Difference between revisions of "Hand Viewmodels"

From Valve Developer Community
Jump to: navigation, search
(Fix Source Engine 2013 MP during death)
m (Cleanup of recent addition to the article)
 
Line 103: Line 103:
 
</source>
 
</source>
  
== Fix for multiplayer mods with a round system ==
+
== Fixes ==
 +
 
 +
=== Fix for multiplayer mods with a round system ===
  
 
If you are using this method for multiplayer and your mod has a round system, you will have to add your new viewmodel's entity name (in this tutorial it's <code>hand_viewmodel</code>) into <code>s_PreserveEnts[]</code> array which is located in the gamerules file ('''hl2mp_gamerules.cpp''' for example) so it will look something like this:
 
If you are using this method for multiplayer and your mod has a round system, you will have to add your new viewmodel's entity name (in this tutorial it's <code>hand_viewmodel</code>) into <code>s_PreserveEnts[]</code> array which is located in the gamerules file ('''hl2mp_gamerules.cpp''' for example) so it will look something like this:
Line 155: Line 157:
 
If you don't do it, your hands viewmodel '''will be removed every time new round has started'''.
 
If you don't do it, your hands viewmodel '''will be removed every time new round has started'''.
  
== Fix Source Engine 2013 MP during death==
+
=== Fix for multiplayer mods with first person ragdolls ===
 
 
In multiplayer, an error was found. Hands are displayed at the time of the player's death if you have [[First_Person_Ragdolls|first-person Raggdols]].
 
 
 
To prevent it, open '''player.cpp'''  find function: '''CBasePlayer::PlayerDeathThink'''
 
  
 +
In multiplayer, an error was found where hands are displayed at the time of the player's death if you have [[First Person Ragdolls|first person ragdolls]] implemented.
  
and write some were inside this:
+
To prevent it, open '''player.cpp''' and find the <code>PlayerDeathThink(void)</code> function and add this somewere inside it:
 
<source lang=cpp>
 
<source lang=cpp>
GetViewModel(1)->SetModel(""); // fix - remove hands model when player dead.
+
GetViewModel(1)->SetModel( "" ); // FIX: Removes hand model when the player is dead
 
</source>
 
</source>
  
 
[[Category: Programming]]
 
[[Category: Programming]]
 
[[Category: Tutorials]]
 
[[Category: Tutorials]]

Latest revision as of 02:29, 30 June 2021

Introduction

Have you ever wanted fancy c_ models like all those cool games?

Well, now you can!

Implementation

Create the following file and put it in the src/game/shared folder:

handviewmodel_shared.cpp

#include "cbase.h"
#include "baseviewmodel_shared.h"

#if defined( CLIENT_DLL )
	#define CHandViewModel C_HandViewModel
#endif

class CHandViewModel : public CBaseViewModel
{
	DECLARE_CLASS( CHandViewModel, CBaseViewModel );

public:
	DECLARE_NETWORKCLASS();

private:
};

LINK_ENTITY_TO_CLASS( hand_viewmodel, CHandViewModel );
IMPLEMENT_NETWORKCLASS_ALIASED( HandViewModel, DT_HandViewModel )

// For whatever reason the parent doesn't get sent 
// And I don't really want to mess with BaseViewModel
// so now it does
BEGIN_NETWORK_TABLE( CHandViewModel, DT_HandViewModel )
#ifndef CLIENT_DLL
	SendPropEHandle( SENDINFO_NAME( m_hMoveParent, moveparent ) ),
#else
	RecvPropInt( RECVINFO_NAME( m_hNetworkMoveParent, moveparent ), 0, RecvProxy_IntToMoveParent ),
#endif
END_NETWORK_TABLE()

player.h

In src/server/player.h you should now add the following below the CreateViewModel( int viewmodelindex = 0 ); declaration:

virtual void	        CreateHandModel( int viewmodelindex = 1, int iOtherVm = 0 );

player.cpp

In src/server/player.cpp put this below the CreateViewModel( int index /*=0*/ ) function:

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBasePlayer::CreateHandModel( int index, int iOtherVm )
{
	Assert( index >= 0 && index < MAX_VIEWMODELS && iOtherVm >= 0 && iOtherVm < MAX_VIEWMODELS );

	if ( GetViewModel( index ) )
		return;

	CBaseViewModel *vm = (CBaseViewModel *)CreateEntityByName( "hand_viewmodel" );
	if ( vm )
	{
		vm->SetAbsOrigin( GetAbsOrigin() );
		vm->SetOwner( this );
		vm->SetIndex( index );
		DispatchSpawn( vm );
		vm->FollowEntity( GetViewModel( iOtherVm ), true );
		m_hViewModel.Set( index, vm );
	}
}

Now we need to call it. So inside the Spawn function, and below CreateViewModel();, add:

	CreateHandModel();

your_player.cpp

Note.png Note: Depending on the base you're modifying you'll have to pick the relevant file for this. If it's an SP mod modify hl2_player.cpp, if it's an MP mod modify hl2mp_player.cpp or if you have your own player class just modify that.


So now that the HandViewModel has been created we need to set its model.

Put this in your player's Spawn function sometime after the hand model has been created:

	GetViewModel(1)->SetModel( "models/coolhandsfolder/cool_arms.mdl" );
Note.png Note: This might not work perfectly on the Alien Swarm Alien Swarm branch since it does weird stuff with bone merging sometimes.


Also make sure your model has been precached first! To do this add the following into your Precache function:

	PrecacheModel( "models/coolhandsfolder/cool_arms.mdl" );

Fixes

Fix for multiplayer mods with a round system

If you are using this method for multiplayer and your mod has a round system, you will have to add your new viewmodel's entity name (in this tutorial it's hand_viewmodel) into s_PreserveEnts[] array which is located in the gamerules file (hl2mp_gamerules.cpp for example) so it will look something like this:

static const char *s_PreserveEnts[] = 
{
	"ai_network",
	"ai_hint",
	"hl2mp_gamerules",
	"team_manager",
	"player_manager",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_brush",
	"func_wall",
	"func_buyzone",
	"func_illusionary",
	"infodecal",
	"info_projecteddecal",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_deathmatch",
	"info_player_combine",
	"info_player_rebel",
	"info_map_parameters",
	"keyframe_rope",
	"move_rope",
	"info_ladder",
	"player",
	"point_viewcontrol",
	"scene_manager",
	"shadow_control",
	"sky_camera",
	"soundent",
	"trigger_soundscape",
	"viewmodel",
	"predicted_viewmodel",
	"hand_viewmodel", // Our new viewmodel entity
	"worldspawn",
	"point_devshot_camera",
	"", // END Marker
};

If you don't do it, your hands viewmodel will be removed every time new round has started.

Fix for multiplayer mods with first person ragdolls

In multiplayer, an error was found where hands are displayed at the time of the player's death if you have first person ragdolls implemented.

To prevent it, open player.cpp and find the PlayerDeathThink(void) function and add this somewere inside it:

	GetViewModel(1)->SetModel( "" ); // FIX: Removes hand model when the player is dead