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

87 lines
2.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef WEAPON_IFMBASECAMERA_H
#define WEAPON_IFMBASECAMERA_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_ifmbase.h"
#ifdef CLIENT_DLL
#include "materialsystem/MaterialSystemUtil.h"
#endif
#if defined(CLIENT_DLL)
#define CWeaponIFMBaseCamera C_WeaponIFMBaseCamera
#endif
class CWeaponIFMBaseCamera : public CWeaponIFMBase {
public:
DECLARE_CLASS(CWeaponIFMBaseCamera, CWeaponIFMBase);
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifdef GAME_DLL
DECLARE_DATADESC();
#endif
// Shared code
public:
CWeaponIFMBaseCamera();
#ifdef CLIENT_DLL
// Client code
public:
virtual void ViewModelDrawn(CBaseViewModel *pBaseViewModel);
virtual void DrawCrosshair();
virtual int DrawModel(int flags);
virtual void OnDataChanged(DataUpdateType_t updateType);
protected:
// Gets the abs orientation of the camera
virtual void ComputeAbsCameraTransform(Vector &vecAbsOrigin,
QAngle &angAbsRotation);
// Gets the bounds of the overlay to draw
void GetOverlayBounds(int &x, int &y, int &w, int &h);
// Gets the size of the overlay to draw
void GetViewportSize(int &w, int &h);
void TransmitRenderInfo();
float m_flFOV;
float m_flArmLength;
Vector m_vecRelativePosition;
QAngle m_angRelativeAngles;
int m_nScreenWidth;
int m_nScreenHeight;
bool m_bFullScreen;
CMaterialReference m_FrustumMaterial;
CMaterialReference m_FrustumWireframeMaterial;
#endif
#ifdef GAME_DLL
// Server code
public:
void SetRenderInfo(float flAspectRatio, float flFOV, float flArmLength,
const Vector &vecPosition, const QAngle &angles);
#endif
private:
CNetworkVar(float, m_flRenderAspectRatio);
CNetworkVar(float, m_flRenderFOV);
CNetworkVar(float, m_flRenderArmLength);
CNetworkVector(m_vecRenderPosition);
CNetworkQAngle(m_angRenderAngles);
CWeaponIFMBaseCamera(const CWeaponIFMBaseCamera &);
};
#endif // WEAPON_IFMBASECAMERA_H