125 lines
3.1 KiB
C++
125 lines
3.1 KiB
C++
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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typedef enumflags
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{
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SPECFL_ORIGIN,
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SPECFL_VELOCITY,
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SPECFL_TARGET,
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SPECFL_MODE,
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SPECFL_FLAGS,
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SPECFL_TYPE,
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} NSClientSpectatorFlags_t;
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typedef enum
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{
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SPECMODE_DEATHCAM,
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SPECMODE_LOCKEDCHASE,
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SPECMODE_THIRDPERSON,
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SPECMODE_FREE,
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SPECMODE_FIRSTPERSON,
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SPECMODE_FREEOVERVIEW,
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SPECMODE_CHASEOVERVIEW
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} NSClientSpectatorMode_t;
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#ifdef CLIENT
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string g_specmodes[] = {
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"Death Cam",
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"Locked Chase Cam",
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"Free Chase Cam",
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"Free Look",
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"First Person",
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"Free Overview",
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"Chase Overview"
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};
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#endif
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enumflags
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{
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SPECFLAG_BUTTON_RELEASED,
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};
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/** This entity class represents every spectator client.
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These types of clients are not meant to interfere with the gameplay,
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they are merely observers.
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NSClientPlayer is a sub-class which has the ability to interact with games.
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When clients connect via the `spectate` command, they will findthemselves
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of type NSClientSpectator.
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*/
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class NSClientSpectator:NSClient
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{
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private:
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PREDICTED_FLOAT(spec_ent)
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PREDICTED_FLOAT(spec_flags)
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NSClientSpectatorMode_t spec_mode; NSClientSpectatorMode_t spec_mode_net;
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float m_flDeathCam;
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float m_flLastSpecTargetChange;
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vector spec_org;
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int sequence;
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public:
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void NSClientSpectator(void);
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/* overrides */
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virtual void ProcessInput(void);
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virtual void PreFrame(void);
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virtual void PostFrame(void);
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virtual bool IsFakeSpectator(void);
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virtual bool IsRealSpectator(void);
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virtual bool IsDead(void);
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virtual bool IsPlayer(void);
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virtual void SharedInputFrame(void);
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/** Call to spectate the next spectating target. */
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virtual void InputNext(void);
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/** Call to spectate the previous player target. */
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virtual void InputPrevious(void);
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/** Call to change the spectating mode. */
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virtual void InputMode(void);
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/** Re-teleport to the target we're spectating.
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Called once by InputNext/Previous. */
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virtual void WarpToTarget(void);
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/** Called every frame to track with our target player. */
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virtual void SpectatorTrackPlayer(void);
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#ifdef CLIENT
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virtual void ClientInputFrame(void);
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virtual void ReceiveEntity(float,float);
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virtual float predraw(void);
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#endif
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#ifdef SERVER
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void EvaluateEntity(void);
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virtual float SendEntity(entity,float);
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virtual void ServerInputFrame(void);
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nonvirtual void SpectatorDeathcam(NSRenderableEntity, NSEntity, float);
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#endif
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};
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#ifdef CLIENT
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void Spectator_ReadEntity(float new);
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#endif
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