//========= 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 ); } }