upload "kind" alien swarm

This commit is contained in:
nillerusr
2023-10-03 17:23:56 +03:00
parent b7bd94c52e
commit 7d3c0d8b5a
4229 changed files with 462903 additions and 495158 deletions

View File

@@ -1,10 +1,10 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side view model implementation. Responsible for drawing
// the view model.
//
// $NoKeywords: $
//=============================================================================//
//===========================================================================//
#include "cbase.h"
#include "c_baseviewmodel.h"
#include "model_types.h"
@@ -18,34 +18,43 @@
#include "tools/bonelist.h"
#include <KeyValues.h>
#include "hltvcamera.h"
#include "r_efx.h"
#include "dlight.h"
#include "clientalphaproperty.h"
#include "iinput.h"
#if defined( REPLAY_ENABLED )
#include "replay/replaycamera.h"
#include "replay/ireplaysystem.h"
#include "replay/ienginereplay.h"
#include "replaycamera.h"
#endif
// NVNT haptics system interface
#include "haptics/ihaptics.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CSTRIKE_DLL
ConVar cl_righthand( "cl_righthand", "1", FCVAR_ARCHIVE, "Use right-handed view models." );
#endif
#ifdef TF_CLIENT_DLL
ConVar cl_flipviewmodels( "cl_flipviewmodels", "0", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_NOT_CONNECTED, "Flip view models." );
#endif
ConVar vm_debug( "vm_debug", "0", FCVAR_CHEAT );
ConVar vm_draw_always( "vm_draw_always", "0" );
void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
extern float g_flMuzzleFlashScale;
void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
void FormatViewModelAttachment( C_BasePlayer *pPlayer, Vector &vOrigin, bool bInverse )
{
int nSlot = 0;
if ( pPlayer )
{
int nPlayerSlot = C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer );
if ( nPlayerSlot == -1 )
{
nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
}
else
{
nSlot = nPlayerSlot;
}
}
Assert( nSlot != -1 );
// Presumably, SetUpView has been called so we know our FOV and render origin.
const CViewSetup *pViewSetup = view->GetPlayerViewSetup();
const CViewSetup *pViewSetup = view->GetPlayerViewSetup( nSlot );
float worldx = tan( pViewSetup->fov * M_PI/360.0 );
float viewx = tan( pViewSetup->fovViewmodel * M_PI/360.0 );
@@ -59,7 +68,7 @@ void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
// Get the coordinates in the viewer's space.
Vector tmp = vOrigin - pViewSetup->origin;
Vector vTransformed( MainViewRight().Dot( tmp ), MainViewUp().Dot( tmp ), MainViewForward().Dot( tmp ) );
Vector vTransformed( MainViewRight(nSlot).Dot( tmp ), MainViewUp(nSlot).Dot( tmp ), MainViewForward(nSlot).Dot( tmp ) );
// Now squash X and Y.
if ( bInverse )
@@ -84,39 +93,35 @@ void FormatViewModelAttachment( Vector &vOrigin, bool bInverse )
// Transform back to world space.
Vector vOut = (MainViewRight() * vTransformed.x) + (MainViewUp() * vTransformed.y) + (MainViewForward() * vTransformed.z);
Vector vOut = (MainViewRight(nSlot) * vTransformed.x) + (MainViewUp(nSlot) * vTransformed.y) + (MainViewForward(nSlot) * vTransformed.z);
vOrigin = pViewSetup->origin + vOut;
}
void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
{
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
Vector vecOrigin;
MatrixPosition( attachmentToWorld, vecOrigin );
::FormatViewModelAttachment( vecOrigin, false );
::FormatViewModelAttachment( pPlayer, vecOrigin, false );
PositionMatrix( vecOrigin, attachmentToWorld );
}
bool C_BaseViewModel::IsViewModel() const
{
return true;
}
void C_BaseViewModel::UncorrectViewModelAttachment( Vector &vOrigin )
{
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
// Unformat the attachment.
::FormatViewModelAttachment( vOrigin, true );
::FormatViewModelAttachment( pPlayer, vOrigin, true );
}
//-----------------------------------------------------------------------------
// Purpose
//-----------------------------------------------------------------------------
void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int eventNum, const char *options )
{
// We override sound requests so that we can play them locally on the owning player
if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) )
if ( ( eventNum == AE_CL_PLAYSOUND ) || ( eventNum == CL_EVENT_SOUND ) )
{
// Only do this if we're owned by someone
if ( GetOwner() != NULL )
@@ -127,18 +132,23 @@ void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int
}
}
C_BasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( !pOwner )
return;
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( pOwner );
// Otherwise pass the event to our associated weapon
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
C_BaseCombatWeapon *pWeapon = pOwner->GetActiveWeapon();
if ( pWeapon )
{
// NVNT notify the haptics system of our viewmodel's event
if ( haptics )
haptics->ProcessHapticEvent(4,"Weapons",pWeapon->GetName(),"AnimationEvents",VarArgs("%i",event));
bool bResult = pWeapon->OnFireEvent( this, origin, angles, event, options );
bool bResult = pWeapon->OnFireEvent( this, origin, angles, eventNum, options );
if ( !bResult )
{
BaseClass::FireEvent( origin, angles, event, options );
if ( eventNum == AE_CLIENT_EFFECT_ATTACH && ::input->CAM_IsThirdPerson() )
return;
BaseClass::FireEvent( origin, angles, eventNum, options );
}
}
}
@@ -153,7 +163,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
// Hack to extrapolate cycle counter for view model
float elapsed_time = currentTime - m_flAnimTime;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
// Predicted viewmodels have fixed up interval
if ( GetPredictable() || IsClientCreated() )
@@ -162,10 +172,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
float curtime = pPlayer ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
elapsed_time = curtime - m_flAnimTime;
// Adjust for interpolated partial frame
if ( !engine->IsPaused() )
{
elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
}
elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
}
// Prediction errors?
@@ -174,7 +181,7 @@ bool C_BaseViewModel::Interpolate( float currentTime )
elapsed_time = 0;
}
float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() ) * GetPlaybackRate();
float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() );
if ( dt >= 1.0f )
{
if ( !IsSequenceLooping( GetSequence() ) )
@@ -194,24 +201,6 @@ bool C_BaseViewModel::Interpolate( float currentTime )
inline bool C_BaseViewModel::ShouldFlipViewModel()
{
#ifdef CSTRIKE_DLL
// If cl_righthand is set, then we want them all right-handed.
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
if ( pWeapon )
{
const FileWeaponInfo_t *pInfo = &pWeapon->GetWpnData();
return pInfo->m_bAllowFlipping && pInfo->m_bBuiltRightHanded != cl_righthand.GetBool();
}
#endif
#ifdef TF_CLIENT_DLL
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
if ( pWeapon )
{
return pWeapon->m_bFlipViewModel != cl_flipviewmodels.GetBool();
}
#endif
return false;
}
@@ -220,6 +209,8 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
{
if ( ShouldFlipViewModel() )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
matrix3x4_t viewMatrix, viewMatrixInverse;
// We could get MATERIAL_VIEW here, but this is called sometimes before the renderer
@@ -256,13 +247,13 @@ void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
//-----------------------------------------------------------------------------
bool C_BaseViewModel::ShouldDraw()
{
if ( engine->IsHLTV() )
if ( g_bEngineIsHLTV )
{
return ( HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
HLTVCamera()->GetPrimaryTarget() == GetOwner() );
}
#if defined( REPLAY_ENABLED )
else if ( g_pEngineClientReplay->IsPlayingReplayDemo() )
else if ( engine->IsReplay() )
{
return ( ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
ReplayCamera()->GetPrimaryTarget() == GetOwner() );
@@ -270,6 +261,14 @@ bool C_BaseViewModel::ShouldDraw()
#endif
else
{
Assert( !IsEffectActive( EF_NODRAW ) );
Assert( GetRenderMode() != kRenderNone );
if ( vm_draw_always.GetBool() )
return true;
if ( GetOwner() != C_BasePlayer::GetLocalPlayer() )
return false;
return BaseClass::ShouldDraw();
}
}
@@ -278,7 +277,7 @@ bool C_BaseViewModel::ShouldDraw()
// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
// by this player, otherwise draw the worldmodel.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawModel( int flags )
int C_BaseViewModel::DrawModel( int flags, const RenderableInstance_t &instance )
{
if ( !m_bReadyToDraw )
return 0;
@@ -286,7 +285,7 @@ int C_BaseViewModel::DrawModel( int flags )
if ( flags & STUDIO_RENDER )
{
// Determine blending amount and tell engine
float blend = (float)( GetFxBlend() / 255.0f );
float blend = (float)( instance.m_nAlpha / 255.0f );
// Totally gone
if ( blend <= 0.0f )
@@ -299,24 +298,32 @@ int C_BaseViewModel::DrawModel( int flags )
GetColorModulation( color );
render->SetColorModulation( color );
}
CMatRenderContextPtr pRenderContext( materials );
if ( ShouldFlipViewModel() )
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
int ret = 0;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
int ret;
// If the local player's overriding the viewmodel rendering, let him do it
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
{
ret = pPlayer->DrawOverriddenViewmodel( this, flags );
ret = pPlayer->DrawOverriddenViewmodel( this, flags, instance );
}
else if ( pWeapon && pWeapon->IsOverridingViewmodel() )
{
ret = pWeapon->DrawOverriddenViewmodel( this, flags );
ret = pWeapon->DrawOverriddenViewmodel( this, flags, instance );
}
else
{
ret = BaseClass::DrawModel( flags );
ret = BaseClass::DrawModel( flags, instance );
}
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
// Now that we've rendered, reset the animation restart flag
if ( flags & STUDIO_RENDER )
{
@@ -324,111 +331,120 @@ int C_BaseViewModel::DrawModel( int flags )
{
m_nOldAnimationParity = m_nAnimationParity;
}
// Tell the weapon itself that we've rendered, in case it wants to do something
if ( pWeapon )
{
pWeapon->ViewModelDrawn( this );
}
if ( vm_debug.GetBool() )
{
MDLCACHE_CRITICAL_SECTION();
int line = 16;
CStudioHdr *hdr = GetModelPtr();
engine->Con_NPrintf( line++, "%s: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n",
(hdr)?hdr->pszName():"(null)",
GetSequenceName( GetSequence() ),
GetSequence(),
GetCycle(),
GetSequenceCycleRate( hdr, GetSequence() ),
GetPlaybackRate()
);
if ( hdr )
{
for( int i=0; i < hdr->GetNumPoseParameters(); ++i )
{
const mstudioposeparamdesc_t &Pose = hdr->pPoseParameter( i );
engine->Con_NPrintf( line++, "pose_param %s: %f",
Pose.pszName(), GetPoseParameter( i ) );
}
}
// Determine blending amount and tell engine
float blend = (float)( instance.m_nAlpha / 255.0f );
float color[3];
GetColorModulation( color );
engine->Con_NPrintf( line++, "blend=%f, color=%f,%f,%f", blend, color[0], color[1], color[2] );
engine->Con_NPrintf( line++, "GetRenderMode()=%d", GetRenderMode() );
engine->Con_NPrintf( line++, "m_nRenderFX=0x%8.8X", GetRenderFX() );
color24 c = GetRenderColor();
unsigned char a = GetRenderAlpha();
engine->Con_NPrintf( line++, "rendercolor=%d,%d,%d,%d", c.r, c.g, c.b, a );
engine->Con_NPrintf( line++, "origin=%f, %f, %f", GetRenderOrigin().x, GetRenderOrigin().y, GetRenderOrigin().z );
engine->Con_NPrintf( line++, "angles=%f, %f, %f", GetRenderAngles()[0], GetRenderAngles()[1], GetRenderAngles()[2] );
if ( IsEffectActive( EF_NODRAW ) )
{
engine->Con_NPrintf( line++, "EF_NODRAW" );
}
}
}
return ret;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_BaseViewModel::InternalDrawModel( int flags )
{
CMatRenderContextPtr pRenderContext( materials );
if ( ShouldFlipViewModel() )
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
int ret = BaseClass::InternalDrawModel( flags );
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
return ret;
}
//-----------------------------------------------------------------------------
// Purpose: Called by the player when the player's overriding the viewmodel drawing. Avoids infinite recursion.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawOverriddenViewmodel( int flags )
int C_BaseViewModel::DrawOverriddenViewmodel( int flags, const RenderableInstance_t &instance )
{
return BaseClass::DrawModel( flags );
return BaseClass::DrawModel( flags, instance );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int C_BaseViewModel::GetFxBlend( void )
uint8 C_BaseViewModel::OverrideAlphaModulation( uint8 nAlpha )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
{
pPlayer->ComputeFxBlend();
return pPlayer->GetFxBlend();
}
return pPlayer->AlphaProp()->ComputeRenderAlpha();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
{
pWeapon->ComputeFxBlend();
return pWeapon->GetFxBlend();
}
return pWeapon->AlphaProp()->ComputeRenderAlpha();
return nAlpha;
return BaseClass::GetFxBlend();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseViewModel::IsTransparent( void )
RenderableTranslucencyType_t C_BaseViewModel::ComputeTranslucencyType( void )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
{
return pPlayer->ViewModel_IsTransparent();
}
return pPlayer->ComputeTranslucencyType();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
return pWeapon->ViewModel_IsTransparent();
return pWeapon->ComputeTranslucencyType();
return BaseClass::ComputeTranslucencyType();
return BaseClass::IsTransparent();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_BaseViewModel::UsesPowerOfTwoFrameBufferTexture( void )
{
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
{
return pPlayer->ViewModel_IsUsingFBTexture();
}
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
{
return pWeapon->ViewModel_IsUsingFBTexture();
}
return BaseClass::UsesPowerOfTwoFrameBufferTexture();
}
//-----------------------------------------------------------------------------
// Purpose: If the animation parity of the weapon has changed, we reset cycle to avoid popping
//-----------------------------------------------------------------------------
void C_BaseViewModel::UpdateAnimationParity( void )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
// If we're predicting, then we don't use animation parity because we change the animations on the clientside
// while predicting. When not predicting, only the server changes the animations, so a parity mismatch
@@ -450,27 +466,26 @@ void C_BaseViewModel::UpdateAnimationParity( void )
//-----------------------------------------------------------------------------
void C_BaseViewModel::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
AlphaProp()->EnableAlphaModulationOverride( true );
}
SetPredictionEligible( true );
BaseClass::OnDataChanged(updateType);
}
void C_BaseViewModel::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate(updateType);
OnLatchInterpolatedVariables( LATCH_ANIMATION_VAR );
}
//-----------------------------------------------------------------------------
// Purpose: Add entity to visible view models list
// Purpose: Return the player who will predict this entity
//-----------------------------------------------------------------------------
void C_BaseViewModel::AddEntity( void )
CBasePlayer *C_BaseViewModel::GetPredictionOwner()
{
// Server says don't interpolate this frame, so set previous info to new info.
if ( IsNoInterpolationFrame() )
{
ResetLatched();
}
return ToBasePlayer( GetOwner() );
}
//-----------------------------------------------------------------------------
@@ -481,18 +496,14 @@ void C_BaseViewModel::GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS])
BaseClass::GetBoneControllers( controllers );
// Tell the weapon itself that we've rendered, in case it wants to do something
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
return;
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon )
{
pWeapon->GetViewmodelBoneControllers( this, controllers );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : RenderGroup_t
//-----------------------------------------------------------------------------
RenderGroup_t C_BaseViewModel::GetRenderGroup()
{
return RENDER_GROUP_VIEW_MODEL_OPAQUE;
}