Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PREDICTED_VIEWMODEL_H
#define PREDICTED_VIEWMODEL_H
#ifdef _WIN32
#pragma once
#endif
#include "predictable_entity.h"
#include "utlvector.h"
#include "baseplayer_shared.h"
#include "shared_classnames.h"
#if defined( CLIENT_DLL )
#define CPredictedViewModel C_PredictedViewModel
#endif
class CPredictedViewModel : public CBaseViewModel
{
DECLARE_CLASS( CPredictedViewModel, CBaseViewModel );
public:
DECLARE_NETWORKCLASS();
CPredictedViewModel( void );
virtual ~CPredictedViewModel( void );
virtual void CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles );
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif
private:
#if defined( CLIENT_DLL )
// This is used to lag the angles.
CInterpolatedVar<QAngle> m_LagAnglesHistory;
QAngle m_vLagAngles;
CPredictedViewModel( const CPredictedViewModel & ); // not defined, not accessible
#endif
};
#endif // PREDICTED_VIEWMODEL_H