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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/c_baseviewmodel.cpp

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#include "tools/bonelist.h" #include #include "hltvcamera.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h"
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#include "tools/bonelist.h" #include #include "hltvcamera.h" #include "iinput.h" #include "c_ff_player.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h"
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//----------------------------------------------------------------------------- void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ) { // We override sound requests so that we can play them locally on the owning player if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) ) {
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//----------------------------------------------------------------------------- void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ) { // Mirv: Don't do any viewmodel stuff in third person if (input->CAM_IsThirdPerson()) return; // We override sound requests so that we can play them locally on the owning player if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) ) {
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if ( ShouldFlipViewModel() ) materials->CullMode( MATERIAL_CULLMODE_CW ); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); int ret; // If the local player's overriding the viewmodel rendering, let him do it if ( pPlayer && pPlayer->IsOverridingViewmodel() ) { ret = pPlayer->DrawOverriddenViewmodel( this, flags ); }
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if ( ShouldFlipViewModel() ) materials->CullMode( MATERIAL_CULLMODE_CW ); // use the owner of the weapon instead of the local player so it works universally (for spectators, etc) C_FFPlayer *pPlayer = ToFFPlayer( GetOwner() ); int ret; // If the local player's overriding the viewmodel rendering, let him do it // Jon: override if we have an override material //if ( pPlayer && pPlayer->IsOverridingViewmodel() ) if ( (pPlayer && pPlayer->IsOverridingViewmodel()) || (pPlayer && m_pOverrideMaterial) ) { ret = pPlayer->DrawOverriddenViewmodel( this, flags ); }
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//----------------------------------------------------------------------------- int C_BaseViewModel::DrawOverriddenViewmodel( int flags ) { return BaseClass::DrawModel( flags ); }
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//----------------------------------------------------------------------------- int C_BaseViewModel::DrawOverriddenViewmodel( int flags ) { C_FFPlayer *pPlayer = ToFFPlayer( GetOwner() ); if( pPlayer ) { if( !pPlayer->IsCloaked() ) { ReleaseOverrideMaterial(FF_CLOAK_MATERIAL); } else { // don't draw if cloaked and basically not moving if ( pPlayer->GetLocalVelocity().Length() < 1.0f ) return 1; FindOverrideMaterial(FF_CLOAK_MATERIAL, FF_CLOAK_TEXTURE_GROUP); } } return BaseClass::DrawModel( flags ); }
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int C_BaseViewModel::GetFxBlend( void ) { // See if the local player wants to override the viewmodel's rendering C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer && pPlayer->IsOverridingViewmodel() ) { return pPlayer->GetFxBlend(); } return BaseClass::GetFxBlend(); }
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int C_BaseViewModel::GetFxBlend( void ) { // See if the local player wants to override the viewmodel's rendering /* C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer && pPlayer->IsOverridingViewmodel() ) { return pPlayer->GetFxBlend(); } */ return BaseClass::GetFxBlend(); }