Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_VIEWMODEL_H
#define TF_VIEWMODEL_H
#ifdef _WIN32
#pragma once
#endif
#include "predictable_entity.h"
#include "utlvector.h"
#include "baseplayer_shared.h"
#include "shared_classnames.h"
#include "tf_weaponbase.h"
#if defined( CLIENT_DLL )
#include "c_baseanimating.h"
#define CTFViewModel C_TFViewModel
#endif
class CTFViewModel : public CBaseViewModel
{
DECLARE_CLASS( CTFViewModel, CBaseViewModel );
public:
DECLARE_NETWORKCLASS();
CTFViewModel( void );
virtual ~CTFViewModel( void );
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 );
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
virtual void ProcessMuzzleFlashEvent( void );
virtual int GetSkin();
BobState_t &GetBobState() { return m_BobState; }
virtual int DrawModel( int flags );
virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
virtual const char* ModifyEventParticles( const char* token );
#endif
bool m_bBodygroupsDirty;
private:
void RecalculatePlayerBodygroups();
#if defined( CLIENT_DLL )
// This is used to lag the angles.
CInterpolatedVar<QAngle> m_LagAnglesHistory;
QAngle m_vLagAngles;
BobState_t m_BobState; // view model head bob state
CTFViewModel( const CTFViewModel & ); // not defined, not accessible
QAngle m_vLoweredWeaponOffset;
#endif
};
#endif // TF_VIEWMODEL_H