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add hl1,portal,dod source code
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151
game/shared/dod/dod_viewmodel.cpp
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151
game/shared/dod/dod_viewmodel.cpp
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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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#include "cbase.h"
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#include "dod_viewmodel.h"
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#ifdef CLIENT_DLL
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#include "c_dod_player.h"
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#include "prediction.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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LINK_ENTITY_TO_CLASS( dod_viewmodel, CDODViewModel );
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IMPLEMENT_NETWORKCLASS_ALIASED( DODViewModel, DT_DODViewModel )
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BEGIN_NETWORK_TABLE( CDODViewModel, DT_DODViewModel )
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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CDODViewModel::CDODViewModel() : m_LagAnglesHistory("CDODViewModel::m_LagAnglesHistory")
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{
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m_vLagAngles.Init();
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m_LagAnglesHistory.Setup( &m_vLagAngles, 0 );
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m_vLoweredWeaponOffset.Init();
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}
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#else
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CDODViewModel::CDODViewModel()
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{
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CDODViewModel::~CDODViewModel()
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{
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}
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#ifdef CLIENT_DLL
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ConVar cl_wpn_sway_interp( "cl_wpn_sway_interp", "0.1", FCVAR_CLIENTDLL );
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ConVar cl_wpn_sway_scale( "cl_wpn_sway_scale", "2.6", FCVAR_CLIENTDLL );
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#endif
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void CDODViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles )
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{
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#ifdef CLIENT_DLL
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if ( prediction->InPrediction() )
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{
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return;
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}
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float flSwayScale = cl_wpn_sway_scale.GetFloat();
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CWeaponDODBase *pWeapon = dynamic_cast<CWeaponDODBase*>(GetWeapon());
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if ( pWeapon )
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{
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flSwayScale *= pWeapon->GetViewModelSwayScale();
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}
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// Calculate our drift
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Vector forward, right, up;
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AngleVectors( angles, &forward, &right, &up );
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// Add an entry to the history.
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m_vLagAngles = angles;
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m_LagAnglesHistory.NoteChanged( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat(), false );
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// Interpolate back 100ms.
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m_LagAnglesHistory.Interpolate( gpGlobals->curtime, cl_wpn_sway_interp.GetFloat() );
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// Now take the 100ms angle difference and figure out how far the forward vector moved in local space.
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Vector vLaggedForward;
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QAngle angleDiff = m_vLagAngles - angles;
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AngleVectors( -angleDiff, &vLaggedForward, 0, 0 );
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Vector vForwardDiff = Vector(1,0,0) - vLaggedForward;
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// Now offset the origin using that.
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vForwardDiff *= flSwayScale;
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origin += forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z;
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#endif
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}
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#ifdef CLIENT_DLL
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ConVar cl_gunlowerangle( "cl_gunlowerangle", "30", FCVAR_CLIENTDLL );
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ConVar cl_gunlowerspeed( "cl_gunlowerspeed", "2", FCVAR_CLIENTDLL );
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ConVar cl_test_vm_offset( "cl_test_vm_offset", "0 0 0", FCVAR_CHEAT | FCVAR_CLIENTDLL );
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#endif
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void CDODViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
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{
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#if defined( CLIENT_DLL )
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Vector vecNewOrigin = eyePosition;
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QAngle vecNewAngles = eyeAngles;
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// Check for lowering the weapon
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C_DODPlayer *pPlayer = ToDODPlayer( owner );
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Assert( pPlayer );
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bool bLowered = pPlayer->IsWeaponLowered();
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QAngle vecLoweredAngles(0,0,0);
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m_vLoweredWeaponOffset.x = Approach( bLowered ? cl_gunlowerangle.GetFloat() : 0, m_vLoweredWeaponOffset.x, cl_gunlowerspeed.GetFloat() );
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vecLoweredAngles.x += m_vLoweredWeaponOffset.x;
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vecNewAngles += vecLoweredAngles;
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Vector forward, right, up;
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AngleVectors( vecNewAngles, &forward, &right, &up );
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Vector test;
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const char *szTestOffset = cl_test_vm_offset.GetString();
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sscanf( szTestOffset, " %f %f %f", &test[0], &test[1], &test[2] );
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// cvar cl_test_vm_offset overrides calculated view model offset
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if ( test.Length() > 0 )
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{
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vecNewOrigin += forward * test[0] + right * test[1] + up * test[2];
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}
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else
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{
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// Move the view model origin between the script standing and prone position
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// based on the current view height
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CWeaponDODBase *pWeapon = dynamic_cast<CWeaponDODBase*>(GetWeapon());
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if ( pWeapon )
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{
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Vector offset = pWeapon->GetDesiredViewModelOffset( pPlayer );
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// add our offset in the proper direction
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vecNewOrigin += forward * offset[0] + right * offset[1] + up * offset[2];
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}
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}
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BaseClass::CalcViewModelView( owner, vecNewOrigin, vecNewAngles );
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#endif
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}
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