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nekohook/modules/source2013/sdk/game/shared/baseviewmodel_shared.h
2020-08-04 13:13:01 -04:00

205 lines
6.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEVIEWMODEL_SHARED_H
#define BASEVIEWMODEL_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "baseplayer_shared.h"
#include "econ/ihasowner.h"
#include "predictable_entity.h"
#include "shared_classnames.h"
#include "utlvector.h"
class CBaseCombatWeapon;
class CBaseCombatCharacter;
class CVGuiScreen;
#if defined(CLIENT_DLL)
#define CBaseViewModel C_BaseViewModel
#define CBaseCombatWeapon C_BaseCombatWeapon
#endif
#define VIEWMODEL_INDEX_BITS 1
class CBaseViewModel : public CBaseAnimating, public IHasOwner {
DECLARE_CLASS(CBaseViewModel, CBaseAnimating);
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#if !defined(CLIENT_DLL)
DECLARE_DATADESC();
#endif
CBaseViewModel(void);
~CBaseViewModel(void);
bool IsViewable(void) { return false; }
virtual void UpdateOnRemove(void);
// Weapon client handling
virtual void SendViewModelMatchingSequence(int sequence);
virtual void SetWeaponModel(const char *pszModelname,
CBaseCombatWeapon *weapon);
virtual void CalcViewModelLag(Vector &origin, QAngle &angles,
QAngle &original_angles);
virtual void CalcViewModelView(CBasePlayer *owner,
const Vector &eyePosition,
const QAngle &eyeAngles);
virtual void AddViewModelBob(CBasePlayer *owner, Vector &eyePosition,
QAngle &eyeAngles){};
// Initializes the viewmodel for use
void SetOwner(CBaseEntity *pEntity);
void SetIndex(int nIndex);
// Returns which viewmodel it is
int ViewModelIndex() const;
virtual void Precache(void);
virtual void Spawn(void);
virtual CBaseEntity *GetOwner(void) { return m_hOwner; };
virtual void AddEffects(int nEffects);
virtual void RemoveEffects(int nEffects);
void SpawnControlPanels();
void DestroyControlPanels();
void SetControlPanelsActive(bool bState);
void ShowControlPanells(bool show);
virtual CBaseCombatWeapon *GetOwningWeapon(void);
virtual CBaseEntity *GetOwnerViaInterface(void) { return GetOwner(); }
virtual bool IsSelfAnimating() { return true; }
Vector m_vecLastFacing;
// Only support prediction in TF2 for now
#if defined(INVASION_DLL) || defined(INVASION_CLIENT_DLL)
// All predicted weapons need to implement and return true
virtual bool IsPredicted(void) const { return true; }
#endif
#if !defined(CLIENT_DLL)
virtual int UpdateTransmitState(void);
virtual int ShouldTransmit(const CCheckTransmitInfo *pInfo);
virtual void SetTransmit(CCheckTransmitInfo *pInfo, bool bAlways);
#else
virtual RenderGroup_t GetRenderGroup();
// Only supported in TF2 right now
#if defined(INVASION_CLIENT_DLL)
virtual bool ShouldPredict(void) {
if (GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer())
return true;
return BaseClass::ShouldPredict();
}
#endif
virtual void FireEvent(const Vector &origin, const QAngle &angles,
int event, const char *options);
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual void PostDataUpdate(DataUpdateType_t updateType);
virtual bool Interpolate(float currentTime);
bool ShouldFlipViewModel();
void UpdateAnimationParity(void);
virtual void ApplyBoneMatrixTransform(matrix3x4_t &transform);
virtual bool ShouldDraw();
virtual int DrawModel(int flags);
virtual int InternalDrawModel(int flags);
int DrawOverriddenViewmodel(int flags);
virtual int GetFxBlend(void);
virtual bool IsTransparent(void);
virtual bool UsesPowerOfTwoFrameBufferTexture(void);
// Should this object cast shadows?
virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
// Should this object receive shadows?
virtual bool ShouldReceiveProjectedTextures(int flags) { return false; }
// Add entity to visible view models list?
virtual void AddEntity(void);
virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
// See C_StudioModel's definition of this.
virtual void UncorrectViewModelAttachment(Vector &vOrigin);
// (inherited from C_BaseAnimating)
virtual void FormatViewModelAttachment(int nAttachment,
matrix3x4_t &attachmentToWorld);
virtual bool IsViewModel() const;
CBaseCombatWeapon *GetWeapon() const { return m_hWeapon.Get(); }
#ifdef CLIENT_DLL
virtual bool ShouldResetSequenceOnNewModel(void) { return false; }
// Attachments
virtual int LookupAttachment(const char *pAttachmentName);
virtual bool GetAttachment(int number, matrix3x4_t &matrix);
virtual bool GetAttachment(int number, Vector &origin);
virtual bool GetAttachment(int number, Vector &origin, QAngle &angles);
virtual bool GetAttachmentVelocity(int number, Vector &originVel,
Quaternion &angleVel);
#endif
private:
CBaseViewModel(const CBaseViewModel &); // not defined, not accessible
#endif
private:
CNetworkVar(int, m_nViewModelIndex); // Which viewmodel is it?
CNetworkHandle(CBaseEntity, m_hOwner); // Player or AI carrying this weapon
// soonest time Update will call WeaponIdle
float m_flTimeWeaponIdle;
Activity m_Activity;
// Used to force restart on client, only needs a few bits
CNetworkVar(int, m_nAnimationParity);
// Weapon art
string_t m_sVMName; // View model of this weapon
string_t m_sAnimationPrefix; // Prefix of the animations that should be
// used by the player carrying this weapon
#if defined(CLIENT_DLL)
int m_nOldAnimationParity;
#endif
typedef CHandle<CBaseCombatWeapon> CBaseCombatWeaponHandle;
CNetworkVar(CBaseCombatWeaponHandle, m_hWeapon);
// Control panel
typedef CHandle<CVGuiScreen> ScreenHandle_t;
CUtlVector<ScreenHandle_t> m_hScreens;
};
#endif // BASEVIEWMODEL_SHARED_H