Adding Ironsights
This is a tutorial how to add procedural ironsighting and is an alternative to Jorg's code.
This approach is networked and allows you to control the toggling server-side, thus making it possible to affect game logic (e.g. add different bullet spread) easily. It also has working angles and fov-change.
Contents
Weaponscript
To begin, add 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 add simple functions to get the information we parsed from the weapon-scripts. Additionally add ConVars to overwrite the parsed info so we can easily make and adjust new ironsight-offsets via the console.
Before that however, we need to include "c_baseplayer.h" as a lot of this code references to this file for client side processing.
Basicaly, you want to include "c_baseplayer.h" within #ifdef CLIENT_DLL tags, otherwise it will throw errors when trying to compile.
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#endif
You would want to add that right below the:
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
#include "tf_shareddefs.h"
#endif
This goes to the public functions:
Vector GetIronsightPositionOffset( void ) const;
QAngle GetIronsightAngleOffset( void ) const;
float GetIronsightFOVOffset( void ) const;
And then you add the function definitions: (were does this go is causes errors)
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;
}
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 implement the callbacks.
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_GetCommandClient();
#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" );
}
}
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, let them be predicted and give them default values.
Constructor:
m_bIsIronsighted = false;
m_flIronsightedTime = 0.0f;
Network-table (DT_BaseCombatWeapon):
SendPropBool( SENDINFO( m_bIsIronsighted ) ),
SendPropFloat( SENDINFO( m_flIronsightedTime ) ),
and
RecvPropInt( RECVINFO( m_bIsIronsighted ), 0, RecvProxy_ToggleSights ), //note: RecvPropBool is actually RecvPropInt (see its implementation), but we need a proxy
RecvPropFloat( RECVINFO( m_flIronsightedTime ) ),
As mentioned, we need a RecvProxy on that variable. We don't just want the boolean to update, we also want the ironsights to toggle if it was changed only on the server.
So, here's the code for the proxy:
#ifdef CLIENT_DLL
void RecvProxy_ToggleSights( const CRecvProxyData* pData, void* pStruct, void* pOut )
{
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pStruct;
if( pData->m_Value.m_Int )
pWeapon->EnableIronsights();
else
pWeapon->DisableIronsights();
}
#endif
Prediction-table (CBaseCombatWeapon):
DEFINE_PRED_FIELD( m_bIsIronsighted, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flIronsightedTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
If you want the variables to be saved in a save-game, also add them in the data-description:
DEFINE_FIELD( m_bIsIronsighted, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flIronsightedTime, FIELD_FLOAT ),
Now add accessors for the ironsight-variables:
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 );
void EnableIronsights( void );
void DisableIronsights( void );
void SetIronsightTime( void );
And of course define them:
bool CBaseCombatWeapon::IsIronsighted( void )
{
return ( m_bIsIronsighted || viewmodel_adjust_enabled.GetBool() );
}
void CBaseCombatWeapon::ToggleIronsights( void )
{
if( m_bIsIronsighted )
DisableIronsights();
else
EnableIronsights();
}
void CBaseCombatWeapon::EnableIronsights( void )
{
#ifdef CLIENT_DLL
if( !prediction->IsFirstTimePredicted() )
return;
#endif
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;
SetIronsightTime();
}
}
void CBaseCombatWeapon::DisableIronsights( void )
{
#ifdef CLIENT_DLL
if( !prediction->IsFirstTimePredicted() )
return;
#endif
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;
SetIronsightTime();
}
}
void CBaseCombatWeapon::SetIronsightTime( void )
{
m_flIronsightedTime = gpGlobals->curtime;
}
The usage of prediction requires the inclusion of the prediction.h header on the client.
Toggle-command
ConCommand
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 client-side.
#ifdef CLIENT_DLL
void CC_ToggleIronSights( void )
{
CBasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if( pPlayer == NULL )
return;
CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if( pWeapon == NULL )
return;
pWeapon->ToggleIronsights();
engine->ServerCmd( "toggle_ironsight" ); //forward to server
}
static ConCommand toggle_ironsight("toggle_ironsight", CC_ToggleIronSights);
#endif
player.cpp
Then in CBasePlayer::ClientCommand, add this before returning false:
else if( stricmp( cmd, "toggle_ironsight" ) == 0 )
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if( pWeapon != NULL )
pWeapon->ToggleIronsights();
return true;
}
Automatic ironsight-toggle
Add
DisableIronsights();
to the following places:
- bool CBaseCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo ) for switching/holstering weapons
- bool CBaseCombatWeapon::DefaultReload( int iClipSize1, int iClipSize2, int iActivity ) for reloading weapons
- void CBaseCombatWeapon::Drop( const Vector &vecVelocity ) for weapon dropping
weapon_shotgun.cpp
Find: bool CWeaponShotgun::StartReload( void )
and some were inside Add
DisableIronsights();
Adjust the viewmodel
Ok, now for the last step we want to move the viewmodel according to the offsets.
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.
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 ) * 2.5f; //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 <= 0.001f ) //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 );
Single Player Fix (Weapon model doesn't stay on ironsight)
In most cases weapon model (view model) dosen't stay in definied position when ironsight is toggled.
Fix is simply but requies few fixes (weapon blend to ironsight and blend out).
Go to basecombatweapon_shared.cpp
When you added two functions EnableIronsight and DisableIronsight. Change them to:
void CBaseCombatWeapon::EnableIronsights( void )
{
/*
#ifdef CLIENT_DLL
if( !prediction->IsFirstTimePredicted() )
return;
#endif*/
if( !HasIronsights() || m_bIsIronsighted )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if( !pOwner )
return;
if( pOwner->SetFOV( this, pOwner->GetDefaultFOV() + GetIronsightFOVOffset(), 0.4f ) ) //modify the last value to adjust how fast the fov is applied
{
m_bIsIronsighted = true;
SetIronsightTime();
}
}
void CBaseCombatWeapon::DisableIronsights( void )
{
/*
#ifdef CLIENT_DLL
if( !prediction->IsFirstTimePredicted() )
return;
#endif*/
// We are not using prediction in singleplayer
if( !HasIronsights() || !m_bIsIronsighted )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if( !pOwner )
return;
if( pOwner->SetFOV( this, 0, 0.2f ) ) //modify the last value to adjust how fast the fov is applied
{
m_bIsIronsighted = false;
SetIronsightTime();
}
}
--Dexter127 03:43, 23 July 2012 (PDT)
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 here's a client-side implementation, partially derived from OB code.
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 (note: untested; might not work) 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
Open the CPP of the weapon you want to be affected by ironsights. I used the SMG for this.
weapon_smg1.cpp
Search for the GetBulletSpread-function. It'll look something like this:
virtual const Vector& GetBulletSpread( void )
{
static const Vector cone = VECTOR_CONE_5DEGREES;
return cone;
}
You can, for example, 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;
}
}
Here's an example picture with a 5 degree cone on the left, and a 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).
Ironsight Sounds
Add
pPlayer->EmitSound( "WWIPlayer.IronSightIn" );
to EnableIronsights and
pPlayer->EmitSound( "WWIPlayer.IronSightOut" );
to DisableIronsights.
Change the strings WWIPlayer.IronSightin and WWIPlayer.IronSightOut to your own sounds and precache them.
Prevent Ironsight while reloading
While reloading, you can still use Ironsight, even if you write DisableIronsights (); in bool CBaseCombatWeapon:: DefaultReload
Of course, it will turn off, but if you press the aim button again, Ironsight will start working and the reload animation will be played from the "aiming" view. It's not very pretty.
To prevent it, in:
Find function: CBaseCombatWeapon::ToggleIronsights(void)
And completely replace it with:
void CBaseCombatWeapon::ToggleIronsights(void) //No possible use Iron Sight durin reloading
{
if (m_bInReload == true)
{
DisableIronsights();
}
else
{
if (m_bIsIronsighted)
DisableIronsights();
else
EnableIronsights();
}
}
Simple Weapon Check and Show/Disable Crosshair
When you press ironsight toggle key with a weapon has no ironsight data in your hand.It will have no lag effect.And it also looks wired.
The crosshair also seems to be unnecessary when you toggle the ironsight view.I am sure that you will also want to hide it
The author of the article says use bool to avoid using the weapon that has no Ironsight data in its weapon-script,But It can be achieved without setting a bool.
CC_ToggleIronSights()
In the CC_ToggleIronSights,Use FClassnameIs() to set the weapon that allowed to use.
The functions will not work unless player has the weapons that set in FClassnameIs() in hand
#ifdef CLIENT_DLL
void CC_ToggleIronSights(void)
{
CBasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer == NULL)
return;
if (pPlayer->GetActiveWeapon() && (FClassnameIs(pPlayer->GetActiveWeapon(), "weapon_smg1") || FClassnameIs(pPlayer->GetActiveWeapon(), "weapon_pistol") || FClassnameIs(pPlayer->GetActiveWeapon(), "weapon_357") ||
FClassnameIs(pPlayer->GetActiveWeapon(), "weapon_shotgun")))
{
//If Player is using the weapon that allowed to use(smg/pistol/357/shotgun),Toggle IronSights function:
Msg("IronSight Mode Changed\n");//TestMsg
pPlayer->GetActiveWeapon()->ToggleIronsights();//ToggleIronSights
engine->ServerCmd("toggle_ironsight"); //forward to server
}
else//Otherwise
{
//Just Show a warning msg and do nothing special
Warning("Curret Weapon Doesn`t allow to Use IronSight function!\n");
}
}
static ConCommand toggle_ironsight("toggle_ironsight", CC_ToggleIronSights);
#endif
EnableIronsights()
Use function to get the ConVar that control crosshair show and hide,and give to the pointer and change to "0" to hide
void CBaseCombatWeapon::EnableIronsights(void)
{
/*#ifdef CLIENT_DLL
if (!prediction->IsFirstTimePredicted())
return;
#endif
*/
if (!HasIronsights() || m_bIsIronsighted)
return;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner)
return;
if (pOwner->SetFOV(this, pOwner->GetDefaultFOV() + GetIronsightFOVOffset(), 0.4f)) //modify the last value to adjust how fast the fov is applied
{
//Set ConVar "crosshair" to 0 to hide crosshair
ConVar *crosshair = cvar->FindVar("Crosshair");
crosshair->SetValue("0");
m_bIsIronsighted = true;
SetIronsightTime();
}
}
DisableIronsights()
As same as above,but set to "1" to show it
void CBaseCombatWeapon::DisableIronsights(void)
{
/*
#ifdef CLIENT_DLL
if( !prediction->IsFirstTimePredicted() )
return;
#endif
*/
// We are not using prediction in singleplayer
if (!HasIronsights() || !m_bIsIronsighted)
return;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner)
return;
if (pOwner->SetFOV(this, 0, 0.2f)) //modify the last value to adjust how fast the fov is applied
{
//Set ConVar "crosshair" to 1 to show crosshair
ConVar *crosshair = cvar->FindVar("Crosshair");
crosshair->SetValue("1");
m_bIsIronsighted = false;
SetIronsightTime();
}
}
--233wer 16:52, 20 April 2023 (GMT)