mirror of
https://github.com/nillerusr/source-engine.git
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140 lines
3.7 KiB
C++
140 lines
3.7 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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#include "cbase.h"
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#include "vgui/IInput.h"
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#include "materialsystem/imaterialvar.h"
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#include <vgui_controls/EditablePanel.h>
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#include <mathlib/mathlib.h>
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#include "view.h"
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#include "studio_stats.h"
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#include "coordsize.h"
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#include "collisionutils.h"
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enum
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{
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RSTUDIOSTATMODE_NONE = 0,
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RSTUDIOSTATMODE_HELDWEAPON,
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RSTUDIOSTATMODE_VIEWMODEL,
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RSTUDIOSTATMODE_VIEWMODEL_ATTACHMENT,
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};
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IClientRenderable *g_pStudioStatsEntity = NULL;
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static ConVar r_studio_stats( "r_studio_stats", "0", FCVAR_CHEAT );
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static ConVar r_studio_stats_lock( "r_studio_stats_lock", "0", FCVAR_CHEAT, "Lock the current studio stats entity selection" );
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static ConVar r_studio_stats_mode( "r_studio_stats_mode", "0", FCVAR_CHEAT, "Sets a mode for r_studio_stats. Modes are as follows:\n\t0 = Entity under your crosshair\n\t1 = Weapon held by player under your crosshair\n\t2 = Your viewmodel\n\t3 = The first entity attached to your viewmodel" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CStudioStatsEnumerator : public IPartitionEnumerator
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{
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public:
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CStudioStatsEnumerator( Ray_t& shot )
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{
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m_rayShot = shot;
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m_bHit = false;
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}
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
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{
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trace_t tr;
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enginetrace->ClipRayToEntity( m_rayShot, MASK_SHOT, pHandleEntity, &tr );
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if ( tr.fraction < 1.0 )
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{
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ICollideable *pCollideable = enginetrace->GetCollideable( pHandleEntity );
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IClientUnknown *pUnk = pCollideable->GetIClientUnknown();
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if ( pUnk )
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{
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g_pStudioStatsEntity = pUnk->GetClientRenderable();
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if ( g_pStudioStatsEntity )
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{
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m_bHit = true;
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return ITERATION_STOP;
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}
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}
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}
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return ITERATION_CONTINUE;
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}
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bool Hit( void ) const { return m_bHit; }
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private:
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Ray_t m_rayShot;
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bool m_bHit;
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};
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void StudioStats_FindClosestEntity( CClientRenderablesList *pClientRenderablesList )
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{
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if ( r_studio_stats_lock.GetBool() )
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return;
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g_pStudioStatsEntity = NULL;
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if ( r_studio_stats.GetBool() == false )
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return;
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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int iStudioStatMode = r_studio_stats_mode.GetInt();
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if ( iStudioStatMode == RSTUDIOSTATMODE_VIEWMODEL )
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{
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g_pStudioStatsEntity = pPlayer->GetViewModel();
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return;
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}
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if ( iStudioStatMode == RSTUDIOSTATMODE_VIEWMODEL_ATTACHMENT )
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{
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C_BaseEntity *pVM = pPlayer->GetViewModel();
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if ( pVM )
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{
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g_pStudioStatsEntity = pVM->FirstMoveChild();
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}
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return;
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}
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trace_t tr;
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Vector vecStart, vecEnd;
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VectorMA( MainViewOrigin(), MAX_TRACE_LENGTH, MainViewForward(), vecEnd );
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VectorMA( MainViewOrigin(), 10, MainViewForward(), vecStart );
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Ray_t shotRay;
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shotRay.Init( vecStart, vecEnd );
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CStudioStatsEnumerator studioEnum( shotRay );
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partition->EnumerateElementsAlongRay( PARTITION_ALL_CLIENT_EDICTS, shotRay, false, &studioEnum );
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if ( g_pStudioStatsEntity )
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{
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C_BaseEntity *pEntity = g_pStudioStatsEntity->GetIClientUnknown()->GetBaseEntity();
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if ( pEntity && ( pEntity != C_BasePlayer::GetLocalPlayer() ) )
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{
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switch ( iStudioStatMode )
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{
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default:
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case RSTUDIOSTATMODE_NONE:
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g_pStudioStatsEntity = pEntity->GetClientRenderable();
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break;
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case RSTUDIOSTATMODE_HELDWEAPON:
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{
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C_BasePlayer *pTargetPlayer = ToBasePlayer( pEntity );
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if ( pTargetPlayer && pTargetPlayer->GetActiveWeapon() )
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{
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g_pStudioStatsEntity = pTargetPlayer->GetActiveWeapon()->GetClientRenderable();
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}
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}
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break;
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}
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}
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}
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}
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