source-sdk-2013-mapbase/sp/src/game/shared/baseviewmodel_shared.cpp
Joe Ludwig beaae8ac45 Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
2013-12-03 08:54:16 -08:00

692 lines
22 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseviewmodel_shared.h"
#include "datacache/imdlcache.h"
#if defined( CLIENT_DLL )
#include "iprediction.h"
#include "prediction.h"
#include "client_virtualreality.h"
#include "sourcevr/isourcevirtualreality.h"
#else
#include "vguiscreen.h"
#endif
#if defined( CLIENT_DLL ) && defined( SIXENSE )
#include "sixense/in_sixense.h"
#include "sixense/sixense_convars_extern.h"
#endif
#ifdef SIXENSE
extern ConVar in_forceuser;
#include "iclientmode.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define VIEWMODEL_ANIMATION_PARITY_BITS 3
#define SCREEN_OVERLAY_MATERIAL "vgui/screens/vgui_overlay"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseViewModel::CBaseViewModel()
{
#if defined( CLIENT_DLL )
// NOTE: We do this here because the color is never transmitted for the view model.
m_nOldAnimationParity = 0;
m_EntClientFlags |= ENTCLIENTFLAG_ALWAYS_INTERPOLATE;
#endif
SetRenderColor( 255, 255, 255, 255 );
// View model of this weapon
m_sVMName = NULL_STRING;
// Prefix of the animations that should be used by the player carrying this weapon
m_sAnimationPrefix = NULL_STRING;
m_nViewModelIndex = 0;
m_nAnimationParity = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseViewModel::~CBaseViewModel()
{
}
void CBaseViewModel::UpdateOnRemove( void )
{
BaseClass::UpdateOnRemove();
DestroyControlPanels();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseViewModel::Precache( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseViewModel::Spawn( void )
{
Precache( );
SetSize( Vector( -8, -4, -2), Vector(8, 4, 2) );
SetSolid( SOLID_NONE );
}
#if defined ( CSTRIKE_DLL ) && !defined ( CLIENT_DLL )
#define VGUI_CONTROL_PANELS
#endif
#if defined ( TF_DLL )
#define VGUI_CONTROL_PANELS
#endif
#ifdef INVASION_DLL
#define VGUI_CONTROL_PANELS
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseViewModel::SetControlPanelsActive( bool bState )
{
#if defined( VGUI_CONTROL_PANELS )
// Activate control panel screens
for ( int i = m_hScreens.Count(); --i >= 0; )
{
if (m_hScreens[i].Get())
{
m_hScreens[i]->SetActive( bState );
}
}
#endif
}
//-----------------------------------------------------------------------------
// This is called by the base object when it's time to spawn the control panels
//-----------------------------------------------------------------------------
void CBaseViewModel::SpawnControlPanels()
{
#if defined( VGUI_CONTROL_PANELS )
char buf[64];
// Destroy existing panels
DestroyControlPanels();
CBaseCombatWeapon *weapon = m_hWeapon.Get();
if ( weapon == NULL )
{
return;
}
MDLCACHE_CRITICAL_SECTION();
// FIXME: Deal with dynamically resizing control panels?
// If we're attached to an entity, spawn control panels on it instead of use
CBaseAnimating *pEntityToSpawnOn = this;
char *pOrgLL = "controlpanel%d_ll";
char *pOrgUR = "controlpanel%d_ur";
char *pAttachmentNameLL = pOrgLL;
char *pAttachmentNameUR = pOrgUR;
/*
if ( IsBuiltOnAttachment() )
{
pEntityToSpawnOn = dynamic_cast<CBaseAnimating*>((CBaseEntity*)m_hBuiltOnEntity.Get());
if ( pEntityToSpawnOn )
{
char sBuildPointLL[64];
char sBuildPointUR[64];
Q_snprintf( sBuildPointLL, sizeof( sBuildPointLL ), "bp%d_controlpanel%%d_ll", m_iBuiltOnPoint );
Q_snprintf( sBuildPointUR, sizeof( sBuildPointUR ), "bp%d_controlpanel%%d_ur", m_iBuiltOnPoint );
pAttachmentNameLL = sBuildPointLL;
pAttachmentNameUR = sBuildPointUR;
}
else
{
pEntityToSpawnOn = this;
}
}
*/
Assert( pEntityToSpawnOn );
// Lookup the attachment point...
int nPanel;
for ( nPanel = 0; true; ++nPanel )
{
Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel );
int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
{
// Try and use my panels then
pEntityToSpawnOn = this;
Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel );
nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nLLAttachmentIndex <= 0)
return;
}
Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel );
int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
{
// Try and use my panels then
Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel );
nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
if (nURAttachmentIndex <= 0)
return;
}
const char *pScreenName;
weapon->GetControlPanelInfo( nPanel, pScreenName );
if (!pScreenName)
continue;
const char *pScreenClassname;
weapon->GetControlPanelClassName( nPanel, pScreenClassname );
if ( !pScreenClassname )
continue;
// Compute the screen size from the attachment points...
matrix3x4_t panelToWorld;
pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
matrix3x4_t worldToPanel;
MatrixInvert( panelToWorld, worldToPanel );
// Now get the lower right position + transform into panel space
Vector lr, lrlocal;
pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
MatrixGetColumn( panelToWorld, 3, lr );
VectorTransform( lr, worldToPanel, lrlocal );
float flWidth = lrlocal.x;
float flHeight = lrlocal.y;
CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex );
pScreen->ChangeTeam( GetTeamNumber() );
pScreen->SetActualSize( flWidth, flHeight );
pScreen->SetActive( false );
pScreen->MakeVisibleOnlyToTeammates( false );
#ifdef INVASION_DLL
pScreen->SetOverlayMaterial( SCREEN_OVERLAY_MATERIAL );
#endif
pScreen->SetAttachedToViewModel( true );
int nScreen = m_hScreens.AddToTail( );
m_hScreens[nScreen].Set( pScreen );
}
#endif
}
void CBaseViewModel::DestroyControlPanels()
{
#if defined( VGUI_CONTROL_PANELS )
// Kill the control panels
int i;
for ( i = m_hScreens.Count(); --i >= 0; )
{
DestroyVGuiScreen( m_hScreens[i].Get() );
}
m_hScreens.RemoveAll();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
//-----------------------------------------------------------------------------
void CBaseViewModel::SetOwner( CBaseEntity *pEntity )
{
m_hOwner = pEntity;
#if !defined( CLIENT_DLL )
// Make sure we're linked into hierarchy
//SetParent( pEntity );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
//-----------------------------------------------------------------------------
void CBaseViewModel::SetIndex( int nIndex )
{
m_nViewModelIndex = nIndex;
Assert( m_nViewModelIndex < (1 << VIEWMODEL_INDEX_BITS) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseViewModel::ViewModelIndex( ) const
{
return m_nViewModelIndex;
}
//-----------------------------------------------------------------------------
// Purpose: Pass our visibility on to our child screens
//-----------------------------------------------------------------------------
void CBaseViewModel::AddEffects( int nEffects )
{
if ( nEffects & EF_NODRAW )
{
SetControlPanelsActive( false );
}
BaseClass::AddEffects( nEffects );
}
//-----------------------------------------------------------------------------
// Purpose: Pass our visibility on to our child screens
//-----------------------------------------------------------------------------
void CBaseViewModel::RemoveEffects( int nEffects )
{
if ( nEffects & EF_NODRAW )
{
SetControlPanelsActive( true );
}
BaseClass::RemoveEffects( nEffects );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *modelname -
//-----------------------------------------------------------------------------
void CBaseViewModel::SetWeaponModel( const char *modelname, CBaseCombatWeapon *weapon )
{
m_hWeapon = weapon;
#if defined( CLIENT_DLL )
SetModel( modelname );
#else
string_t str;
if ( modelname != NULL )
{
str = MAKE_STRING( modelname );
}
else
{
str = NULL_STRING;
}
if ( str != m_sVMName )
{
// Msg( "SetWeaponModel %s at %f\n", modelname, gpGlobals->curtime );
m_sVMName = str;
SetModel( STRING( m_sVMName ) );
// Create any vgui control panels associated with the weapon
SpawnControlPanels();
bool showControlPanels = weapon && weapon->ShouldShowControlPanels();
SetControlPanelsActive( showControlPanels );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBaseCombatWeapon
//-----------------------------------------------------------------------------
CBaseCombatWeapon *CBaseViewModel::GetOwningWeapon( void )
{
return m_hWeapon.Get();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : sequence -
//-----------------------------------------------------------------------------
void CBaseViewModel::SendViewModelMatchingSequence( int sequence )
{
// since all we do is send a sequence number down to the client,
// set this here so other weapons code knows which sequence is playing.
SetSequence( sequence );
m_nAnimationParity = ( m_nAnimationParity + 1 ) & ( (1<<VIEWMODEL_ANIMATION_PARITY_BITS) - 1 );
#if defined( CLIENT_DLL )
m_nOldAnimationParity = m_nAnimationParity;
// Force frame interpolation to start at exactly frame zero
m_flAnimTime = gpGlobals->curtime;
#else
CBaseCombatWeapon *weapon = m_hWeapon.Get();
bool showControlPanels = weapon && weapon->ShouldShowControlPanels();
SetControlPanelsActive( showControlPanels );
#endif
// Restart animation at frame 0
SetCycle( 0 );
ResetSequenceInfo();
}
#if defined( CLIENT_DLL )
#include "ivieweffects.h"
#endif
void CBaseViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
{
// UNDONE: Calc this on the server? Disabled for now as it seems unnecessary to have this info on the server
#if defined( CLIENT_DLL )
QAngle vmangoriginal = eyeAngles;
QAngle vmangles = eyeAngles;
Vector vmorigin = eyePosition;
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
//Allow weapon lagging
if ( pWeapon != NULL )
{
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
#endif
{
// add weapon-specific bob
pWeapon->AddViewmodelBob( this, vmorigin, vmangles );
#if defined ( CSTRIKE_DLL )
CalcViewModelLag( vmorigin, vmangles, vmangoriginal );
#endif
}
}
// Add model-specific bob even if no weapon associated (for head bob for off hand models)
AddViewModelBob( owner, vmorigin, vmangles );
#if !defined ( CSTRIKE_DLL )
// This was causing weapon jitter when rotating in updated CS:S; original Source had this in above InPrediction block 07/14/10
// Add lag
CalcViewModelLag( vmorigin, vmangles, vmangoriginal );
#endif
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
{
// Let the viewmodel shake at about 10% of the amplitude of the player's view
vieweffects->ApplyShake( vmorigin, vmangles, 0.1 );
}
#endif
if( UseVR() )
{
g_ClientVirtualReality.OverrideViewModelTransform( vmorigin, vmangles, pWeapon && pWeapon->ShouldUseLargeViewModelVROverride() );
}
SetLocalOrigin( vmorigin );
SetLocalAngles( vmangles );
#ifdef SIXENSE
if( g_pSixenseInput->IsEnabled() && (owner->GetObserverMode()==OBS_MODE_NONE) && !UseVR() )
{
const float max_gun_pitch = 20.0f;
float viewmodel_fov_ratio = g_pClientMode->GetViewModelFOV()/owner->GetFOV();
QAngle gun_angles = g_pSixenseInput->GetViewAngleOffset() * -viewmodel_fov_ratio;
// Clamp pitch a bit to minimize seeing back of viewmodel
if( gun_angles[PITCH] < -max_gun_pitch )
{
gun_angles[PITCH] = -max_gun_pitch;
}
#ifdef WIN32 // ShouldFlipViewModel comes up unresolved on osx? Mabye because it's defined inline? fixme
if( ShouldFlipViewModel() )
{
gun_angles[YAW] *= -1.0f;
}
#endif
vmangles = EyeAngles() + gun_angles;
SetLocalAngles( vmangles );
}
#endif
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float g_fMaxViewModelLag = 1.5f;
void CBaseViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles )
{
Vector vOriginalOrigin = origin;
QAngle vOriginalAngles = angles;
// Calculate our drift
Vector forward;
AngleVectors( angles, &forward, NULL, NULL );
if ( gpGlobals->frametime != 0.0f )
{
Vector vDifference;
VectorSubtract( forward, m_vecLastFacing, vDifference );
float flSpeed = 5.0f;
// If we start to lag too far behind, we'll increase the "catch up" speed. Solves the problem with fast cl_yawspeed, m_yaw or joysticks
// rotating quickly. The old code would slam lastfacing with origin causing the viewmodel to pop to a new position
float flDiff = vDifference.Length();
if ( (flDiff > g_fMaxViewModelLag) && (g_fMaxViewModelLag > 0.0f) )
{
float flScale = flDiff / g_fMaxViewModelLag;
flSpeed *= flScale;
}
// FIXME: Needs to be predictable?
VectorMA( m_vecLastFacing, flSpeed * gpGlobals->frametime, vDifference, m_vecLastFacing );
// Make sure it doesn't grow out of control!!!
VectorNormalize( m_vecLastFacing );
VectorMA( origin, 5.0f, vDifference * -1.0f, origin );
Assert( m_vecLastFacing.IsValid() );
}
Vector right, up;
AngleVectors( original_angles, &forward, &right, &up );
float pitch = original_angles[ PITCH ];
if ( pitch > 180.0f )
pitch -= 360.0f;
else if ( pitch < -180.0f )
pitch += 360.0f;
if ( g_fMaxViewModelLag == 0.0f )
{
origin = vOriginalOrigin;
angles = vOriginalAngles;
}
//FIXME: These are the old settings that caused too many exposed polys on some models
VectorMA( origin, -pitch * 0.035f, forward, origin );
VectorMA( origin, -pitch * 0.03f, right, origin );
VectorMA( origin, -pitch * 0.02f, up, origin);
}
//-----------------------------------------------------------------------------
// Stub to keep networking consistent for DEM files
//-----------------------------------------------------------------------------
#if defined( CLIENT_DLL )
extern void RecvProxy_EffectFlags( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_SequenceNum( const CRecvProxyData *pData, void *pStruct, void *pOut );
#endif
//-----------------------------------------------------------------------------
// Purpose: Resets anim cycle when the server changes the weapon on us
//-----------------------------------------------------------------------------
#if defined( CLIENT_DLL )
static void RecvProxy_Weapon( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CBaseViewModel *pViewModel = ((CBaseViewModel*)pStruct);
CBaseCombatWeapon *pOldWeapon = pViewModel->GetOwningWeapon();
// Chain through to the default recieve proxy ...
RecvProxy_IntToEHandle( pData, pStruct, pOut );
// ... and reset our cycle index if the server is switching weapons on us
CBaseCombatWeapon *pNewWeapon = pViewModel->GetOwningWeapon();
if ( pNewWeapon != pOldWeapon )
{
// Restart animation at frame 0
pViewModel->SetCycle( 0 );
pViewModel->m_flAnimTime = gpGlobals->curtime;
}
}
#endif
LINK_ENTITY_TO_CLASS( viewmodel, CBaseViewModel );
IMPLEMENT_NETWORKCLASS_ALIASED( BaseViewModel, DT_BaseViewModel )
BEGIN_NETWORK_TABLE_NOBASE(CBaseViewModel, DT_BaseViewModel)
#if !defined( CLIENT_DLL )
SendPropModelIndex(SENDINFO(m_nModelIndex)),
SendPropInt (SENDINFO(m_nBody), 8),
SendPropInt (SENDINFO(m_nSkin), 10),
SendPropInt (SENDINFO(m_nSequence), 8, SPROP_UNSIGNED),
SendPropInt (SENDINFO(m_nViewModelIndex), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED),
SendPropFloat (SENDINFO(m_flPlaybackRate), 8, SPROP_ROUNDUP, -4.0, 12.0f),
SendPropInt (SENDINFO(m_fEffects), 10, SPROP_UNSIGNED),
SendPropInt (SENDINFO(m_nAnimationParity), 3, SPROP_UNSIGNED ),
SendPropEHandle (SENDINFO(m_hWeapon)),
SendPropEHandle (SENDINFO(m_hOwner)),
SendPropInt( SENDINFO( m_nNewSequenceParity ), EF_PARITY_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_nResetEventsParity ), EF_PARITY_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_nMuzzleFlashParity ), EF_MUZZLEFLASH_BITS, SPROP_UNSIGNED ),
#if !defined( INVASION_DLL ) && !defined( INVASION_CLIENT_DLL )
SendPropArray (SendPropFloat(SENDINFO_ARRAY(m_flPoseParameter), 8, 0, 0.0f, 1.0f), m_flPoseParameter),
#endif
#else
RecvPropInt (RECVINFO(m_nModelIndex)),
RecvPropInt (RECVINFO(m_nSkin)),
RecvPropInt (RECVINFO(m_nBody)),
RecvPropInt (RECVINFO(m_nSequence), 0, RecvProxy_SequenceNum ),
RecvPropInt (RECVINFO(m_nViewModelIndex)),
RecvPropFloat (RECVINFO(m_flPlaybackRate)),
RecvPropInt (RECVINFO(m_fEffects), 0, RecvProxy_EffectFlags ),
RecvPropInt (RECVINFO(m_nAnimationParity)),
RecvPropEHandle (RECVINFO(m_hWeapon), RecvProxy_Weapon ),
RecvPropEHandle (RECVINFO(m_hOwner)),
RecvPropInt( RECVINFO( m_nNewSequenceParity )),
RecvPropInt( RECVINFO( m_nResetEventsParity )),
RecvPropInt( RECVINFO( m_nMuzzleFlashParity )),
#if !defined( INVASION_DLL ) && !defined( INVASION_CLIENT_DLL )
RecvPropArray(RecvPropFloat(RECVINFO(m_flPoseParameter[0]) ), m_flPoseParameter ),
#endif
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CBaseViewModel )
// Networked
DEFINE_PRED_FIELD( m_nModelIndex, FIELD_SHORT, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD( m_nSkin, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nBody, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nSequence, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flPlaybackRate, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.125f ),
DEFINE_PRED_FIELD( m_fEffects, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_OVERRIDE ),
DEFINE_PRED_FIELD( m_nAnimationParity, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_hWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flAnimTime, FIELD_FLOAT, 0 ),
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT ),
DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_PRIVATE | FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ),
END_PREDICTION_DATA()
void RecvProxy_SequenceNum( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CBaseViewModel *model = (CBaseViewModel *)pStruct;
if (pData->m_Value.m_Int != model->GetSequence())
{
MDLCACHE_CRITICAL_SECTION();
model->SetSequence(pData->m_Value.m_Int);
model->m_flAnimTime = gpGlobals->curtime;
model->SetCycle(0);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseViewModel::LookupAttachment( const char *pAttachmentName )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->LookupAttachment( pAttachmentName );
return BaseClass::LookupAttachment( pAttachmentName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseViewModel::GetAttachment( int number, matrix3x4_t &matrix )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->GetAttachment( number, matrix );
return BaseClass::GetAttachment( number, matrix );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseViewModel::GetAttachment( int number, Vector &origin )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->GetAttachment( number, origin );
return BaseClass::GetAttachment( number, origin );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseViewModel::GetAttachment( int number, Vector &origin, QAngle &angles )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->GetAttachment( number, origin, angles );
return BaseClass::GetAttachment( number, origin, angles );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseViewModel::GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel )
{
if ( m_hWeapon.Get() && m_hWeapon.Get()->WantsToOverrideViewmodelAttachments() )
return m_hWeapon.Get()->GetAttachmentVelocity( number, originVel, angleVel );
return BaseClass::GetAttachmentVelocity( number, originVel, angleVel );
}
#endif