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18 Commits

Author SHA1 Message Date
bc62e99e62 removed duplicate entry from gitignore 2020-02-22 10:20:26 +01:00
80f130a34c changed maxvalue for fov_desired to 140 2020-02-22 10:17:55 +01:00
3d6ef7d47a uncheatified "fov" 2020-02-22 10:03:10 +01:00
6a07992e34 default viewmodel_fov 68 2020-02-22 09:41:40 +01:00
9917083884 default airaccel 100 2020-02-22 09:41:13 +01:00
6406952e7e default fov 100 2020-02-22 09:40:09 +01:00
671e1b6e0a max fov 140 2020-02-22 09:38:22 +01:00
3ada3a07f0 default pogostick to 1 until queuejump is fixed 2020-02-22 09:37:40 +01:00
689cce8da4 fixed problems caused by incorrect merge 2020-02-22 08:59:29 +01:00
a2faa57760 Merge branch 'dev' of https://github.com/Hion-V/sourcearena into dev 2020-02-21 07:02:26 +01:00
b11cb714d6 Merge branch 'movement' into dev 2020-02-21 00:58:54 +01:00
22b3d26c0b support cl_righthand 2019-08-13 07:52:53 +02:00
cb00ff4ff5 Ladders! 2019-08-13 07:03:26 +02:00
e11373acbb disabled fall damage 2019-08-13 06:59:33 +02:00
380112a25f imported movevars from old SA 2019-08-13 06:50:19 +02:00
443c2483b0 Updated solution and gitignore 2019-08-13 06:40:38 +02:00
e4352e849f imported multiplayer gamemovement from old SA 2019-08-13 06:32:23 +02:00
94b17cc130 created multiplayer solution 2019-08-13 06:29:34 +02:00
13 changed files with 236 additions and 148 deletions

1
.gitignore vendored
View File

@@ -74,7 +74,6 @@ sp/game/mod_hl2/voice_ban.dt
*.vpc_crc
*.sentinel
*.filters
*.lib
#game directories
sp/game/*

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);
}
}

View File

@@ -19,7 +19,7 @@
extern bool g_bRollingCredits;
ConVar fov_desired( "fov_desired", "75", FCVAR_ARCHIVE | FCVAR_USERINFO, "Sets the base field-of-view.", true, 75.0, true, 90.0 );
ConVar fov_desired( "fov_desired", "75", FCVAR_ARCHIVE | FCVAR_USERINFO, "Sets the base field-of-view.", true, 75.0, true, 140.0 );
//-----------------------------------------------------------------------------
// Globals

View File

@@ -112,7 +112,7 @@ static ConVar v_centerspeed( "v_centerspeed","500" );
// and motions look the most natural.
ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
#else
ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
ConVar v_viewmodel_fov( "viewmodel_fov", "68", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
#endif
ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_ARCHIVE, "Scale down the main viewport (to reduce GPU impact on CPU profiling)", true, (1.0f / 640.0f), true, 1.0f );
ConVar mat_viewportupscale( "mat_viewportupscale", "1", FCVAR_ARCHIVE, "Scale the viewport back up" );
@@ -1125,11 +1125,13 @@ void CViewRender::Render( vrect_t *rect )
static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" );
float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3)
float limitedAspectRatio = aspectRatio;
if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) ||
sv_restrict_aspect_ratio_fov.GetInt() == 2 )
{
limitedAspectRatio = MIN( aspectRatio, 1.85f * 0.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be)
limitedAspectRatio = MIN( aspectRatio, 1.85f * 1.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be)
}
view.fov = ScaleFOVByWidthRatio( view.fov, limitedAspectRatio );

View File

@@ -900,10 +900,11 @@ CON_COMMAND( give, "Give item to player.\n\tArguments: <item_name>" )
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
CON_COMMAND( fov, "Change players FOV" )
CON_COMMAND( fov, "Change players FOV" ) //this is the "Fov" command
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if ( pPlayer && sv_cheats->GetBool() )
//if ( pPlayer && sv_cheats->GetBool() )
if ( pPlayer )
{
if ( args.ArgC() > 1 )
{

View File

@@ -39,8 +39,8 @@ extern IFileSystem *filesystem;
#ifndef SA_MOVEMENT
#define SA_MOVEMENT
#endif
ConVar sa_sv_pogostick("sv_pogostick", "0", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1);
ConVar sa_sv_queuejump("sv_queuejump", "1", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);
ConVar sa_sv_pogostick("sv_pogostick", "1", FCVAR_REPLICATED, "queue jumps", 1, 0, 1, 1);
ConVar sa_sv_queuejump("sv_queuejump", "0", FCVAR_REPLICATED, "auto bunny hopping", 1, 0, 1, 1);

View File

@@ -144,7 +144,7 @@ public:
virtual CBaseCombatWeapon *GetNextBestWeapon( CBaseCombatCharacter *pPlayer, CBaseCombatWeapon *pCurrentWeapon ); // I can't use this weapon anymore, get me the next best one.
virtual bool ShouldCollide( int collisionGroup0, int collisionGroup1 );
virtual int DefaultFOV( void ) { return 90; }
virtual int DefaultFOV( void ) { return 100; }
// This function is here for our CNetworkVars.
inline void NetworkStateChanged()

View File

@@ -1,3 +1,20 @@
//========= Copyright © 1996-2010, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "gamemovement.h"
// Expose our interface.
static CGameMovement g_GameMovement;
IGameMovement *g_pGameMovement = (IGameMovement *)&g_GameMovement;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement, INTERFACENAME_GAMEMOVEMENT, g_GameMovement);
/*
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Special handling for hl2 usable ladders
@@ -142,6 +159,7 @@ LINK_ENTITY_TO_CLASS( reserved_spot, CReservePlayerSpot );
// goalpos -
// *ladder -
//-----------------------------------------------------------------------------
void CHL2GameMovement::StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder )
{
LadderMove_t* lm = GetLadderMove();
@@ -522,7 +540,7 @@ bool CHL2GameMovement::ExitLadderViaDismountNode( CFuncLadder *ladder, bool stri
//-----------------------------------------------------------------------------
void CHL2GameMovement::FullLadderMove()
{
#if !defined( CLIENT_DLL )
//#if !defined( CLIENT_DLL )
CFuncLadder *ladder = GetLadder();
Assert( ladder );
if ( !ladder )
@@ -701,7 +719,7 @@ void CHL2GameMovement::FullLadderMove()
mv->SetAbsOrigin( oldOrigin );
}
}
#endif
//#endif
}
bool CHL2GameMovement::CheckLadderAutoMountEndPoint( CFuncLadder *ladder, const Vector& bestOrigin )
@@ -1150,3 +1168,4 @@ bool CHL2GameMovement::CanAccelerate()
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
#endif
*/

View File

@@ -1,3 +1,4 @@
/*
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Special handling for hl2 usable ladders
@@ -127,3 +128,4 @@ inline CFuncLadder *CHL2GameMovement::GetLadder()
{
return static_cast<CFuncLadder*>( static_cast<CBaseEntity *>( GetHL2Player()->m_HL2Local.m_hLadder.Get() ) );
}
*/

View File

@@ -67,7 +67,7 @@ ConVar sv_maxspeed ( "sv_maxspeed", "320", FCVAR_NOTIFY | FCVAR_REPLICATED | FC
#endif//_XBOX
#if defined( CSTRIKE_DLL ) || defined( HL1MP_DLL ) || defined( SArena_DLL ) //we need these to not be hidden
ConVar sv_airaccelerate( "sv_airaccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_airaccelerate( "sv_airaccelerate", "100", FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_wateraccelerate( "sv_wateraccelerate", "10", FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_waterfriction( "sv_waterfriction", "1", FCVAR_NOTIFY | FCVAR_REPLICATED);
ConVar sv_footsteps ( "sv_footsteps", "1", FCVAR_NOTIFY | FCVAR_REPLICATED, "Play footstep sound for players" );

View File

@@ -628,7 +628,8 @@ ConVarRef suitcharger( "sk_suitcharger" );
break;
default:
case 0:// fixed
return 10;
//return 10;
return 0;
break;
}
}

View File

@@ -234,7 +234,7 @@ enum CastVote
#define MAX_PLACE_NAME_LENGTH 18
#define MAX_FOV 90
#define MAX_FOV 140 //Max fov
//===================================================================================================================
// Team Defines

64
mp/src/games.sln Normal file
View File

@@ -0,0 +1,64 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 16
VisualStudioVersion = 16.0.29201.188
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Client (HL2MP)", "game\client\client_hl2mp.vcxproj", "{17BCE59A-9037-EC8D-433E-F81339E2F1BA}"
ProjectSection(ProjectDependencies) = postProject
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{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC} = {EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}
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EndProjectSection
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Server (HL2MP)", "game\server\server_hl2mp.vcxproj", "{33B7DFDC-BECB-3678-1190-6C951E393EB3}"
ProjectSection(ProjectDependencies) = postProject
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{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC} = {EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Release|x86 = Release|x86
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{33B7DFDC-BECB-3678-1190-6C951E393EB3}.Debug|x86.ActiveCfg = Debug|Win32
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