138 lines
4.4 KiB
C++
138 lines
4.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "animation.h"
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#include "baseviewmodel.h"
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#include "player.h"
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#include <KeyValues.h>
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#include "studio.h"
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#include "vguiscreen.h"
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#include "saverestore_utlvector.h"
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#include "hltvdirector.h"
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#include "replaydirector.h"
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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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void SendProxy_AnimTime( const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID );
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void SendProxy_SequenceChanged( const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID );
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//-----------------------------------------------------------------------------
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// Purpose: Save Data for Base Weapon object
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//-----------------------------------------------------------------------------//
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BEGIN_DATADESC( CBaseViewModel )
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DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
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// Client only
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// DEFINE_FIELD( m_LagAnglesHistory, CInterpolatedVar < QAngle > ),
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// DEFINE_FIELD( m_vLagAngles, FIELD_VECTOR ),
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DEFINE_FIELD( m_nViewModelIndex, FIELD_INTEGER ),
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DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT ),
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DEFINE_FIELD( m_nAnimationParity, FIELD_INTEGER ),
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// Client only
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// DEFINE_FIELD( m_nOldAnimationParity, FIELD_INTEGER ),
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DEFINE_FIELD( m_vecLastFacing, FIELD_VECTOR ),
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DEFINE_FIELD( m_hWeapon, FIELD_EHANDLE ),
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DEFINE_UTLVECTOR( m_hScreens, FIELD_EHANDLE ),
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// Read from weapons file
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// DEFINE_FIELD( m_sVMName, FIELD_STRING ),
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// DEFINE_FIELD( m_sAnimationPrefix, FIELD_STRING ),
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// ---------------------------------------------------------------------
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// Don't save these, init to 0 and regenerate
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// DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
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END_DATADESC()
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int CBaseViewModel::UpdateTransmitState()
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{
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if ( IsEffectActive( EF_NODRAW ) )
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{
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return SetTransmitState( FL_EDICT_DONTSEND );
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}
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return SetTransmitState( FL_EDICT_FULLCHECK );
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}
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int CBaseViewModel::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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// Check if recipient owns this weapon viewmodel
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CBasePlayer *pOwner = ToBasePlayer( m_hOwner );
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if ( pOwner &&
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( pOwner->edict() == pInfo->m_pClientEnt ||
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// If we're using the other guys network connection in split screen, then also force transmit
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pOwner->IsSplitScreenUserOnEdict( pInfo->m_pClientEnt ) ) )
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{
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return FL_EDICT_ALWAYS;
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}
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// check if recipient (or one of his splitscreen parasites) is spectating the owner of this viewmodel
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CBasePlayer *pPlayer = ToBasePlayer( CBaseEntity::Instance( pInfo->m_pClientEnt ) );
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if ( pPlayer)
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{
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// Bug 28591: In splitscreen, when the second slot is the one in spectator mode, it wouldn't
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// get the viewmodel for the spectatee.
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//
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// The new logic is to loop through the splitscreen parasites (as well as the host player)
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// and see if any of them are observing the viewmodel owner, and if so, FL_EDICT_ALWAYS the vm for them, too.
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CUtlVector< CBasePlayer * > checkList;
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checkList.AddToTail( pPlayer );
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CUtlVector< CHandle< CBasePlayer > > &vecParasites = pPlayer->GetSplitScreenPlayers();
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for ( int i = 0; i < vecParasites.Count(); ++i )
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{
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checkList.AddToTail( vecParasites[ i ] );
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}
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for ( int i = 0; i < checkList.Count(); ++i )
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{
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CBasePlayer *pPlayer = checkList[ i ];
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if ( !pPlayer )
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continue;
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if ( pPlayer->IsHLTV() || pPlayer->IsReplay() )
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{
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// if this is the HLTV or Replay client, transmit all viewmodels in our PVS
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return FL_EDICT_PVSCHECK;
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}
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if ( (pPlayer->GetObserverMode() == OBS_MODE_IN_EYE) && (pPlayer->GetObserverTarget() == pOwner) )
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{
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return FL_EDICT_ALWAYS;
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}
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}
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}
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// Don't send to anyone else except the local player or his spectator
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return FL_EDICT_DONTSEND;
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}
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void CBaseViewModel::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
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{
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// Are we already marked for transmission?
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if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
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return;
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BaseClass::SetTransmit( pInfo, bAlways );
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// Force our screens to be sent too.
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for ( int i=0; i < m_hScreens.Count(); i++ )
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{
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CVGuiScreen *pScreen = m_hScreens[i].Get();
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if ( pScreen )
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pScreen->SetTransmit( pInfo, bAlways );
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}
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}
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