support cl_righthand

This commit is contained in:
Andreas 2019-08-13 07:52:53 +02:00
parent cb00ff4ff5
commit 22b3d26c0b

View File

@ -19,7 +19,7 @@
#include <KeyValues.h>
#include "hltvcamera.h"
#ifdef TF_CLIENT_DLL
#include "tf_weaponbase.h"
#include "tf_weaponbase.h"
#endif
#if defined( REPLAY_ENABLED )
@ -35,39 +35,39 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CSTRIKE_DLL
ConVar cl_righthand( "cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models." );
#endif
//#ifdef CSTRIKE_DLL
ConVar cl_righthand("cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models.");
//#endif
#ifdef TF_CLIENT_DLL
ConVar cl_flipviewmodels( "cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models." );
ConVar cl_flipviewmodels("cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models.");
#endif
void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
void PostToolMessage(HTOOLHANDLE hEntity, KeyValues* msg);
void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
void FormatViewModelAttachment(Vector& vOrigin, bool bInverse)
{
// Presumably, SetUpView has been called so we know our FOV and render origin.
const CViewSetup *pViewSetup = view->GetPlayerViewSetup();
const CViewSetup* pViewSetup = view->GetPlayerViewSetup();
float worldx = tan( pViewSetup->fov * M_PI/360.0 );
float viewx = tan( pViewSetup->fovViewmodel * M_PI/360.0 );
float worldx = tan(pViewSetup->fov * M_PI / 360.0);
float viewx = tan(pViewSetup->fovViewmodel * M_PI / 360.0);
// aspect ratio cancels out, so only need one factor
// the difference between the screen coordinates of the 2 systems is the ratio
// of the coefficients of the projection matrices (tan (fov/2) is that coefficient)
// NOTE: viewx was coming in as 0 when folks set their viewmodel_fov to 0 and show their weapon.
float factorX = viewx ? ( worldx / viewx ) : 0.0f;
float factorX = viewx ? (worldx / viewx) : 0.0f;
float factorY = factorX;
// Get the coordinates in the viewer's space.
Vector tmp = vOrigin - pViewSetup->origin;
Vector vTransformed( MainViewRight().Dot( tmp ), MainViewUp().Dot( tmp ), MainViewForward().Dot( tmp ) );
Vector vTransformed(MainViewRight().Dot(tmp), MainViewUp().Dot(tmp), MainViewForward().Dot(tmp));
// Now squash X and Y.
if ( bInverse )
if (bInverse)
{
if ( factorX != 0 && factorY != 0 )
if (factorX != 0 && factorY != 0)
{
vTransformed.x /= factorX;
vTransformed.y /= factorY;
@ -92,12 +92,12 @@ void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
}
void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
void C_BaseViewModel::FormatViewModelAttachment(int nAttachment, matrix3x4_t& attachmentToWorld)
{
Vector vecOrigin;
MatrixPosition( attachmentToWorld, vecOrigin );
::FormatViewModelAttachment( vecOrigin, false );
PositionMatrix( vecOrigin, attachmentToWorld );
MatrixPosition(attachmentToWorld, vecOrigin);
::FormatViewModelAttachment(vecOrigin, false);
PositionMatrix(vecOrigin, attachmentToWorld);
}
@ -106,110 +106,110 @@ bool C_BaseViewModel::IsViewModel() const
return true;
}
void C_BaseViewModel::UncorrectViewModelAttachment( Vector &vOrigin )
void C_BaseViewModel::UncorrectViewModelAttachment(Vector& vOrigin)
{
// Unformat the attachment.
::FormatViewModelAttachment( vOrigin, true );
::FormatViewModelAttachment(vOrigin, true);
}
//-----------------------------------------------------------------------------
// Purpose
//-----------------------------------------------------------------------------
void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
void C_BaseViewModel::FireEvent(const Vector& origin, const QAngle& angles, int event, const char* options)
{
// We override sound requests so that we can play them locally on the owning player
if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) )
if ((event == AE_CL_PLAYSOUND) || (event == CL_EVENT_SOUND))
{
// Only do this if we're owned by someone
if ( GetOwner() != NULL )
if (GetOwner() != NULL)
{
CLocalPlayerFilter filter;
EmitSound( filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin() );
EmitSound(filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin());
return;
}
}
// Otherwise pass the event to our associated weapon
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
C_BaseCombatWeapon* pWeapon = GetActiveWeapon();
if (pWeapon)
{
// NVNT notify the haptics system of our viewmodel's event
if ( haptics )
haptics->ProcessHapticEvent(4,"Weapons",pWeapon->GetName(),"AnimationEvents",VarArgs("%i",event));
if (haptics)
haptics->ProcessHapticEvent(4, "Weapons", pWeapon->GetName(), "AnimationEvents", VarArgs("%i", event));
bool bResult = pWeapon->OnFireEvent( this, origin, angles, event, options );
if ( !bResult )
bool bResult = pWeapon->OnFireEvent(this, origin, angles, event, options);
if (!bResult)
{
BaseClass::FireEvent( origin, angles, event, options );
BaseClass::FireEvent(origin, angles, event, options);
}
}
}
bool C_BaseViewModel::Interpolate( float currentTime )
bool C_BaseViewModel::Interpolate(float currentTime)
{
CStudioHdr *pStudioHdr = GetModelPtr();
CStudioHdr* pStudioHdr = GetModelPtr();
// Make sure we reset our animation information if we've switch sequences
UpdateAnimationParity();
bool bret = BaseClass::Interpolate( currentTime );
bool bret = BaseClass::Interpolate(currentTime);
// Hack to extrapolate cycle counter for view model
float elapsed_time = currentTime - m_flAnimTime;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
// Predicted viewmodels have fixed up interval
if ( GetPredictable() || IsClientCreated() )
if (GetPredictable() || IsClientCreated())
{
Assert( pPlayer );
Assert(pPlayer);
float curtime = pPlayer ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
elapsed_time = curtime - m_flAnimTime;
// Adjust for interpolated partial frame
if ( !engine->IsPaused() )
if (!engine->IsPaused())
{
elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
elapsed_time += (gpGlobals->interpolation_amount * TICK_INTERVAL);
}
}
// Prediction errors?
if ( elapsed_time < 0 )
if (elapsed_time < 0)
{
elapsed_time = 0;
}
float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() ) * GetPlaybackRate();
if ( dt >= 1.0f )
float dt = elapsed_time * GetSequenceCycleRate(pStudioHdr, GetSequence()) * GetPlaybackRate();
if (dt >= 1.0f)
{
if ( !IsSequenceLooping( GetSequence() ) )
if (!IsSequenceLooping(GetSequence()))
{
dt = 0.999f;
}
else
{
dt = fmod( dt, 1.0f );
dt = fmod(dt, 1.0f);
}
}
SetCycle( dt );
SetCycle(dt);
return bret;
}
bool C_BaseViewModel::ShouldFlipViewModel()
{
#ifdef CSTRIKE_DLL
// If cl_righthand is set, then we want them all right-handed.
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
if ( pWeapon )
//#ifdef CSTRIKE_DLL
// If cl_righthand is set, then we want them all right-handed.
CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
if (pWeapon)
{
const FileWeaponInfo_t *pInfo = &pWeapon->GetWpnData();
const FileWeaponInfo_t* pInfo = &pWeapon->GetWpnData();
return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool();
}
#endif
//#endif
#ifdef TF_CLIENT_DLL
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
if ( pWeapon )
CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
if (pWeapon)
{
return pWeapon->m_bFlipViewModel != cl_flipviewmodels.GetBool();
}
@ -219,21 +219,21 @@ bool C_BaseViewModel::ShouldFlipViewModel()
}
void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
void C_BaseViewModel::ApplyBoneMatrixTransform(matrix3x4_t& transform)
{
if ( ShouldFlipViewModel() )
if (ShouldFlipViewModel())
{
matrix3x4_t viewMatrix, viewMatrixInverse;
// We could get MATERIAL_VIEW here, but this is called sometimes before the renderer
// has set that matrix. Luckily, this is called AFTER the CViewSetup has been initialized.
const CViewSetup *pSetup = view->GetPlayerViewSetup();
AngleMatrix( pSetup->angles, pSetup->origin, viewMatrixInverse );
MatrixInvert( viewMatrixInverse, viewMatrix );
const CViewSetup* pSetup = view->GetPlayerViewSetup();
AngleMatrix(pSetup->angles, pSetup->origin, viewMatrixInverse);
MatrixInvert(viewMatrixInverse, viewMatrix);
// Transform into view space.
matrix3x4_t temp, temp2;
ConcatTransforms( viewMatrix, transform, temp );
ConcatTransforms(viewMatrix, transform, temp);
// Flip it along X.
@ -250,7 +250,7 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
temp[1][3] = -temp[1][3];
// Transform back out of view space.
ConcatTransforms( viewMatrixInverse, temp, transform );
ConcatTransforms(viewMatrixInverse, temp, transform);
}
}
@ -259,16 +259,16 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
//-----------------------------------------------------------------------------
bool C_BaseViewModel::ShouldDraw()
{
if ( engine->IsHLTV() )
if (engine->IsHLTV())
{
return ( HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
HLTVCamera()->GetPrimaryTarget() == GetOwner() );
return (HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
HLTVCamera()->GetPrimaryTarget() == GetOwner());
}
#if defined( REPLAY_ENABLED )
else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
else if (g_pEngineClientReplay->IsPlayingReplayDemo())
{
return ( ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
ReplayCamera()->GetPrimaryTarget() == GetOwner() );
return (ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
ReplayCamera()->GetPrimaryTarget() == GetOwner());
}
#endif
else
@ -281,66 +281,66 @@ bool C_BaseViewModel::ShouldDraw()
// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
// by this player, otherwise draw the worldmodel.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawModel( int flags )
int C_BaseViewModel::DrawModel(int flags)
{
if ( !m_bReadyToDraw )
if (!m_bReadyToDraw)
return 0;
if ( flags & STUDIO_RENDER )
if (flags & STUDIO_RENDER)
{
// Determine blending amount and tell engine
float blend = (float)( GetFxBlend() / 255.0f );
float blend = (float)(GetFxBlend() / 255.0f);
// Totally gone
if ( blend <= 0.0f )
if (blend <= 0.0f)
return 0;
// Tell engine
render->SetBlend( blend );
render->SetBlend(blend);
float color[3];
GetColorModulation( color );
render->SetColorModulation( color );
GetColorModulation(color);
render->SetColorModulation(color);
}
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon* pWeapon = GetOwningWeapon();
int ret;
// If the local player's overriding the viewmodel rendering, let him do it
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
if (pPlayer && pPlayer->IsOverridingViewmodel())
{
ret = pPlayer->DrawOverriddenViewmodel( this, flags );
ret = pPlayer->DrawOverriddenViewmodel(this, flags);
}
else if ( pWeapon && pWeapon->IsOverridingViewmodel() )
else if (pWeapon && pWeapon->IsOverridingViewmodel())
{
ret = pWeapon->DrawOverriddenViewmodel( this, flags );
ret = pWeapon->DrawOverriddenViewmodel(this, flags);
}
else
{
ret = BaseClass::DrawModel( flags );
ret = BaseClass::DrawModel(flags);
}
// Now that we've rendered, reset the animation restart flag
if ( flags & STUDIO_RENDER )
if (flags & STUDIO_RENDER)
{
if ( m_nOldAnimationParity != m_nAnimationParity )
if (m_nOldAnimationParity != m_nAnimationParity)
{
m_nOldAnimationParity = m_nAnimationParity;
}
// Tell the weapon itself that we've rendered, in case it wants to do something
if ( pWeapon )
if (pWeapon)
{
pWeapon->ViewModelDrawn( this );
pWeapon->ViewModelDrawn(this);
}
}
#ifdef TF_CLIENT_DLL
CTFWeaponBase* pTFWeapon = dynamic_cast<CTFWeaponBase*>( pWeapon );
if ( ( flags & STUDIO_RENDER ) && pTFWeapon && pTFWeapon->m_viewmodelStatTrakAddon )
CTFWeaponBase* pTFWeapon = dynamic_cast<CTFWeaponBase*>(pWeapon);
if ((flags & STUDIO_RENDER) && pTFWeapon && pTFWeapon->m_viewmodelStatTrakAddon)
{
pTFWeapon->m_viewmodelStatTrakAddon->RemoveEffects( EF_NODRAW );
pTFWeapon->m_viewmodelStatTrakAddon->DrawModel( flags );
pTFWeapon->m_viewmodelStatTrakAddon->AddEffects( EF_NODRAW );
pTFWeapon->m_viewmodelStatTrakAddon->RemoveEffects(EF_NODRAW);
pTFWeapon->m_viewmodelStatTrakAddon->DrawModel(flags);
pTFWeapon->m_viewmodelStatTrakAddon->AddEffects(EF_NODRAW);
}
#endif
@ -350,15 +350,15 @@ int C_BaseViewModel::DrawModel( int flags )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseViewModel::InternalDrawModel( int flags )
int C_BaseViewModel::InternalDrawModel(int flags)
{
CMatRenderContextPtr pRenderContext( materials );
if ( ShouldFlipViewModel() )
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
CMatRenderContextPtr pRenderContext(materials);
if (ShouldFlipViewModel())
pRenderContext->CullMode(MATERIAL_CULLMODE_CW);
int ret = BaseClass::InternalDrawModel( flags );
int ret = BaseClass::InternalDrawModel(flags);
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
pRenderContext->CullMode(MATERIAL_CULLMODE_CCW);
return ret;
}
@ -366,27 +366,27 @@ int C_BaseViewModel::InternalDrawModel( int flags )
//-----------------------------------------------------------------------------
// Purpose: Called by the player when the player's overriding the viewmodel drawing. Avoids infinite recursion.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawOverriddenViewmodel( int flags )
int C_BaseViewModel::DrawOverriddenViewmodel(int flags)
{
return BaseClass::DrawModel( flags );
return BaseClass::DrawModel(flags);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int C_BaseViewModel::GetFxBlend( void )
int C_BaseViewModel::GetFxBlend(void)
{
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer && pPlayer->IsOverridingViewmodel())
{
pPlayer->ComputeFxBlend();
return pPlayer->GetFxBlend();
}
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
C_BaseCombatWeapon* pWeapon = GetOwningWeapon();
if (pWeapon && pWeapon->IsOverridingViewmodel())
{
pWeapon->ComputeFxBlend();
return pWeapon->GetFxBlend();
@ -399,17 +399,17 @@ int C_BaseViewModel::GetFxBlend( void )
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseViewModel::IsTransparent( void )
bool C_BaseViewModel::IsTransparent(void)
{
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer && pPlayer->IsOverridingViewmodel())
{
return pPlayer->ViewModel_IsTransparent();
}
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
C_BaseCombatWeapon* pWeapon = GetOwningWeapon();
if (pWeapon && pWeapon->IsOverridingViewmodel())
return pWeapon->ViewModel_IsTransparent();
return BaseClass::IsTransparent();
@ -418,17 +418,17 @@ bool C_BaseViewModel::IsTransparent( void )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseViewModel::UsesPowerOfTwoFrameBufferTexture( void )
bool C_BaseViewModel::UsesPowerOfTwoFrameBufferTexture(void)
{
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer && pPlayer->IsOverridingViewmodel())
{
return pPlayer->ViewModel_IsUsingFBTexture();
}
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
C_BaseCombatWeapon* pWeapon = GetOwningWeapon();
if (pWeapon && pWeapon->IsOverridingViewmodel())
{
return pWeapon->ViewModel_IsUsingFBTexture();
}
@ -439,20 +439,20 @@ bool C_BaseViewModel::UsesPowerOfTwoFrameBufferTexture( void )
//-----------------------------------------------------------------------------
// Purpose: If the animation parity of the weapon has changed, we reset cycle to avoid popping
//-----------------------------------------------------------------------------
void C_BaseViewModel::UpdateAnimationParity( void )
void C_BaseViewModel::UpdateAnimationParity(void)
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
// If we're predicting, then we don't use animation parity because we change the animations on the clientside
// while predicting. When not predicting, only the server changes the animations, so a parity mismatch
// tells us if we need to reset the animation.
if ( m_nOldAnimationParity != m_nAnimationParity && !GetPredictable() )
if (m_nOldAnimationParity != m_nAnimationParity && !GetPredictable())
{
float curtime = (pPlayer && IsIntermediateDataAllocated()) ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
// FIXME: this is bad
// Simulate a networked m_flAnimTime and m_flCycle
// FIXME: Do we need the magic 0.1?
SetCycle( 0.0f ); // GetSequenceCycleRate( GetSequence() ) * 0.1;
SetCycle(0.0f); // GetSequenceCycleRate( GetSequence() ) * 0.1;
m_flAnimTime = curtime;
}
}
@ -461,26 +461,26 @@ void C_BaseViewModel::UpdateAnimationParity( void )
// Purpose: Update global map state based on data received
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BaseViewModel::OnDataChanged( DataUpdateType_t updateType )
void C_BaseViewModel::OnDataChanged(DataUpdateType_t updateType)
{
SetPredictionEligible( true );
SetPredictionEligible(true);
BaseClass::OnDataChanged(updateType);
}
void C_BaseViewModel::PostDataUpdate( DataUpdateType_t updateType )
void C_BaseViewModel::PostDataUpdate(DataUpdateType_t updateType)
{
BaseClass::PostDataUpdate(updateType);
OnLatchInterpolatedVariables( LATCH_ANIMATION_VAR );
OnLatchInterpolatedVariables(LATCH_ANIMATION_VAR);
}
//-----------------------------------------------------------------------------
// Purpose: Add entity to visible view models list
//-----------------------------------------------------------------------------
void C_BaseViewModel::AddEntity( void )
void C_BaseViewModel::AddEntity(void)
{
// Server says don't interpolate this frame, so set previous info to new info.
if ( IsNoInterpolationFrame() )
if (IsNoInterpolationFrame())
{
ResetLatched();
}
@ -491,13 +491,13 @@ void C_BaseViewModel::AddEntity( void )
//-----------------------------------------------------------------------------
void C_BaseViewModel::GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS])
{
BaseClass::GetBoneControllers( controllers );
BaseClass::GetBoneControllers(controllers);
// Tell the weapon itself that we've rendered, in case it wants to do something
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
C_BaseCombatWeapon* pWeapon = GetActiveWeapon();
if (pWeapon)
{
pWeapon->GetViewmodelBoneControllers( this, controllers );
pWeapon->GetViewmodelBoneControllers(this, controllers);
}
}