示例#1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : eyeOrigin - 
//			eyeAngles - 
//			zNear - 
//			zFar - 
//			fov - 
//-----------------------------------------------------------------------------
void CBasePlayer::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
#if defined( CLIENT_DLL )
	IClientVehicle *pVehicle; 
#else
	IServerVehicle *pVehicle;
#endif
	pVehicle = GetVehicle();

	if ( !pVehicle )
	{
		if ( IsObserver() )
		{
			CalcObserverView( eyeOrigin, eyeAngles, fov );
		}
		else
		{
			CalcPlayerView( eyeOrigin, eyeAngles, fov );
		}
	}
	else
	{
		CalcVehicleView( pVehicle, eyeOrigin, eyeAngles, zNear, zFar, fov );
	}
}
示例#2
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : eyeOrigin - 
//			eyeAngles - 
//			zNear - 
//			zFar - 
//			fov - 
//-----------------------------------------------------------------------------
void CBasePlayer::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
#if defined( CLIENT_DLL )
	if( UseVR() )
		g_ClientVirtualReality.CancelTorsoTransformOverride();
#endif

	if ( IsObserver() )
	{
		CalcObserverView( eyeOrigin, eyeAngles, fov );
	}
	else
	{
		CalcPlayerView( eyeOrigin, eyeAngles, fov );
	}
	// NVNT update fov on the haptics dll for input scaling.
#if defined( CLIENT_DLL )
	if(IsLocalPlayer() && haptics)
		haptics->UpdatePlayerFOV(fov);
#endif
}