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