60 lines
1.3 KiB
C++
60 lines
1.3 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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// $NoKeywords: $
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//=============================================================================//
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#ifndef PREDICTED_VIEWMODEL_H
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#define PREDICTED_VIEWMODEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "predictable_entity.h"
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#include "utlvector.h"
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#include "baseplayer_shared.h"
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#include "shared_classnames.h"
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#if defined( CLIENT_DLL )
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#define CPredictedViewModel C_PredictedViewModel
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#endif
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class CPredictedViewModel : public CBaseViewModel
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{
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DECLARE_CLASS( CPredictedViewModel, CBaseViewModel );
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public:
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DECLARE_NETWORKCLASS();
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CPredictedViewModel( void );
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virtual ~CPredictedViewModel( void );
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virtual void CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles );
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( C_BasePlayer::IsLocalPlayer( GetOwner() ) )
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return true;
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return BaseClass::ShouldPredict();
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}
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#endif
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private:
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#if defined( CLIENT_DLL )
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// This is used to lag the angles.
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CInterpolatedVar<QAngle> m_LagAnglesHistory;
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QAngle m_vLagAngles;
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Vector m_vPredictedOffset;
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CPredictedViewModel( const CPredictedViewModel & ); // not defined, not accessible
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#endif
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};
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#endif // PREDICTED_VIEWMODEL_H
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