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696 lines
21 KiB
696 lines
21 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "weapon_ifmsteadycam.h"
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#include "in_buttons.h"
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#include "usercmd.h"
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#include "dt_shared.h"
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#ifdef CLIENT_DLL
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#include "vgui_controls/Controls.h"
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#include "vgui/ISurface.h"
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#include "vgui/IScheme.h"
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#include "vgui/ILocalize.h"
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#include "vgui/VGUI.h"
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#include "tier1/KeyValues.h"
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#include "toolframework/itoolframework.h"
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponIFMSteadyCam tables.
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//-----------------------------------------------------------------------------
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMSteadyCam, DT_WeaponIFMSteadyCam )
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LINK_ENTITY_TO_CLASS( weapon_ifm_steadycam, CWeaponIFMSteadyCam );
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#if !( defined( TF_CLIENT_DLL ) || defined( TF_DLL ) )
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PRECACHE_WEAPON_REGISTER( weapon_ifm_steadycam );
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#endif
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BEGIN_NETWORK_TABLE( CWeaponIFMSteadyCam, DT_WeaponIFMSteadyCam )
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CWeaponIFMSteadyCam )
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DEFINE_PRED_FIELD( m_bIsLocked, FIELD_BOOLEAN, 0 ),
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DEFINE_PRED_FIELD( m_bInSpringMode, FIELD_BOOLEAN, 0 ),
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DEFINE_PRED_FIELD( m_bInDirectMode, FIELD_BOOLEAN, 0 ),
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DEFINE_PRED_FIELD( m_vecOffset, FIELD_VECTOR, 0 ),
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DEFINE_PRED_FIELD( m_hLockTarget, FIELD_EHANDLE, 0 ),
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DEFINE_PRED_FIELD( m_vec2DVelocity, FIELD_VECTOR, 0 ),
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DEFINE_PRED_FIELD( m_vecActualViewOffset, FIELD_VECTOR, 0 ),
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DEFINE_PRED_FIELD( m_vecViewOffset, FIELD_VECTOR, 0 ),
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DEFINE_PRED_FIELD( m_flFOVOffsetY, FIELD_FLOAT, 0 ),
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END_PREDICTION_DATA()
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#endif
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#ifdef GAME_DLL
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BEGIN_DATADESC( CWeaponIFMSteadyCam )
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DEFINE_FIELD( m_hLockTarget, FIELD_EHANDLE ),
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END_DATADESC()
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponIFMSteadyCam implementation.
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//-----------------------------------------------------------------------------
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CWeaponIFMSteadyCam::CWeaponIFMSteadyCam()
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{
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#ifdef CLIENT_DLL
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m_bIsLocked = false;
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m_bInDirectMode = false;
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m_bInSpringMode = true;
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m_vec2DVelocity.Init();
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m_vecActualViewOffset.Init();
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m_vecViewOffset.Init();
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m_flFOVOffsetY = 0.0f;
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m_vecOffset.Init();
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m_hFont = vgui::INVALID_FONT;
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m_nTextureId = -1;
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#endif
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}
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CWeaponIFMSteadyCam::~CWeaponIFMSteadyCam()
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{
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#ifdef CLIENT_DLL
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if ( vgui::surface() && m_nTextureId != -1 )
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{
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vgui::surface()->DestroyTextureID( m_nTextureId );
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m_nTextureId = -1;
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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//
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// Specific methods on the client
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//
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Computes a matrix given a forward direction
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//-----------------------------------------------------------------------------
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void CWeaponIFMSteadyCam::MatrixFromForwardDirection( const Vector &vecForward, matrix3x4_t &mat )
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{
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// Convert desired to quaternion
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Vector vecLeft( -vecForward.y, vecForward.x, 0.0f );
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if ( VectorNormalize( vecLeft ) < 1e-3 )
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{
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vecLeft.Init( 1.0f, 0.0f, 0.0f );
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}
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Vector vecUp;
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CrossProduct( vecForward, vecLeft, vecUp );
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MatrixInitialize( mat, m_vecRelativePosition, vecForward, vecLeft, vecUp );
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}
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//-----------------------------------------------------------------------------
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// Updates the relative orientation of the camera, spring mode
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//-----------------------------------------------------------------------------
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void CWeaponIFMSteadyCam::ComputeMouseRay( const VMatrix &steadyCamToPlayer, Vector &vecForward )
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{
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// Create a ray in steadycam space
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float flMaxD = 1.0f / tan( M_PI * m_flFOV / 360.0f );
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// Remap offsets into normalized space
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int w, h;
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GetViewportSize( w, h );
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float flViewX = ( w != 0 ) ? m_vecViewOffset.x / ( w / 2 ) : 0.0f;
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float flViewY = ( h != 0 ) ? m_vecViewOffset.y / ( h / 2 ) : 0.0f;
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flViewX *= flMaxD;
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flViewY *= flMaxD;
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Vector vecSelectionDir( 1.0f, -flViewX, -flViewY );
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VectorNormalize( vecSelectionDir );
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// Rotate the ray into player coordinates
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Vector3DMultiply( steadyCamToPlayer, vecSelectionDir, vecForward );
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}
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//-----------------------------------------------------------------------------
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// Updates the relative orientation of the camera, spring mode
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//-----------------------------------------------------------------------------
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void CWeaponIFMSteadyCam::UpdateDirectRelativeOrientation()
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{
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// Compute a player to steadycam matrix
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VMatrix steadyCamToPlayer;
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MatrixFromAngles( m_angRelativeAngles, steadyCamToPlayer );
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MatrixSetColumn( steadyCamToPlayer, 3, m_vecRelativePosition );
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// Compute a forward direction
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Vector vecCurrentForward;
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MatrixGetColumn( steadyCamToPlayer, 0, &vecCurrentForward );
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// Before any updating occurs, sample the current
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// world-space direction of the mouse
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Vector vecDesiredDirection;
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ComputeMouseRay( steadyCamToPlayer, vecDesiredDirection );
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// rebuild a roll-less orientation based on that direction vector
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matrix3x4_t mat;
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MatrixFromForwardDirection( vecDesiredDirection, mat );
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MatrixAngles( mat, m_angRelativeAngles );
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Assert( m_angRelativeAngles.IsValid() );
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m_vecActualViewOffset -= m_vecViewOffset;
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m_vecViewOffset.Init();
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}
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//-----------------------------------------------------------------------------
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// Updates the relative orientation of the camera when locked
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//-----------------------------------------------------------------------------
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void CWeaponIFMSteadyCam::UpdateLockedRelativeOrientation()
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{
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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Vector vecDesiredDirection = m_vecOffset;
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CBaseEntity *pLock = m_hLockTarget.Get();
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if ( pLock )
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{
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vecDesiredDirection += pLock->GetAbsOrigin();
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}
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Vector vecAbsOrigin;
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QAngle angAbsRotation;
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ComputeAbsCameraTransform( vecAbsOrigin, angAbsRotation );
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vecDesiredDirection -= vecAbsOrigin;
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VectorNormalize( vecDesiredDirection );
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matrix3x4_t mat;
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MatrixFromForwardDirection( vecDesiredDirection, mat );
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MatrixAngles( mat, m_angRelativeAngles );
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}
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//-----------------------------------------------------------------------------
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// Updates the relative orientation of the camera
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//-----------------------------------------------------------------------------
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static ConVar ifm_steadycam_rotaterate( "ifm_steadycam_rotaterate", "60", FCVAR_ARCHIVE );
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static ConVar ifm_steadycam_zoomspeed( "ifm_steadycam_zoomspeed", "1.0", FCVAR_ARCHIVE );
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static ConVar ifm_steadycam_zoomdamp( "ifm_steadycam_zoomdamp", "0.95", FCVAR_ARCHIVE );
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static ConVar ifm_steadycam_armspeed( "ifm_steadycam_armspeed", "0.5", FCVAR_ARCHIVE );
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static ConVar ifm_steadycam_rotatedamp( "ifm_steadycam_rotatedamp", "0.95", FCVAR_ARCHIVE );
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static ConVar ifm_steadycam_mousefactor( "ifm_steadycam_mousefactor", "1.0", FCVAR_ARCHIVE );
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static ConVar ifm_steadycam_mousepower( "ifm_steadycam_mousepower", "1.0", FCVAR_ARCHIVE );
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void CWeaponIFMSteadyCam::UpdateRelativeOrientation()
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{
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if ( m_bIsLocked )
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return;
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if ( m_bInDirectMode )
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{
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UpdateDirectRelativeOrientation();
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return;
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}
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if ( ( m_vecViewOffset.x == 0.0f ) && ( m_vecViewOffset.y == 0.0f ) )
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return;
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// Compute a player to steadycam matrix
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VMatrix steadyCamToPlayer;
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MatrixFromAngles( m_angRelativeAngles, steadyCamToPlayer );
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MatrixSetColumn( steadyCamToPlayer, 3, m_vecRelativePosition );
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Vector vecCurrentForward;
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MatrixGetColumn( steadyCamToPlayer, 0, &vecCurrentForward );
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// Create a ray in steadycam space
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float flMaxD = 1.0f / tan( M_PI * m_flFOV / 360.0f );
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// Remap offsets into normalized space
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float flViewX = m_vecViewOffset.x / ( 384 / 2 );
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float flViewY = m_vecViewOffset.y / ( 288 / 2 );
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flViewX *= flMaxD * ifm_steadycam_mousefactor.GetFloat();
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flViewY *= flMaxD * ifm_steadycam_mousefactor.GetFloat();
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Vector vecSelectionDir( 1.0f, -flViewX, -flViewY );
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VectorNormalize( vecSelectionDir );
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// Rotate the ray into player coordinates
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Vector vecDesiredDirection;
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Vector3DMultiply( steadyCamToPlayer, vecSelectionDir, vecDesiredDirection );
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float flDot = DotProduct( vecDesiredDirection, vecCurrentForward );
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flDot = clamp( flDot, -1.0f, 1.0f );
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float flAngle = 180.0f * acos( flDot ) / M_PI;
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if ( flAngle < 1e-3 )
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{
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matrix3x4_t mat;
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MatrixFromForwardDirection( vecDesiredDirection, mat );
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MatrixAngles( mat, m_angRelativeAngles );
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return;
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}
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Vector vecAxis;
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CrossProduct( vecCurrentForward, vecDesiredDirection, vecAxis );
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VectorNormalize( vecAxis );
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float flRotateRate = ifm_steadycam_rotaterate.GetFloat();
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if ( flRotateRate < 1.0f )
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{
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flRotateRate = 1.0f;
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}
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float flRateFactor = flAngle / flRotateRate;
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flRateFactor *= flRateFactor * flRateFactor;
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float flRate = flRateFactor * 30.0f;
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float flMaxAngle = gpGlobals->frametime * flRate;
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flAngle = clamp( flAngle, 0.0f, flMaxAngle );
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Vector vecNewForard;
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VMatrix rotation;
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MatrixBuildRotationAboutAxis( rotation, vecAxis, flAngle );
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Vector3DMultiply( rotation, vecCurrentForward, vecNewForard );
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matrix3x4_t mat;
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MatrixFromForwardDirection( vecNewForard, mat );
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MatrixAngles( mat, m_angRelativeAngles );
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Assert( m_angRelativeAngles.IsValid() );
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}
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//-----------------------------------------------------------------------------
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// Toggles to springy camera
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//-----------------------------------------------------------------------------
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void CWeaponIFMSteadyCam::ToggleDirectMode()
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{
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m_vecViewOffset.Init();
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m_vecActualViewOffset.Init();
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m_vec2DVelocity.Init();
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m_bInDirectMode = !m_bInDirectMode;
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}
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//-----------------------------------------------------------------------------
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// Targets the camera to always look at a point
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//-----------------------------------------------------------------------------
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void CWeaponIFMSteadyCam::LockCamera()
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{
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m_vecViewOffset.Init();
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m_vecActualViewOffset.Init();
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m_vec2DVelocity.Init();
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m_bIsLocked = !m_bIsLocked;
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if ( !m_bIsLocked )
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{
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UpdateLockedRelativeOrientation();
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return;
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}
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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Vector vTraceStart, vTraceEnd, vTraceDir;
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QAngle angles;
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BaseClass::ComputeAbsCameraTransform( vTraceStart, angles );
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AngleVectors( angles, &vTraceDir );
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VectorMA( vTraceStart, 10000.0f, vTraceDir, vTraceEnd);
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trace_t tr;
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UTIL_TraceLine( vTraceStart, vTraceEnd, MASK_ALL, GetPlayerOwner(), COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction == 1.0f )
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{
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m_bIsLocked = false;
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UpdateLockedRelativeOrientation();
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return;
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}
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m_hLockTarget = tr.m_pEnt;
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m_vecOffset = tr.endpos;
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if ( tr.m_pEnt )
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{
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m_vecOffset -= tr.m_pEnt->GetAbsOrigin();
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}
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}
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//-----------------------------------------------------------------------------
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// Gets the abs orientation of the camera
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//-----------------------------------------------------------------------------
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void CWeaponIFMSteadyCam::ComputeAbsCameraTransform( Vector &vecAbsOrigin, QAngle &angAbsRotation )
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{
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CBaseEntity *pLock = m_bIsLocked ? m_hLockTarget.Get() : NULL;
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pLock || !pPlayer )
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{
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BaseClass::ComputeAbsCameraTransform( vecAbsOrigin, angAbsRotation );
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return;
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}
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Vector vecDesiredDirection = m_vecOffset;
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if ( pLock )
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{
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vecDesiredDirection += pLock->GetAbsOrigin();
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}
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BaseClass::ComputeAbsCameraTransform( vecAbsOrigin, angAbsRotation );
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vecDesiredDirection -= vecAbsOrigin;
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VectorNormalize( vecDesiredDirection );
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matrix3x4_t mat;
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MatrixFromForwardDirection( vecDesiredDirection, mat );
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MatrixAngles( mat, angAbsRotation );
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}
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//-----------------------------------------------------------------------------
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// Computes the view offset from the actual view offset
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//-----------------------------------------------------------------------------
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static ConVar ifm_steadycam_2dspringconstant( "ifm_steadycam_2dspringconstant", "33.0", FCVAR_ARCHIVE );
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static ConVar ifm_steadycam_2ddragconstant( "ifm_steadycam_2ddragconstant", "11.0", FCVAR_ARCHIVE );
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void CWeaponIFMSteadyCam::ComputeViewOffset()
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{
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// Update 2D spring
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if ( !m_bInSpringMode )
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{
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m_vecViewOffset = m_vecActualViewOffset;
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return;
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}
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Vector2D dir;
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Vector2DSubtract( m_vecViewOffset.AsVector2D(), m_vecActualViewOffset.AsVector2D(), dir );
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float flDist = Vector2DNormalize( dir );
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Vector2D vecForce;
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Vector2DMultiply( dir, -flDist * ifm_steadycam_2dspringconstant.GetFloat(), vecForce );
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Vector2DMA( vecForce, -ifm_steadycam_2ddragconstant.GetFloat(), m_vec2DVelocity.AsVector2D(), vecForce );
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Vector2DMA( m_vecViewOffset.AsVector2D(), gpGlobals->frametime, m_vec2DVelocity.AsVector2D(), m_vecViewOffset.AsVector2D() );
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Vector2DMA( m_vec2DVelocity.AsVector2D(), gpGlobals->frametime, vecForce, m_vec2DVelocity.AsVector2D() );
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}
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//-----------------------------------------------------------------------------
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// Camera control
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//-----------------------------------------------------------------------------
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static ConVar ifm_steadycam_noise( "ifm_steadycam_noise", "0.0", FCVAR_ARCHIVE | FCVAR_REPLICATED );
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static ConVar ifm_steadycam_sensitivity( "ifm_steadycam_sensitivity", "1.0", FCVAR_ARCHIVE | FCVAR_REPLICATED );
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void CWeaponIFMSteadyCam::ItemPostFrame()
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{
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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float flSensitivity = ifm_steadycam_sensitivity.GetFloat();
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Vector2D vecOldActualViewOffset = m_vecActualViewOffset.AsVector2D();
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if ( pPlayer->m_nButtons & IN_ATTACK )
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{
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const CUserCmd *pUserCmd = pPlayer->GetCurrentUserCommand();
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m_vecActualViewOffset.x += pUserCmd->mousedx * flSensitivity;
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m_vecActualViewOffset.y += pUserCmd->mousedy * flSensitivity;
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}
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else
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{
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if ( !m_bIsLocked && !m_bInDirectMode )
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{
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float flDamp = ifm_steadycam_rotatedamp.GetFloat();
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m_vecActualViewOffset.x *= flDamp;
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m_vecActualViewOffset.y *= flDamp;
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}
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}
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// Add noise
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if ( !m_bIsLocked )
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{
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float flNoise = ifm_steadycam_noise.GetFloat();
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if ( flNoise > 0.0f )
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{
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CUniformRandomStream stream;
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stream.SetSeed( (int)(gpGlobals->curtime * 100) );
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CGaussianRandomStream gauss( &stream );
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float dx = gauss.RandomFloat( 0.0f, flNoise );
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float dy = gauss.RandomFloat( 0.0f, flNoise );
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m_vecActualViewOffset.x += dx;
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m_vecActualViewOffset.y += dy;
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}
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}
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ComputeViewOffset();
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if ( pPlayer->m_nButtons & IN_ZOOM )
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{
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const CUserCmd *pUserCmd = pPlayer->GetCurrentUserCommand();
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m_flFOVOffsetY += pUserCmd->mousedy * flSensitivity;
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}
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else
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{
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float flDamp = ifm_steadycam_zoomdamp.GetFloat();
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m_flFOVOffsetY *= flDamp;
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}
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m_flFOV += m_flFOVOffsetY * ifm_steadycam_zoomspeed.GetFloat() / 1000.0f;
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m_flFOV = clamp( m_flFOV, 0.5f, 160.0f );
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if ( pPlayer->m_nButtons & IN_WALK )
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{
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const CUserCmd *pUserCmd = pPlayer->GetCurrentUserCommand();
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m_flArmLength -= ifm_steadycam_armspeed.GetFloat() * pUserCmd->mousedy;
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}
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if ( pPlayer->GetImpulse() == 87 )
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{
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ToggleDirectMode();
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}
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if ( pPlayer->GetImpulse() == 89 )
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{
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m_bInSpringMode = !m_bInSpringMode;
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}
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if ( pPlayer->m_afButtonPressed & IN_USE )
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{
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LockCamera();
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}
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if ( pPlayer->m_afButtonPressed & IN_ATTACK2 )
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{
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m_bFullScreen = !m_bFullScreen;
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}
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if ( pPlayer->GetImpulse() == 88 )
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{
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// Make the view angles exactly match the player
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m_vecViewOffset.Init();
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m_vecActualViewOffset.Init();
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m_vecOffset.Init();
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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 == -1 )
|
|
{
|
|
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;
|
|
gHUD.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
|
|
|
|
|
|
|