[HL/CS] Adding new client message : ViewModel
Small feature but still one of the most wanted functionality people would like to see : having the possibility to change render properties of the view model, through a new message named ViewModel.
Proposed code :
hud.h
class CHud
{
public:
[...]
void _cdecl MsgFunc_ViewModel( const char *pszName, int iSize, void *pbuf );
[...]
};
hud.cpp
void __MsgFunc_ViewModel(const char *pszName, int iSize, void *pbuf)
{
gHUD.MsgFunc_ViewModel( pszName, iSize, pbuf );
return 1;
}
void CHud::Init( void )
{
[...]
HOOK_MESSAGE( ViewModel );
[...]
}
hud_msg.cpp
void CHud::MsgFunc_ViewModel( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ(pbuf, iSize);
cl_entity_t *view = gEngfuncs.GetViewModel();
if ( view )
{
view->curstate.rendermode = READ_BYTE();
view->curstate.renderfx = READ_BYTE();
view->curstate.rendercolor.r = READ_BYTE();
view->curstate.rendercolor.g = READ_BYTE();
view->curstate.rendercolor.b = READ_BYTE();
view->curstate.renderamt = READ_BYTE();
view->curstate.skin = READ_BYTE();
view->curstate.body = READ_BYTE();
}
}
There is no need to register it on the server, that's something the coders will do themselves. I think it's a reasonable feature, easy to review/implement, and will be in favor of a better gameplay immersion (it reminds me quake!).
As side-note, it has been tested on HL by someone and me and we can confirm it's working fine.
Proof:

Thanks for considering this cool feature.
+1 For this. Will be cool if is possible to set also the body of view model
Nevermind my last sentence about not working for me. It works now, the reason was I was not up-to-date and was still using old game location.
@bogdyutzu : I guess it could be useful, I've edited the first post.
100% agree with this feature request, it would be amazing to see this added and it would open up a whole new world of fun possibilities for coders and players.
Awesome request.
Also, would be good to set a param to reset it's values, and another client message "WeaponModel" which will be the same for p_* models, don't you think?
Sexy
bump
Really cool.
New possibilities to scripters
@mikela-valve Is it possible to add for the next release?
Please, if this functionality is implemented, if possible, make support for integer values, instead of byte arguments.
It's not a good idea. Now we set viemmodel at client-side thru precache list idexes. @mikela-valve
So, any news on this? Have been waiting for this feature
On TFC only, it's possible to render viewmodels, all you gotta do is set render mode for the player entity.
view->curstate.skin = READ_BYTE();
view->curstate.body = READ_BYTE();
should be long instead of byte allowing more combinations of submodels
view->curstate.skin = READ_LONG();
view->curstate.body = READ_LONG();
Now it would be the time to implement this in the 25th anniversary update for mod-makers considering how easy to implement and review is this.
My hope hasn't died yet!
@shawns-valve
this could also use the event system too. Would save on messages (don't know what the downsides of the event system are though, other than having to precache it)