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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "predicted_viewmodel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( predicted_viewmodel, CPredictedViewModel );
IMPLEMENT_NETWORKCLASS_ALIASED( PredictedViewModel, DT_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, 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", "1.0", FCVAR_CLIENTDLL|FCVAR_CHEAT ); #endif
void CPredictedViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles ) { #ifdef CLIENT_DLL
// 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, cl_wpn_sway_interp.GetFloat(), false ); // Interpolate back 100ms.
m_LagAnglesHistory.Interpolate( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat() ); // 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;
// Now offset the origin using that.
vForwardDiff *= cl_wpn_sway_scale.GetFloat(); origin += forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z; #endif
}
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