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hl2sdk/game/shared/predicted_viewmodel.cpp

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2025-02-19 18:39:00 -05:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "predicted_viewmodel.h"
#ifdef CLIENT_DLL
#include "prediction.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( predicted_viewmodel, CPredictedViewModel );
IMPLEMENT_NETWORKCLASS_ALIASED( PredictedViewModel, DT_PredictedViewModel )
BEGIN_NETWORK_TABLE( CPredictedViewModel, DT_PredictedViewModel )
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
CPredictedViewModel::CPredictedViewModel() : m_LagAnglesHistory("CPredictedViewModel::m_LagAnglesHistory")
{
m_vLagAngles.Init();
m_LagAnglesHistory.Setup( &m_vLagAngles, 0 );
m_vPredictedOffset.Init();
}
#else
CPredictedViewModel::CPredictedViewModel()
{
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPredictedViewModel::~CPredictedViewModel()
{
}
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
ConVar sv_wpn_sway_pred_legacy( "sv_wpn_sway_pred_legacy", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
#else
ConVar sv_wpn_sway_pred_legacy( "sv_wpn_sway_pred_legacy", "1", FCVAR_REPLICATED | FCVAR_CHEAT );
#endif
#ifdef CLIENT_DLL
ConVar cl_wpn_sway_interp( "cl_wpn_sway_interp", "0.1", FCVAR_CLIENTDLL );
ConVar cl_wpn_sway_scale( "cl_wpn_sway_scale", "1.0", FCVAR_CLIENTDLL|FCVAR_CHEAT );
#endif
void CPredictedViewModel::CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles )
{
if ( sv_wpn_sway_pred_legacy.GetBool() )
{
// misyl: This whole class and codepath exists to compensate for a prediction bug that I have now fixed...
//
// :c
//
// Disabled by default for a few games, but kept for posterity in case I am actually wrong or something.
// Don't want to affect sway behaviour on other games as viewmodels might not be made for it.
#ifdef CLIENT_DLL
float interp = cl_wpn_sway_interp.GetFloat();
if ( !interp )
return;
if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
{
origin += m_vPredictedOffset;
return;
}
// Calculate our drift
Vector forward, right, up;
AngleVectors( angles, &forward, &right, &up );
// Add an entry to the history.
m_vLagAngles = angles;
m_LagAnglesHistory.NoteChanged( gpGlobals->curtime, interp, false );
// Interpolate back 100ms.
m_LagAnglesHistory.Interpolate( gpGlobals->curtime, interp );
// Now take the 100ms angle difference and figure out how far the forward vector moved in local space.
Vector vLaggedForward;
QAngle angleDiff = m_vLagAngles - angles;
AngleVectors( -angleDiff, &vLaggedForward, 0, 0 );
Vector vForwardDiff = Vector(1,0,0) - vLaggedForward;
// Now offset the origin using that.
vForwardDiff *= cl_wpn_sway_scale.GetFloat();
m_vPredictedOffset = forward*vForwardDiff.x + right*-vForwardDiff.y + up*vForwardDiff.z;
origin += m_vPredictedOffset;
#endif
}
else
{
return BaseClass::CalcViewModelLag( origin, angles, original_angles );
}
}