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https://github.com/nillerusr/source-engine.git
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107 lines
2.4 KiB
C++
107 lines
2.4 KiB
C++
//========= 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_IFMSTEADYCAM_H
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#define WEAPON_IFMSTEADYCAM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_ifmbasecamera.h"
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#if defined( CLIENT_DLL )
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#define CWeaponIFMSteadyCam C_WeaponIFMSteadyCam
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#endif
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class CWeaponIFMSteadyCam : public CWeaponIFMBaseCamera
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{
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public:
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DECLARE_CLASS( CWeaponIFMSteadyCam, CWeaponIFMBaseCamera );
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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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public:
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// Shared code
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CWeaponIFMSteadyCam();
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virtual ~CWeaponIFMSteadyCam();
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virtual void ItemPostFrame();
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private:
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#ifdef CLIENT_DLL
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public:
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// Client code
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virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles );
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virtual void DrawCrosshair( void );
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virtual void GetToolRecordingState( KeyValues *msg );
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private:
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// Purpose: Draw the weapon's crosshair
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void DrawArmLength( int x, int y, int w, int h, Color clr );
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void DrawFOV( int x, int y, int w, int h, Color clrEdges, Color clrTriangle );
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// Transmits the lock target
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void TransmitLockTarget();
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// Updates the relative orientation of the camera
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void UpdateRelativeOrientation();
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void UpdateLockedRelativeOrientation();
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void UpdateDirectRelativeOrientation();
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// Computes a matrix given a forward direction
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void MatrixFromForwardDirection( const Vector &vecForward, matrix3x4_t &mat );
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// Targets the camera to always look at a point
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void LockCamera();
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// Toggles to springy camera
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void ToggleSpringCamera();
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void ToggleDirectMode();
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// Compute the location of the camera for rendering
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virtual void ComputeAbsCameraTransform( Vector &origin, QAngle &angles );
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// Updates the relative orientation of the camera, spring mode
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void ComputeMouseRay( const VMatrix &steadyCamToPlayer, Vector &vecForward );
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// Updates the 2d spring
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void ComputeViewOffset();
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bool m_bIsLocked;
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bool m_bInDirectMode;
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bool m_bInSpringMode;
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Vector m_vecOffset;
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Vector m_vec2DVelocity;
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Vector m_vecActualViewOffset;
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Vector m_vecViewOffset;
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float m_flFOVOffsetY;
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vgui::HFont m_hFont;
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int m_nTextureId;
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#endif // CLIENT_DLL
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#ifdef GAME_DLL
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public:
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// Server code
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#endif // GAME_DLL
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private:
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EHANDLE m_hLockTarget;
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private:
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CWeaponIFMSteadyCam( const CWeaponIFMSteadyCam & );
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};
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#endif // WEAPON_IFMSTEADYCAM_H
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