Legs in Firstperson (2013)







Implementing First person legs onto your Source 2013 (Singleplayer) mod is relatively simple. This guide is based on Half-Life 2: ReCharged's implementation of the 2007 guide onto 2013 SP.
Requirements
- Animation state system implementation.
- Knowledge of C++
- A single player mod running on Source SDK 2013
Full implementation
c_baseplayer.h
Search for bool IsInFreezeCam( void );
and under it add:
bool IsInEye( void );
Search for virtual int DrawModel( int flags );
and under it add:
const Vector &C_BasePlayer::GetRenderOrigin();
c_baseplayer.cpp
Find the function bool IsInFreezeCam( void )
and under it add:
bool IsInEye( void )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
{
return true;
}
else
{
return false;
}
}
After that, under C_BasePlayer::ShouldDraw
function add:
extern ConVar cl_legs;
extern ConVar cl_legs_origin_shift;
extern ConVar cl_legs_clip_height;
const Vector &C_BasePlayer::GetRenderOrigin( void )
{
// If we're not observing this player, or if we're not drawing it at the
// moment then use the normal absolute origin.
// NOTE: the GetCurrentlyDrawingEntity check is here to make sure the
// shadow is rendered from the correct origin
if( !IsInEye() || view->GetCurrentlyDrawingEntity() != this )
return BaseClass::GetRenderOrigin();
// Get the forward vector
static Vector forward; // static because this method returns a reference
AngleVectors(GetRenderAngles(), &forward);
// Shift the render origin by a fixed amount
forward *= cl_legs_origin_shift.GetFloat();
forward += GetAbsOrigin();
return forward;
}
Now in the top of the file, add #include "convar_firstperson.h"
and create the file with the following code:
convar_firstperson.h
#include "cbase.h"
static ConVar cl_legs( "cl_legs", "1", FCVAR_CHEAT, "Enable or disable player leg rendering", true, 0, true, 1 );
static ConVar cl_legs_origin_shift( "cl_legs_origin_shift", "-17", FCVAR_CHEAT, "Amount in game units to shift the player model relative to the direction the player is facing" );
static ConVar cl_legs_clip_height( "cl_legs_clip_height", "0", FCVAR_CHEAT, "Amount in game units of the player model to render up to [0 = disable]", true, 0, false, 0 );
c_baseplayer.cpp
Now, in the int C_BasePlayer::DrawModel( int flags )
function add:
CMatRenderContextPtr context( materials );
if ( cl_legs_clip_height.GetInt() > 0 )
{
context->SetHeightClipMode( MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT );
context->SetHeightClipZ( GetAbsOrigin().z + cl_legs_clip_height.GetFloat() );
}
Weapon activity list tables


weapon_357.cpp
In the class description, under the macro DECLARE_DATADESC()
, add this line:
DECLARE_ACTTABLE();
Under the class definition around line 50, add this activity table list:
acttable_t CWeapon357::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
};
IMPLEMENT_ACTTABLE( CWeapon357 );
weapon_ar2.cpp
There is already an activity list. At its foot, after //{ ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false },
weapon_crossbow.cpp
In the class description, around line 450, under the macro DECLARE_DATADESC()
, add this line:
DECLARE_ACTTABLE();
Under the class definition around line 489, add this activity table list:
acttable_t CWeaponCrossbow::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false },
};
IMPLEMENT_ACTTABLE( CWeaponCrossbow );
weapon_crowbar.cpp
There is already an activity list. At its foot, after { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
add the following list:
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_MELEE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_MELEE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_MELEE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_MELEE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_MELEE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_MELEE, false },
weapon_frag.cpp
There is already an activity list. At its foot, after { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, true },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_GRENADE, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_GRENADE, false },
weapon_physcannon.cpp
In the class description, around line 1203, under the macro DECLARE_DATADESC()
, add this line:
DECLARE_ACTTABLE();
Under the class definition around line 1374, add this activity table list:
acttable_t CWeaponPhysCannon::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PHYSGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PHYSGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PHYSGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PHYSGUN, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SLAM, false },
};
IMPLEMENT_ACTTABLE( CWeaponPhysCannon );
weapon_pistol.cpp
There is already an activity list. At its foot, after { ACT_RUN, ACT_RUN_PISTOL, false },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
weapon_rpg.cpp
There is already an activity list. At it's foot, after { ACT_COVER_LOW, ACT_COVER_LOW_RPG, true },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_RPG, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_RPG, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_RPG, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_RPG, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_RPG, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_RPG, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, false },
weapon_shotgun.cpp
There is already an activity list. At its foot, after { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false },
weapon_smg1.cpp
There is already an activity list. At its foot, after { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
add the following list:
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false },