Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef CAM_THIRDPERSON_H
#define CAM_THIRDPERSON_H
#if defined( _WIN32 )
#pragma once
#endif
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#else
#include "baseplayer.h"
#endif
#define DIST_FORWARD 0
#define DIST_RIGHT 1
#define DIST_UP 2
//-------------------------------------------------- Constants
#define CAM_MIN_DIST 30.0
#define CAM_ANGLE_MOVE .5
#define MAX_ANGLE_DIFF 10.0
#define PITCH_MAX 90.0
#define PITCH_MIN 0
#define YAW_MAX 135.0
#define YAW_MIN -135.0
#define DIST 2
#define CAM_HULL_OFFSET 14.0 // the size of the bounding hull used for collision checking
#define CAMERA_UP_OFFSET 25.0f
#define CAMERA_OFFSET_LERP_TIME 0.5f
#define CAMERA_UP_OFFSET_LERP_TIME 0.25f
class CThirdPersonManager
{
public:
CThirdPersonManager();
void SetCameraOffsetAngles( const Vector& vecOffset ) { m_vecCameraOffset = vecOffset; }
const Vector& GetCameraOffsetAngles( void ) const { return m_vecCameraOffset; }
void SetDesiredCameraOffset( const Vector& vecOffset ) { m_vecDesiredCameraOffset = vecOffset; }
const Vector& GetDesiredCameraOffset( void ) const { return m_vecDesiredCameraOffset; }
Vector GetFinalCameraOffset( void );
void SetCameraOrigin( const Vector& vecOffset ) { m_vecCameraOrigin = vecOffset; }
const Vector& GetCameraOrigin( void ) const { return m_vecCameraOrigin; }
void Update( void );
void PositionCamera( CBasePlayer *pPlayer, const QAngle& angles );
void UseCameraOffsets( bool bUse ) { m_bUseCameraOffsets = bUse; }
bool UsingCameraOffsets( void ) { return m_bUseCameraOffsets; }
const QAngle& GetCameraViewAngles( void ) const { return m_ViewAngles; }
Vector GetDistanceFraction( void );
bool WantToUseGameThirdPerson( void );
void SetOverridingThirdPerson( bool bOverride ) { m_bOverrideThirdPerson = bOverride; }
bool IsOverridingThirdPerson( void ) { return m_bOverrideThirdPerson; }
void Init( void );
void SetForcedThirdPerson( bool bForced ) { m_bForced = bForced; }
bool GetForcedThirdPerson() const { return m_bForced; }
private:
// What is the current camera offset from the view origin?
Vector m_vecCameraOffset;
// Distances from the center
Vector m_vecDesiredCameraOffset;
Vector m_vecCameraOrigin;
bool m_bUseCameraOffsets;
QAngle m_ViewAngles;
float m_flFraction;
float m_flUpFraction;
float m_flTargetFraction;
float m_flTargetUpFraction;
bool m_bOverrideThirdPerson;
bool m_bForced;
float m_flUpOffset;
float m_flLerpTime;
float m_flUpLerpTime;
};
extern CThirdPersonManager g_ThirdPersonManager;
#endif // CAM_THIRDPERSON_H