//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef BASEVIEWMODEL_SHARED_H #define BASEVIEWMODEL_SHARED_H #ifdef _WIN32 #pragma once #endif #include "predictable_entity.h" #include "utlvector.h" #include "baseplayer_shared.h" #include "shared_classnames.h" class CBaseCombatWeapon; class CBaseCombatCharacter; class CVGuiScreen; #if defined( CLIENT_DLL ) #define CBaseViewModel C_BaseViewModel #define CBaseCombatWeapon C_BaseCombatWeapon #endif #define VIEWMODEL_INDEX_BITS 1 class CBaseViewModel : public CBaseAnimating { DECLARE_CLASS( CBaseViewModel, CBaseAnimating ); public: DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); #if !defined( CLIENT_DLL ) DECLARE_DATADESC(); #endif CBaseViewModel( void ); ~CBaseViewModel( void ); bool IsViewable(void) { return false; } virtual void UpdateOnRemove( void ); // Weapon client handling virtual void SendViewModelMatchingSequence( int sequence ); virtual void SetWeaponModel( const char *pszModelname, CBaseCombatWeapon *weapon ); virtual void CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles ); virtual void CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles ); virtual void AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles ) {}; // Initializes the viewmodel for use void SetOwner( CBaseEntity *pEntity ); void SetIndex( int nIndex ); // Returns which viewmodel it is int ViewModelIndex( ) const; virtual void Precache( void ); virtual void Spawn( void ); virtual CBaseEntity *GetOwner( void ) { return m_hOwner; }; virtual void AddEffects( int nEffects ); virtual void RemoveEffects( int nEffects ); void SpawnControlPanels(); void DestroyControlPanels(); void SetControlPanelsActive( bool bState ); void ShowControlPanells( bool show ); virtual CBaseCombatWeapon *GetOwningWeapon( void ); virtual bool IsSelfAnimating() { return true; } Vector m_vecLastFacing; virtual bool IsViewModel() const { return true; } virtual bool IsViewModelOrAttachment() const { return true; } #if !defined( CLIENT_DLL ) virtual int UpdateTransmitState( void ); virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ); virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ); #else virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void PostDataUpdate( DataUpdateType_t updateType ); virtual C_BasePlayer *GetPredictionOwner( void ); virtual bool Interpolate( float currentTime ); bool ShouldFlipViewModel(); void UpdateAnimationParity( void ); virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform ); virtual bool ShouldDraw(); virtual int DrawModel( int flags, const RenderableInstance_t &instance ); int DrawOverriddenViewmodel( int flags, const RenderableInstance_t &instance ); virtual uint8 OverrideAlphaModulation( uint8 nAlpha ); RenderableTranslucencyType_t ComputeTranslucencyType( void ); // Should this object cast shadows? virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; } // Should this object receive shadows? virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; } virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]); // See C_StudioModel's definition of this. virtual void UncorrectViewModelAttachment( Vector &vOrigin ); // (inherited from C_BaseAnimating) virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ); CBaseCombatWeapon *GetWeapon() const { return m_hWeapon.Get(); } virtual bool ShouldResetSequenceOnNewModel( void ) { return false; } // Attachments virtual int LookupAttachment( const char *pAttachmentName ); virtual bool GetAttachment( int number, matrix3x4_t &matrix ); virtual bool GetAttachment( int number, Vector &origin ); virtual bool GetAttachment( int number, Vector &origin, QAngle &angles ); virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel ); private: CBaseViewModel( const CBaseViewModel & ); // not defined, not accessible #endif private: typedef CHandle< CBaseCombatWeapon > CBaseCombatWeaponHandle; // FTYPEDESC_INSENDTABLE STUFF CNetworkVar( int, m_nViewModelIndex ); // Which viewmodel is it? // Used to force restart on client, only needs a few bits CNetworkVar( int, m_nAnimationParity ); CNetworkVar( CBaseCombatWeaponHandle, m_hWeapon ); // FTYPEDESC_INSENDTABLE STUFF (end) CNetworkHandle( CBaseEntity, m_hOwner ); // Player or AI carrying this weapon // soonest time Update will call WeaponIdle float m_flTimeWeaponIdle; Activity m_Activity; // Weapon art string_t m_sVMName; // View model of this weapon string_t m_sAnimationPrefix; // Prefix of the animations that should be used by the player carrying this weapon #if defined( CLIENT_DLL ) int m_nOldAnimationParity; #endif // Control panel typedef CHandle ScreenHandle_t; CUtlVector m_hScreens; }; inline CBaseViewModel *ToBaseViewModel( CBaseAnimating *pAnim ) { if ( pAnim && pAnim->IsViewModel() ) return assert_cast(pAnim); return NULL; } inline CBaseViewModel *ToBaseViewModel( CBaseEntity *pEntity ) { if ( !pEntity ) return NULL; return ToBaseViewModel(pEntity->GetBaseAnimating()); } #endif // BASEVIEWMODEL_SHARED_H