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