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bc62e99e62
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -74,7 +74,6 @@ sp/game/mod_hl2/voice_ban.dt
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*.vpc_crc
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*.sentinel
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*.filters
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*.lib
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#game directories
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sp/game/*
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@@ -19,7 +19,7 @@
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#include <KeyValues.h>
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#include "hltvcamera.h"
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#ifdef TF_CLIENT_DLL
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#include "tf_weaponbase.h"
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#include "tf_weaponbase.h"
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#endif
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#if defined( REPLAY_ENABLED )
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@@ -35,39 +35,39 @@
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#ifdef CSTRIKE_DLL
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ConVar cl_righthand( "cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models." );
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#endif
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//#ifdef CSTRIKE_DLL
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ConVar cl_righthand("cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models.");
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//#endif
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#ifdef TF_CLIENT_DLL
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ConVar cl_flipviewmodels( "cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models." );
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ConVar cl_flipviewmodels("cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models.");
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#endif
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void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
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void PostToolMessage(HTOOLHANDLE hEntity, KeyValues* msg);
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void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
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void FormatViewModelAttachment(Vector& vOrigin, bool bInverse)
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{
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// Presumably, SetUpView has been called so we know our FOV and render origin.
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const CViewSetup *pViewSetup = view->GetPlayerViewSetup();
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const CViewSetup* pViewSetup = view->GetPlayerViewSetup();
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float worldx = tan( pViewSetup->fov * M_PI/360.0 );
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float viewx = tan( pViewSetup->fovViewmodel * M_PI/360.0 );
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float worldx = tan(pViewSetup->fov * M_PI / 360.0);
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float viewx = tan(pViewSetup->fovViewmodel * M_PI / 360.0);
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// aspect ratio cancels out, so only need one factor
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// the difference between the screen coordinates of the 2 systems is the ratio
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// of the coefficients of the projection matrices (tan (fov/2) is that coefficient)
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// NOTE: viewx was coming in as 0 when folks set their viewmodel_fov to 0 and show their weapon.
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float factorX = viewx ? ( worldx / viewx ) : 0.0f;
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float factorX = viewx ? (worldx / viewx) : 0.0f;
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float factorY = factorX;
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// Get the coordinates in the viewer's space.
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Vector tmp = vOrigin - pViewSetup->origin;
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Vector vTransformed( MainViewRight().Dot( tmp ), MainViewUp().Dot( tmp ), MainViewForward().Dot( tmp ) );
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Vector vTransformed(MainViewRight().Dot(tmp), MainViewUp().Dot(tmp), MainViewForward().Dot(tmp));
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// Now squash X and Y.
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if ( bInverse )
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if (bInverse)
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{
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if ( factorX != 0 && factorY != 0 )
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if (factorX != 0 && factorY != 0)
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{
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vTransformed.x /= factorX;
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vTransformed.y /= factorY;
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@@ -92,12 +92,12 @@ void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
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}
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void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
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void C_BaseViewModel::FormatViewModelAttachment(int nAttachment, matrix3x4_t& attachmentToWorld)
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{
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Vector vecOrigin;
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MatrixPosition( attachmentToWorld, vecOrigin );
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::FormatViewModelAttachment( vecOrigin, false );
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PositionMatrix( vecOrigin, attachmentToWorld );
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MatrixPosition(attachmentToWorld, vecOrigin);
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::FormatViewModelAttachment(vecOrigin, false);
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PositionMatrix(vecOrigin, attachmentToWorld);
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}
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@@ -106,110 +106,110 @@ bool C_BaseViewModel::IsViewModel() const
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return true;
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}
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void C_BaseViewModel::UncorrectViewModelAttachment( Vector &vOrigin )
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void C_BaseViewModel::UncorrectViewModelAttachment(Vector& vOrigin)
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{
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// Unformat the attachment.
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::FormatViewModelAttachment( vOrigin, true );
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::FormatViewModelAttachment(vOrigin, true);
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}
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//-----------------------------------------------------------------------------
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// Purpose
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//-----------------------------------------------------------------------------
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void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
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void C_BaseViewModel::FireEvent(const Vector& origin, const QAngle& angles, int event, const char* options)
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{
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// We override sound requests so that we can play them locally on the owning player
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if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) )
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if ((event == AE_CL_PLAYSOUND) || (event == CL_EVENT_SOUND))
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{
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// Only do this if we're owned by someone
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if ( GetOwner() != NULL )
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if (GetOwner() != NULL)
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{
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CLocalPlayerFilter filter;
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EmitSound( filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin() );
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EmitSound(filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin());
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return;
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}
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}
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// Otherwise pass the event to our associated weapon
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C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
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if ( pWeapon )
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C_BaseCombatWeapon* pWeapon = GetActiveWeapon();
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if (pWeapon)
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{
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// NVNT notify the haptics system of our viewmodel's event
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if ( haptics )
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haptics->ProcessHapticEvent(4,"Weapons",pWeapon->GetName(),"AnimationEvents",VarArgs("%i",event));
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if (haptics)
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haptics->ProcessHapticEvent(4, "Weapons", pWeapon->GetName(), "AnimationEvents", VarArgs("%i", event));
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bool bResult = pWeapon->OnFireEvent( this, origin, angles, event, options );
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if ( !bResult )
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bool bResult = pWeapon->OnFireEvent(this, origin, angles, event, options);
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if (!bResult)
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{
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BaseClass::FireEvent( origin, angles, event, options );
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BaseClass::FireEvent(origin, angles, event, options);
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}
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}
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}
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bool C_BaseViewModel::Interpolate( float currentTime )
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bool C_BaseViewModel::Interpolate(float currentTime)
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{
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CStudioHdr *pStudioHdr = GetModelPtr();
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CStudioHdr* pStudioHdr = GetModelPtr();
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// Make sure we reset our animation information if we've switch sequences
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UpdateAnimationParity();
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bool bret = BaseClass::Interpolate( currentTime );
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bool bret = BaseClass::Interpolate(currentTime);
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// Hack to extrapolate cycle counter for view model
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float elapsed_time = currentTime - m_flAnimTime;
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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// Predicted viewmodels have fixed up interval
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if ( GetPredictable() || IsClientCreated() )
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if (GetPredictable() || IsClientCreated())
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{
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Assert( pPlayer );
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Assert(pPlayer);
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float curtime = pPlayer ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
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elapsed_time = curtime - m_flAnimTime;
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// Adjust for interpolated partial frame
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if ( !engine->IsPaused() )
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if (!engine->IsPaused())
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{
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elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
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elapsed_time += (gpGlobals->interpolation_amount * TICK_INTERVAL);
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}
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}
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// Prediction errors?
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if ( elapsed_time < 0 )
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if (elapsed_time < 0)
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{
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elapsed_time = 0;
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}
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float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() ) * GetPlaybackRate();
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if ( dt >= 1.0f )
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float dt = elapsed_time * GetSequenceCycleRate(pStudioHdr, GetSequence()) * GetPlaybackRate();
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if (dt >= 1.0f)
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{
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if ( !IsSequenceLooping( GetSequence() ) )
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if (!IsSequenceLooping(GetSequence()))
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{
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dt = 0.999f;
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}
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else
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{
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dt = fmod( dt, 1.0f );
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dt = fmod(dt, 1.0f);
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}
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}
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SetCycle( dt );
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SetCycle(dt);
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return bret;
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}
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bool C_BaseViewModel::ShouldFlipViewModel()
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{
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#ifdef CSTRIKE_DLL
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// If cl_righthand is set, then we want them all right-handed.
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CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
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if ( pWeapon )
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//#ifdef CSTRIKE_DLL
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// If cl_righthand is set, then we want them all right-handed.
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CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
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if (pWeapon)
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{
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const FileWeaponInfo_t *pInfo = &pWeapon->GetWpnData();
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const FileWeaponInfo_t* pInfo = &pWeapon->GetWpnData();
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return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool();
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}
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#endif
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//#endif
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#ifdef TF_CLIENT_DLL
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CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
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if ( pWeapon )
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CBaseCombatWeapon* pWeapon = m_hWeapon.Get();
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if (pWeapon)
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{
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return pWeapon->m_bFlipViewModel != cl_flipviewmodels.GetBool();
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}
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@@ -219,21 +219,21 @@ bool C_BaseViewModel::ShouldFlipViewModel()
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}
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void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
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void C_BaseViewModel::ApplyBoneMatrixTransform(matrix3x4_t& transform)
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{
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if ( ShouldFlipViewModel() )
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if (ShouldFlipViewModel())
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{
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matrix3x4_t viewMatrix, viewMatrixInverse;
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// We could get MATERIAL_VIEW here, but this is called sometimes before the renderer
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// has set that matrix. Luckily, this is called AFTER the CViewSetup has been initialized.
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const CViewSetup *pSetup = view->GetPlayerViewSetup();
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AngleMatrix( pSetup->angles, pSetup->origin, viewMatrixInverse );
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MatrixInvert( viewMatrixInverse, viewMatrix );
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const CViewSetup* pSetup = view->GetPlayerViewSetup();
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AngleMatrix(pSetup->angles, pSetup->origin, viewMatrixInverse);
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MatrixInvert(viewMatrixInverse, viewMatrix);
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// Transform into view space.
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matrix3x4_t temp, temp2;
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ConcatTransforms( viewMatrix, transform, temp );
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ConcatTransforms(viewMatrix, transform, temp);
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// Flip it along X.
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@@ -250,7 +250,7 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
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temp[1][3] = -temp[1][3];
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// Transform back out of view space.
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ConcatTransforms( viewMatrixInverse, temp, transform );
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ConcatTransforms(viewMatrixInverse, temp, transform);
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}
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}
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@@ -259,16 +259,16 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
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//-----------------------------------------------------------------------------
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bool C_BaseViewModel::ShouldDraw()
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{
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if ( engine->IsHLTV() )
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if (engine->IsHLTV())
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{
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return ( HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
|
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HLTVCamera()->GetPrimaryTarget() == GetOwner() );
|
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return (HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
|
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HLTVCamera()->GetPrimaryTarget() == GetOwner());
|
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}
|
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#if defined( REPLAY_ENABLED )
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else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
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else if (g_pEngineClientReplay->IsPlayingReplayDemo())
|
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{
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return ( ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
|
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ReplayCamera()->GetPrimaryTarget() == GetOwner() );
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return (ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
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ReplayCamera()->GetPrimaryTarget() == GetOwner());
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}
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#endif
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else
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@@ -281,66 +281,66 @@ bool C_BaseViewModel::ShouldDraw()
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// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
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// by this player, otherwise draw the worldmodel.
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//-----------------------------------------------------------------------------
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int C_BaseViewModel::DrawModel( int flags )
|
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int C_BaseViewModel::DrawModel(int flags)
|
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{
|
||||
if ( !m_bReadyToDraw )
|
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if (!m_bReadyToDraw)
|
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return 0;
|
||||
|
||||
if ( flags & STUDIO_RENDER )
|
||||
if (flags & STUDIO_RENDER)
|
||||
{
|
||||
// Determine blending amount and tell engine
|
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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);
|
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}
|
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|
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
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C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
|
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
|
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C_BaseCombatWeapon* pWeapon = GetOwningWeapon();
|
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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 );
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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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 );
|
||||
|
||||
@@ -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 )
|
||||
{
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
*/
|
||||
@@ -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() ) );
|
||||
}
|
||||
*/
|
||||
@@ -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" );
|
||||
|
||||
@@ -628,7 +628,8 @@ ConVarRef suitcharger( "sk_suitcharger" );
|
||||
break;
|
||||
default:
|
||||
case 0:// fixed
|
||||
return 10;
|
||||
//return 10;
|
||||
return 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
64
mp/src/games.sln
Normal 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
|
||||
{BAB92FF0-D72A-D7E5-1988-74628D39B94F} = {BAB92FF0-D72A-D7E5-1988-74628D39B94F}
|
||||
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC} = {EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}
|
||||
{F69B3672-C5E8-CD1A-257F-253A25B5B939} = {F69B3672-C5E8-CD1A-257F-253A25B5B939}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "mathlib", "mathlib\mathlib.vcxproj", "{BAB92FF0-D72A-D7E5-1988-74628D39B94F}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Raytrace", "raytrace\raytrace.vcxproj", "{95D67225-8415-236F-9128-DCB171B7DEC6}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Server (HL2MP)", "game\server\server_hl2mp.vcxproj", "{33B7DFDC-BECB-3678-1190-6C951E393EB3}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
{BAB92FF0-D72A-D7E5-1988-74628D39B94F} = {BAB92FF0-D72A-D7E5-1988-74628D39B94F}
|
||||
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC} = {EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tier1", "tier1\tier1.vcxproj", "{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "vgui_controls", "vgui2\vgui_controls\vgui_controls.vcxproj", "{F69B3672-C5E8-CD1A-257F-253A25B5B939}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x86 = Debug|x86
|
||||
Release|x86 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{17BCE59A-9037-EC8D-433E-F81339E2F1BA}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{17BCE59A-9037-EC8D-433E-F81339E2F1BA}.Debug|x86.Build.0 = Debug|Win32
|
||||
{17BCE59A-9037-EC8D-433E-F81339E2F1BA}.Release|x86.ActiveCfg = Release|Win32
|
||||
{17BCE59A-9037-EC8D-433E-F81339E2F1BA}.Release|x86.Build.0 = Release|Win32
|
||||
{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Debug|x86.Build.0 = Debug|Win32
|
||||
{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Release|x86.ActiveCfg = Release|Win32
|
||||
{BAB92FF0-D72A-D7E5-1988-74628D39B94F}.Release|x86.Build.0 = Release|Win32
|
||||
{95D67225-8415-236F-9128-DCB171B7DEC6}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{95D67225-8415-236F-9128-DCB171B7DEC6}.Debug|x86.Build.0 = Debug|Win32
|
||||
{95D67225-8415-236F-9128-DCB171B7DEC6}.Release|x86.ActiveCfg = Release|Win32
|
||||
{95D67225-8415-236F-9128-DCB171B7DEC6}.Release|x86.Build.0 = Release|Win32
|
||||
{33B7DFDC-BECB-3678-1190-6C951E393EB3}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{33B7DFDC-BECB-3678-1190-6C951E393EB3}.Debug|x86.Build.0 = Debug|Win32
|
||||
{33B7DFDC-BECB-3678-1190-6C951E393EB3}.Release|x86.ActiveCfg = Release|Win32
|
||||
{33B7DFDC-BECB-3678-1190-6C951E393EB3}.Release|x86.Build.0 = Release|Win32
|
||||
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Debug|x86.Build.0 = Debug|Win32
|
||||
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Release|x86.ActiveCfg = Release|Win32
|
||||
{EC1C516D-E1D9-BC0A-F79D-E91E954ED8EC}.Release|x86.Build.0 = Release|Win32
|
||||
{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Debug|x86.Build.0 = Debug|Win32
|
||||
{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Release|x86.ActiveCfg = Release|Win32
|
||||
{F69B3672-C5E8-CD1A-257F-253A25B5B939}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {1D78039F-6074-40C4-8237-C7B4C2D01F18}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
Reference in New Issue
Block a user