//----------------------------------------------------------------------------- // Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried // by this player, otherwise draw the worldmodel. //----------------------------------------------------------------------------- int C_BaseViewModel::DrawModel( int flags ) { if ( !m_bReadyToDraw ) return 0; if ( flags & STUDIO_RENDER ) { // Determine blending amount and tell engine float blend = (float)( GetFxBlend() / 255.0f ); // Totally gone if ( blend <= 0.0f ) return 0; // Tell engine render->SetBlend( blend ); float color[3]; GetColorModulation( color ); render->SetColorModulation( color ); } C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); C_BaseCombatWeapon *pWeapon = GetOwningWeapon(); int ret; // If the local player's overriding the viewmodel rendering, let him do it if ( pPlayer && pPlayer->IsOverridingViewmodel() ) { ret = pPlayer->DrawOverriddenViewmodel( this, flags ); } else if ( pWeapon && pWeapon->IsOverridingViewmodel() ) { ret = pWeapon->DrawOverriddenViewmodel( this, flags ); } else { ret = BaseClass::DrawModel( flags ); } // Now that we've rendered, reset the animation restart flag if ( flags & STUDIO_RENDER ) { if ( m_nOldAnimationParity != m_nAnimationParity ) { m_nOldAnimationParity = m_nAnimationParity; } // Tell the weapon itself that we've rendered, in case it wants to do something if ( pWeapon ) { pWeapon->ViewModelDrawn( this ); } } return ret; }
//----------------------------------------------------------------------------- // Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried // by this player, otherwise draw the worldmodel. //----------------------------------------------------------------------------- int C_BaseViewModel::DrawModel( int flags, const RenderableInstance_t &instance ) { if ( !m_bReadyToDraw ) return 0; if ( flags & STUDIO_RENDER ) { // Determine blending amount and tell engine float blend = (float)( instance.m_nAlpha / 255.0f ); // Totally gone if ( blend <= 0.0f ) return 0; // Tell engine render->SetBlend( blend ); float color[3]; GetColorModulation( color ); render->SetColorModulation( color ); } CMatRenderContextPtr pRenderContext( materials ); if ( ShouldFlipViewModel() ) pRenderContext->CullMode( MATERIAL_CULLMODE_CW ); int ret = 0; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); C_BaseCombatWeapon *pWeapon = GetOwningWeapon(); // If the local player's overriding the viewmodel rendering, let him do it if ( pPlayer && pPlayer->IsOverridingViewmodel() ) { ret = pPlayer->DrawOverriddenViewmodel( this, flags, instance ); } else if ( pWeapon && pWeapon->IsOverridingViewmodel() ) { ret = pWeapon->DrawOverriddenViewmodel( this, flags, instance ); } else { ret = BaseClass::DrawModel( flags, instance ); } pRenderContext->CullMode( MATERIAL_CULLMODE_CCW ); // Now that we've rendered, reset the animation restart flag if ( flags & STUDIO_RENDER ) { if ( m_nOldAnimationParity != m_nAnimationParity ) { m_nOldAnimationParity = m_nAnimationParity; } // Tell the weapon itself that we've rendered, in case it wants to do something if ( pWeapon ) { pWeapon->ViewModelDrawn( this ); } if ( vm_debug.GetBool() ) { MDLCACHE_CRITICAL_SECTION(); int line = 16; CStudioHdr *hdr = GetModelPtr(); engine->Con_NPrintf( line++, "%s: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n", (hdr)?hdr->pszName():"(null)", GetSequenceName( GetSequence() ), GetSequence(), GetCycle(), GetSequenceCycleRate( hdr, GetSequence() ), GetPlaybackRate() ); if ( hdr ) { for( int i=0; i < hdr->GetNumPoseParameters(); ++i ) { const mstudioposeparamdesc_t &Pose = hdr->pPoseParameter( i ); engine->Con_NPrintf( line++, "pose_param %s: %f", Pose.pszName(), GetPoseParameter( i ) ); } } // Determine blending amount and tell engine float blend = (float)( instance.m_nAlpha / 255.0f ); float color[3]; GetColorModulation( color ); engine->Con_NPrintf( line++, "blend=%f, color=%f,%f,%f", blend, color[0], color[1], color[2] ); engine->Con_NPrintf( line++, "GetRenderMode()=%d", GetRenderMode() ); engine->Con_NPrintf( line++, "m_nRenderFX=0x%8.8X", GetRenderFX() ); color24 c = GetRenderColor(); unsigned char a = GetRenderAlpha(); engine->Con_NPrintf( line++, "rendercolor=%d,%d,%d,%d", c.r, c.g, c.b, a ); engine->Con_NPrintf( line++, "origin=%f, %f, %f", GetRenderOrigin().x, GetRenderOrigin().y, GetRenderOrigin().z ); engine->Con_NPrintf( line++, "angles=%f, %f, %f", GetRenderAngles()[0], GetRenderAngles()[1], GetRenderAngles()[2] ); if ( IsEffectActive( EF_NODRAW ) ) { engine->Con_NPrintf( line++, "EF_NODRAW" ); } } } return ret; }