nuclide/Source/Client/View.c

320 lines
8.2 KiB
C
Executable file

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
var string autocvar_skins_dir = "";
string sViewModels[ CS_WEAPON_COUNT - 1 ] = {
"v_knife.mdl",
"v_usp.mdl",
"v_glock18.mdl",
"v_deagle.mdl",
"v_p228.mdl",
"v_elite.mdl",
"v_fiveseven.mdl",
"v_m3.mdl",
"v_xm1014.mdl",
"v_mp5.mdl",
"v_p90.mdl",
"v_ump45.mdl",
"v_mac10.mdl",
"v_tmp.mdl",
"v_ak47.mdl",
"v_sg552.mdl",
"v_m4a1.mdl",
"v_aug.mdl",
"v_scout.mdl",
"v_awp.mdl",
"v_g3sg1.mdl",
"v_sg550.mdl",
"v_m249.mdl",
"v_c4.mdl",
"v_flashbang.mdl",
"v_hegrenade.mdl",
"v_smokegrenade.mdl"
};
void View_Init(void)
{
string wm;
for ( int i = 0; i < ( CS_WEAPON_COUNT - 1 ); i++ ) {
wm = sprintf("models/%s", sViewModels[i]);
precache_model(wm);
}
}
/*
====================
View_CalcBob
====================
*/
void View_CalcBob( void ) {
float fCycle;
vector vVelocity;
if ( self.flags & FL_ONGROUND == -1 ) {
return;
}
pSeat->fBobTime += clframetime;
fCycle = pSeat->fBobTime - (int)( pSeat->fBobTime / autocvar_v_bobcycle ) * autocvar_v_bobcycle;
fCycle /= autocvar_v_bobcycle;
if ( fCycle < autocvar_v_bobup ) {
fCycle = MATH_PI * fCycle / autocvar_v_bobup;
} else {
fCycle = MATH_PI + MATH_PI * ( fCycle - autocvar_v_bobup )/( 1.0 - autocvar_v_bobup );
}
vVelocity = pSeat->vPlayerVelocity;
vVelocity_z = 0;
float fBob = sqrt( vVelocity_x * vVelocity_x + vVelocity_y * vVelocity_y ) * autocvar_v_bob;
fBob = fBob * 0.3 + fBob * 0.7 * sin( fCycle );
pSeat->fBob = bound( -7, fBob, 4 );
}
/*
====================
View_DropPunchAngle
Quickly lerp to the original viewposition
====================
*/
void View_DropPunchAngle( void ) {
float fLerp;
fLerp = 1.0f - ( clframetime * 4 );
pSeat->vPunchAngle *= fLerp;
}
/*
====================
View_AddPunchAngle
Gives the angle a bit of an offset/punch/kick
====================
*/
void View_AddPunchAngle( vector vAdd ) {
pSeat->vPunchAngle += vAdd;
}
/*
====================
View_ShellEject
Spawns a shell tempentity. Looking fancy
====================
*/
void View_ShellEject( void ) {
static void View_ShellEject_Death( void ) {
remove( self );
}
vector vOrigin = pSeat->vPlayerOrigin;
vector vEndPos = gettaginfo( pSeat->eViewModel, pSeat->fEjectBone );
makevectors( view_angles );
vOrigin += ( v_forward * vEndPos_x ) + ( v_right * -vEndPos_y ) + ( v_up * vEndPos_z ) + [ 0, 0, getstatf( STAT_VIEWHEIGHT ) ];
entity eShell = spawn();
setorigin( eShell, vOrigin );
setmodel( eShell, sShellModel[ wptTable[ getstati( STAT_ACTIVEWEAPON ) ].iShellType ] );
eShell.movetype = MOVETYPE_BOUNCE;
eShell.drawmask = MASK_ENGINE;
eShell.angles = [ view_angles_x, view_angles_y, 0 ];
eShell.velocity = pSeat->vPlayerVelocity + ( v_up * random( 70, 120 ) ) + ( v_right * -random( 50, 70 ) );
eShell.avelocity = [0,45,900];
eShell.think = View_ShellEject_Death;
eShell.nextthink = time + 2.5f;
}
/*
====================
View_ProcessEvent
Called by the engine whenever a model
tries to play an event.
====================
*/
void View_ProcessEvent( float fTimeStamp, int iCode, string sData ) {
if ( iCode == 5004 ) {
localsound( sData, CHAN_AUTO, 1.0 );
} else if ( iCode == 5001 ) {
pSeat->eMuzzleflash.alpha = 1.0f;
pSeat->eMuzzleflash.scale = 0.5;
pSeat->eMuzzleflash.skin = pSeat->fNumBones;
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
View_ShellEject();
} else if( iCode == 5011 ) {
pSeat->eMuzzleflash.alpha = 1.0f;
pSeat->eMuzzleflash.scale = 0.5;
pSeat->eMuzzleflash.skin = pSeat->fNumBones + 1;
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
View_ShellEject();
} else if ( iCode == 5021 ) {
pSeat->eMuzzleflash.alpha = 1.0f;
pSeat->eMuzzleflash.scale = 0.5;
pSeat->eMuzzleflash.skin = pSeat->fNumBones + 2;
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
View_ShellEject();
} else if ( iCode == 5031 ) {
pSeat->eMuzzleflash.alpha = 1.0f;
pSeat->eMuzzleflash.scale = 0.5;
pSeat->eMuzzleflash.skin = pSeat->fNumBones + 3;
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
View_ShellEject();
}
}
/*
====================
View_DrawViewModel
Really convoluted function that makes the gun,
muzzleflash, dynamic lights and so on appear
====================
*/
void View_DrawViewModel( void ) {
if( !pSeat->eViewModel ) {
pSeat->eViewModel = spawn();
pSeat->eViewModel.classname = "view model";
pSeat->eViewModel.renderflags = RF_VIEWMODEL | RF_DEPTHHACK;
pSeat->eMuzzleflash = spawn();
pSeat->eMuzzleflash.classname = "view muzzleflash";
pSeat->eMuzzleflash.renderflags = RF_VIEWMODEL | RF_ADDITIVE;
}
entity eViewModel = pSeat->eViewModel;
entity eMuzzleflash = pSeat->eMuzzleflash;
if ( getstatf( STAT_HEALTH ) <= 0 ) {
return;
}
// Don't update when paused
if ( serverkey( "pausestate" ) == "0" ) {
View_CalcBob();
int aw = getstati( STAT_ACTIVEWEAPON );
if( aw < CS_WEAPON_COUNT ) {
if ( pSeat->fLastWeapon != aw ) {
pSeat->fLastWeapon = aw;
if ( aw >= 1 ) {
string wm;
if (autocvar_skins_dir != "") {
wm = sprintf("skins/%s/%s", autocvar_skins_dir, sViewModels[ aw - 1 ]);
} else {
wm = sprintf("models/%s", sViewModels[ aw - 1 ]);
}
setmodel( eViewModel, wm );
if (getstati_punf(STAT_TEAM) == TEAM_CT) {
setcustomskin(eViewModel, "", "geomset 0 2\n");
} else {
setcustomskin(eViewModel, "", "geomset 0 1\n");
}
skel_delete( eMuzzleflash.skeletonindex );
eMuzzleflash.skeletonindex = skel_create( eViewModel.modelindex );
pSeat->fNumBones = skel_get_numbones( eMuzzleflash.skeletonindex ) + 1;
pSeat->fEjectBone = pSeat->fNumBones + 1;
}
}
}
float fBaseTime = eViewModel.frame1time;
eViewModel.frame1time += clframetime;
eViewModel.frame2time += clframetime;
processmodelevents( eViewModel.modelindex, eViewModel.frame, fBaseTime, eViewModel.frame1time, View_ProcessEvent );
}
makevectors( '0 0 0');
eViewModel.origin = '0 0 -1' + ( v_forward * ( pSeat->fBob * 0.4 ) )
+ ( v_forward * autocvar_v_gunofs[0] )
+ ( v_right * autocvar_v_gunofs[1] )
+ ( v_up * autocvar_v_gunofs[2] );
// Left-handed weapons
if ( autocvar_v_lefthanded ) {
v_right *= -1;
eViewModel.renderflags |= RF_USEAXIS;
eViewModel.forceshader = SHADER_CULLED;
} else {
if ( eViewModel.forceshader ) {
eViewModel.forceshader = 0;
eViewModel.renderflags -= RF_USEAXIS;
}
}
// Give the gun a tilt effect like in old HL/CS versions
if ( autocvar_v_bobclassic == 1 ) {
eViewModel.angles_z = -pSeat->fBob;
}
// Only bother when zoomed out
if ( getstatf( STAT_VIEWZOOM ) == 1.0f ) {
// Update muzzleflash position and draw it
if ( eMuzzleflash.alpha > 0.0f ) {
makevectors(getproperty(VF_ANGLES));
eMuzzleflash.origin = gettaginfo( eViewModel, eMuzzleflash.skin );
dynamiclight_add( pSeat->vPlayerOrigin + (v_forward * 32), 400 * eMuzzleflash.alpha, '1 0.45 0');
addentity( eMuzzleflash );
}
addentity( eViewModel );
}
}
void View_PostDraw(void)
{
entity eMuzzleflash = pSeat->eMuzzleflash;
// Take away alpha once it has drawn fully at least once
if ( eMuzzleflash.alpha > 0.0f ) {
eMuzzleflash.alpha -= ( clframetime * 16 );
}
}
void View_Stairsmooth(void)
{
vector currentpos = pSeat->vPlayerOrigin;
vector endpos = currentpos;
static vector oldpos;
/* Have we gone up since last frame? */
if ( ( pSeat->fPlayerFlags & FL_ONGROUND ) && ( endpos[2] - oldpos[2] > 0 ) ) {
endpos[2] = oldpos[2] += (frametime * 150);
if ( endpos[2] > currentpos[2] ) {
endpos[2] = currentpos[2];
}
if ( currentpos[2] - endpos[2] > 18 ) {
endpos[2] = currentpos[2] - 18;
}
}
// Teleport hack
if ( fabs( currentpos[2] - oldpos[2] ) > 64 ) {
endpos[2] = currentpos[2];
}
//setproperty(VF_ORIGIN, endpos);
pSeat->vPlayerOrigin = endpos;
oldpos = endpos;
}
/*
====================
View_PlayAnimation
Resets the timeline and plays a new sequence
onto the view model
====================
*/
void View_PlayAnimation( int iSequence ) {
pSeat->eViewModel.frame = (float)iSequence;
pSeat->eViewModel.frame1time = 0.0f;
}