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2020-08-04 13:13:01 -04:00

80 lines
2.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef HLTVCAMERA_H
#define HLTVCAMERA_H
#ifdef _WIN32
#pragma once
#endif
#include "GameEventListener.h"
class C_HLTVCamera : CGameEventListener {
public:
C_HLTVCamera();
virtual ~C_HLTVCamera();
void Init();
void Reset();
void CalcView(Vector& origin, QAngle& angles, float& fov);
void FireGameEvent(IGameEvent* event);
void SetMode(int iMode);
void SetChaseCamParams(float flOffset, float flDistance, float flTheta,
float flPhi);
void SpecNextPlayer(bool bInverse);
void SpecNamedPlayer(const char* szPlayerName);
void ToggleChaseAsFirstPerson();
bool IsPVSLocked();
void SetAutoDirector(bool bActive);
int GetMode(); // returns current camera mode
C_BaseEntity* GetPrimaryTarget(); // return primary target
void SetPrimaryTarget(int nEntity); // set the primary obs target
C_BaseEntity* GetCameraMan(); // return camera entity if any
void CreateMove(CUserCmd* cmd);
void FixupMovmentParents();
void PostEntityPacketReceived();
const char* GetTitleText() { return m_szTitleText; }
int GetNumSpectators() { return m_nNumSpectators; }
protected:
void CalcChaseCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
void CalcFixedView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
void CalcInEyeCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
void SmoothCameraAngle(QAngle& targetAngle);
void SetCameraAngle(QAngle& targetAngle);
void Accelerate(Vector& wishdir, float wishspeed, float accel);
int m_nCameraMode; // current camera mode
int m_iCameraMan; // camera man entindex or 0
Vector m_vCamOrigin; // current camera origin
QAngle m_aCamAngle; // current camera angle
int m_iTraget1; // first tracked target or 0
int m_iTraget2; // second tracked target or 0
float m_flFOV; // current FOV
float m_flOffset; // z-offset from target origin
float m_flDistance; // distance to traget origin+offset
float m_flLastDistance; // too smooth distance
float m_flTheta; // view angle horizontal
float m_flPhi; // view angle vertical
float m_flInertia; // camera inertia 0..100
float m_flLastAngleUpdateTime;
bool m_bEntityPacketReceived; // true after a new packet was received
int m_nNumSpectators;
char m_szTitleText[64];
CUserCmd m_LastCmd;
Vector m_vecVelocity;
};
extern C_HLTVCamera* HLTVCamera(); // get Singleton
#endif // HLTVCAMERA_H