRect( ax-2, ay-2, ax+2, ay+2 );
}
// This is the red actual dot
if ( ( m_vecActualViewOffset.x != 0.0f ) || ( m_vecActualViewOffset.y != 0.0f ) )
{
int ax, ay;
ax = cx + m_vecActualViewOffset.x;
ay = cy + m_vecActualViewOffset.y;
vgui::surface()->DrawSetColor( red );
vgui::surface()->DrawFilledRect( ax-2, ay-2, ax+2, ay+2 );
}
// This is the purple fov dot
if ( m_flFOVOffsetY != 0.0f )
{
Color purple( 255, 0, 255, 255 );
int vy = cy + m_flFOVOffsetY;
vgui::surface()->DrawSetColor( purple );
vgui::surface()->DrawFilledRect( cx-2, vy-2, cx+2, vy+2 );
}
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
//
// Specific methods on the server
//
//-----------------------------------------------------------------------------
#ifdef GAME_DLL
void CWeaponIFMSteadyCam::ItemPostFrame()
{
}
#endif // GAME_DLL