Adding Ironsights: Difference between revisions
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(Fixed shared toggle_ironsight-command) |
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CBasePlayer* pPlayer = UTIL_GetCommandClient(); | CBasePlayer* pPlayer = UTIL_GetCommandClient(); | ||
#else | #else | ||
CBasePlayer* pPlayer = C_BasePlayer:: | CBasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); | ||
engine->ServerCmd( "toggle_ironsight" ); //forward to server | |||
#endif | #endif | ||
if ( pPlayer == NULL ) | if ( pPlayer == NULL ) |
Revision as of 03:43, 7 January 2010
This is a tutorial how to add Ironsights and is an alternative to Jorg's code.
The new approach allows you to control the toggling server-side and thus you can add different bullet spread and such easily. It also has working angles and fov-change. However, the code might require some small adjustments to work in multiplayer.
Note: There are no global variables or functions used in my code, so everything goes into the corresponding class-definition.
UPDATE March 5, '09
I've added automatic toggling off whenever the weapon is switched. I noticed that if you simply used this code, and tried to holster a weapon that was ironsighted, the weapon you switched to would have the same viewmodel offset as the previous weapon, and you can turn it off only if you switched back to your original weapon and toggle the ironsights off. In other words, say I had an ironsighted SMG deployed. If I switched to pistol, the viewmodel offset would be the one for the SMG, and if you clicked your ironsight bind while having that pistol, nothing would happen. I reversed engineered the technique from weapon_crossbow.cpp, and it works well.
I've also showed how to manipulate the bullet spread if you use this code. It is a very minor and simple manipulation, and really it should be quite straight forward, but I've added it nonetheless in case some non-coder needs to do this. -vcool
Weaponscript
At first, we will add some custom script-variables to be able to adjust the ironsight-offset via the weapon-script.
weapon_parse.h
Add this to the member-variables of FileWeaponInfo_t:
Vector vecIronsightPosOffset;
QAngle angIronsightAngOffset;
float flIronsightFOVOffset;
weapon_parse.cpp
This goes to FileWeaponInfo_t::Parse:
KeyValues *pSights = pKeyValuesData->FindKey( "IronSight" );
if (pSights)
{
vecIronsightPosOffset.x = pSights->GetFloat( "forward", 0.0f );
vecIronsightPosOffset.y = pSights->GetFloat( "right", 0.0f );
vecIronsightPosOffset.z = pSights->GetFloat( "up", 0.0f );
angIronsightAngOffset[PITCH] = pSights->GetFloat( "pitch", 0.0f );
angIronsightAngOffset[YAW] = pSights->GetFloat( "yaw", 0.0f );
angIronsightAngOffset[ROLL] = pSights->GetFloat( "roll", 0.0f );
flIronsightFOVOffset = pSights->GetFloat( "fov", 0.0f );
}
else
{
//note: you can set a bool here if you'd like to disable ironsights for weapons with no IronSight-key
vecIronsightPosOffset = vec3_origin;
angIronsightAngOffset.Init();
flIronsightFOVOffset = 0.0f;
}
weapon_smg1.txt
This is an example of how to add the ironsight-offsets to your script:
IronSight { "forward" "-10" "right" "-6.91" "up" "0.185" "roll" "-20" "fov" "-20" }
Getting the offsets
Now we will add simple functions to get the information we parsed from the weapon-scripts. But we also want to have console-variables to overwrite the parsed info so we can easily make new ironsight-offsets.
This goes to the public functions:
Vector GetIronsightPositionOffset( void ) const;
QAngle GetIronsightAngleOffset( void ) const;
float GetIronsightFOVOffset( void ) const;
These ConVars usually go after the includes:
//forward declarations of callbacks used by viewmodel_adjust_enable and viewmodel_adjust_fov
void vm_adjust_enable_callback( IConVar *pConVar, char const *pOldString, float flOldValue );
void vm_adjust_fov_callback( IConVar *pConVar, const char *pOldString, float flOldValue );
ConVar viewmodel_adjust_forward( "viewmodel_adjust_forward", "0", FCVAR_REPLICATED );
ConVar viewmodel_adjust_right( "viewmodel_adjust_right", "0", FCVAR_REPLICATED );
ConVar viewmodel_adjust_up( "viewmodel_adjust_up", "0", FCVAR_REPLICATED );
ConVar viewmodel_adjust_pitch( "viewmodel_adjust_pitch", "0", FCVAR_REPLICATED );
ConVar viewmodel_adjust_yaw( "viewmodel_adjust_yaw", "0", FCVAR_REPLICATED );
ConVar viewmodel_adjust_roll( "viewmodel_adjust_roll", "0", FCVAR_REPLICATED );
ConVar viewmodel_adjust_fov( "viewmodel_adjust_fov", "0", FCVAR_REPLICATED, "Note: this feature is not available during any kind of zoom", vm_adjust_fov_callback );
ConVar viewmodel_adjust_enabled( "viewmodel_adjust_enabled", "0", FCVAR_REPLICATED|FCVAR_CHEAT, "enabled viewmodel adjusting", vm_adjust_enable_callback );
And then you add the function definitions:
Vector CBaseCombatWeapon::GetIronsightPositionOffset( void ) const
{
if( viewmodel_adjust_enabled.GetBool() )
return Vector( viewmodel_adjust_forward.GetFloat(), viewmodel_adjust_right.GetFloat(), viewmodel_adjust_up.GetFloat() );
return GetWpnData().vecIronsightPosOffset;
}
QAngle CBaseCombatWeapon::GetIronsightAngleOffset( void ) const
{
if( viewmodel_adjust_enabled.GetBool() )
return QAngle( viewmodel_adjust_pitch.GetFloat(), viewmodel_adjust_yaw.GetFloat(), viewmodel_adjust_roll.GetFloat() );
return GetWpnData().angIronsightAngOffset;
}
float CBaseCombatWeapon::GetIronsightFOVOffset( void ) const
{
if( viewmodel_adjust_enabled.GetBool() )
return viewmodel_adjust_fov.GetFloat();
return GetWpnData().flIronsightFOVOffset;
}
Adding toggle-functions
Of course you also want to be able to use the sights.
Add these two networked variables:
CNetworkVar( bool, m_bIsIronsighted );
CNetworkVar( float, m_flIronsightedTime );
Network them and give 'em default values.
Constructor:
m_bIsIronsighted = false;
m_flIronsightedTime = 0.0f;
Network-table (DT_BaseCombatWeapon):
SendPropBool( SENDINFO( m_bIsIronsighted ) ),
SendPropFloat( SENDINFO( m_flIronsightedTime ) ),
and
RecvPropBool( RECVINFO( m_bIsIronsighted ) ),
RecvPropFloat( RECVINFO( m_flIronsightedTime ) ),
Now that we have the variables, we also want accessors:
virtual bool HasIronsights( void ) { return true; } //default yes; override and return false for weapons with no ironsights (like weapon_crowbar)
bool IsIronsighted( void );
void ToggleIronsights( void ) { m_bIsIronsighted ? DisableIronsights() : EnableIronsights(); }
void EnableIronsights( void );
void DisableIronsights( void );
And of course define them:
bool CBaseCombatWeapon::IsIronsighted( void )
{
return ( m_bIsIronsighted || viewmodel_adjust_enabled.GetBool() );
}
void CBaseCombatWeapon::EnableIronsights( void )
{
if( !HasIronsights() || m_bIsIronsighted )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if( !pOwner )
return;
if( pOwner->SetFOV( this, pOwner->GetDefaultFOV()+GetIronsightFOVOffset(), 1.0f ) ) //modify the last value to adjust how fast the fov is applied
{
m_bIsIronsighted = true;
m_flIronsightedTime = gpGlobals->curtime;
}
}
void CBaseCombatWeapon::DisableIronsights( void )
{
if( !HasIronsights() || !m_bIsIronsighted )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if( !pOwner )
return;
if( pOwner->SetFOV( this, 0, 0.4f ) ) //modify the last value to adjust how fast the fov is applied
{
m_bIsIronsighted = false;
m_flIronsightedTime = gpGlobals->curtime;
}
}
void vm_adjust_enable_callback( IConVar *pConVar, char const *pOldString, float flOldValue )
{
ConVarRef sv_cheats( "sv_cheats" );
if( !sv_cheats.IsValid() || sv_cheats.GetBool() )
return;
ConVarRef var( pConVar );
if( var.GetBool() )
var.SetValue( "0" );
}
void vm_adjust_fov_callback( IConVar *pConVar, char const *pOldString, float flOldValue )
{
if( !viewmodel_adjust_enabled.GetBool() )
return;
ConVarRef var( pConVar );
CBasePlayer *pPlayer =
#ifdef GAME_DLL
UTIL_GetLocalPlayer();
#else
C_BasePlayer::GetLocalPlayer();
#endif
if( !pPlayer )
return;
if( !pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV()+var.GetFloat(), 0.1f ) )
{
Warning( "Could not set FOV\n" );
var.SetValue( "0" );
}
}
Toggle-command
You probably want a command to switch between normal and sighted mode. It doesn't really matter where you put it, as long as you include the headers for CBasePlayer and CBaseCombatWeapon and it's in shared code or once on the server and once on the client (for proper prediction).
void CC_ToggleIronSights( void )
{
#ifdef GAME_DLL
CBasePlayer* pPlayer = UTIL_GetCommandClient();
#else
CBasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
engine->ServerCmd( "toggle_ironsight" ); //forward to server
#endif
if ( pPlayer == NULL )
return;
CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if( pWeapon == NULL )
return;
pWeapon->ToggleIronsights();
}
static ConCommand toggle_ironsight("toggle_ironsight", CC_ToggleIronSights);
Automatic ironsight-toggle
Add
DisableIronsights();
to the following places:
- bool CBaseCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo ) for switching/holstering weapons
- bool CBaseCombatWeapon::Reload( void ) for reloading weapons
- void CBaseCombatWeapon::Drop( const Vector &vecVelocity ) for weapon dropping
Adjust the viewmodel
Ok, now for the last step we want to move the viewmodel according to the offsets. That code is based off Jorg's. Thanks from z33ky.
There are still some little issues to fix, though. Viewmodel-bob is still active while iron-sighting and the viewmodel lags way too much when going out of ironsight and rotating the view. You can try adding m_flIronsightedTime to this or moving CalcIronsights in front of those bob-things, I don't know. Since I'm not working on Delusion: Source anymore I didn't try to fix those issues.
void CBaseViewModel::CalcIronsights( Vector &pos, QAngle &ang )
{
CBaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( !pWeapon )
return;
//get delta time for interpolation
float delta( ( gpGlobals->curtime - pWeapon->m_flIronsightedTime ) / 0.4f ); //modify this value to adjust how fast the interpolation is
float exp = ( pWeapon->IsIronsighted() ) ?
( delta > 1.0f ) ? 1.0f : delta : //normal blending
( delta > 1.0f ) ? 0.0f : 1.0f - delta; //reverse interpolation
if( exp == 0.0f ) //fully not ironsighted; save performance
return;
Vector newPos = pos;
QAngle newAng = ang;
Vector vForward, vRight, vUp, vOffset;
AngleVectors( newAng, &vForward, &vRight, &vUp );
vOffset = pWeapon->GetIronsightPositionOffset();
newPos += vForward * vOffset.x;
newPos += vRight * vOffset.y;
newPos += vUp * vOffset.z;
newAng += pWeapon->GetIronsightAngleOffset();
//fov is handled by CBaseCombatWeapon
pos += ( newPos - pos ) * exp;
ang += ( newAng - ang ) * exp;
}
Make use of this code in CBaseViewModel::CalcViewModelView:
void CBaseViewModel::CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles )
{
// UNDONE: Calc this on the server? Disabled for now as it seems unnecessary to have this info on the server
#if defined( CLIENT_DLL )
QAngle vmangoriginal = eyeAngles;
QAngle vmangles = eyeAngles;
Vector vmorigin = eyePosition;
CBaseCombatWeapon *pWeapon = m_hWeapon.Get();
//Allow weapon lagging
//only if not in ironsight-mode
if( pWeapon == NULL || !pWeapon->IsIronsighted() )
{
if ( pWeapon != NULL )
{
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
#endif
{
// add weapon-specific bob
pWeapon->AddViewmodelBob( this, vmorigin, vmangles );
}
}
// Add model-specific bob even if no weapon associated (for head bob for off hand models)
AddViewModelBob( owner, vmorigin, vmangles );
// Add lag
CalcViewModelLag( vmorigin, vmangles, vmangoriginal );
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
{
// Let the viewmodel shake at about 10% of the amplitude of the player's view
vieweffects->ApplyShake( vmorigin, vmangles, 0.1 );
}
#endif
}
CalcIronsights( vmorigin, vmangles );
SetLocalOrigin( vmorigin );
SetLocalAngles( vmangles );
#endif
}
Don't forget to declare the new function:
void CalcIronsights( Vector &pos, QAngle &ang );
Episode 1-engine fix
In the Episode 1-engine, SetFOV is server-side only. A simple fix would be to set the FOV on the server only, but I (z33ky) created a halfway decent clientside SetFOV-function:
m_hZoomOwner
Set m_hZoomOwner up for networking in player.cpp/.h by using a CNetworkHandle and adding it to the send-table.
In c_baseplayer.cpp/.h, add the m_hZoomOwner to the class-declaration, so it can be received. Set it to NULL in the constructor and add it to the recv- and the prediction-table.
Also add a SetFOV-function to C_BasePlayer and define it like this:
bool C_BasePlayer::SetFOV( C_BaseEntity *pRequester, int FOV, float zoomRate )
{
//NOTENOTE: You MUST specify who is requesting the zoom change
assert( pRequester != NULL );
if ( pRequester == NULL )
return false;
if( ( m_hZoomOwner.Get() != NULL ) && ( m_hZoomOwner.Get() != pRequester ) )
return false;
else
{
//FIXME: Maybe do this is as an accessor instead
if ( FOV == 0 )
{
m_hZoomOwner = NULL;
}
else
{
m_hZoomOwner = pRequester;
}
}
m_iFOV = FOV;
m_Local.m_flFOVRate = zoomRate;
return true;
}
ConVarRef
ConVarRef does not exist in the Episode 1-engine. You can either use the OB tier1-library (should probably work; didn't test it) or instead of ConVarRef( "sv_cheats" ), put extern ConVar sv_cheats; at the top of cbasecombatweapon_shared.cpp and use the member by pointer-operator (->) instead of the member-operator (.).
For the ConVars in the callbacks, simply use the ConVars directly or cast the IConVar to a ConVar.
Adjusting the bullet spread
This is optional, you can skip this if you don't want your weapons to be more accurate (or inaccurate) when ironsighted.
Open the CPP of the weapon you want to be affected by ironsights. I used the SMG for this.
weapon_smg1.cpp
Once again, use the dropdown or simply Ctrl + F for virtual const Vector& GetBulletSpread( void ). You'll see the following:
virtual const Vector& GetBulletSpread( void )
{
static const Vector cone = VECTOR_CONE_5DEGREES;
return cone;
}
Replace it with the following:
virtual const Vector& GetBulletSpread( void )
{
if ( m_bIsIronsighted )
{
static const Vector cone = VECTOR_CONE_1DEGREES;
return cone;
}
else
{
static const Vector cone = VECTOR_CONE_5DEGREES;
return cone;
}
}
I don't think an explanation is necessary, simple "if" commands are by far the easiest to understand. You've noticed I defined my ironsighted bullet spread as 1 degree. This can be anything you like, provided you choose from the basecombatweapon_shared header. To make your life easier, however, I provide the list here.
#define VECTOR_CONE_PRECALCULATED vec3_origin
#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
An example with 5 degree cone on the left, and 1 degree cone on the right.
Add keybind
Last but not least, add the key to the Options/Keyboard-menu:
kb_act.lst
Probably somewhere in "#Valve_Combat_Title":
"toggle_ironsight" "#MOD_Toggle_Ironsight"
And don't forget to add this #MOD_Toggle_Ironsight to your resource/MOD_english.txt (and the other lanuages).
Notes
It would be great if someone would add the changes you need for a HL2MP-mod and a Scratch-mod and maybe for the ep1-engine (if any are needed).
I would appreciate it if you would credit me, z33ky, if you use this code (modified or unmodified) - but there is no need to.
Also, if you fix the issues, post how to!