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//========= Copyright <EFBFBD> 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "cbase.h"
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#include "player_command.h"
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#include "igamemovement.h"
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#include "in_buttons.h"
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#include "ipredictionsystem.h"
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#include "asw_player.h"
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#include "asw_marine.h"
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#include "asw_marine_command.h"
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#include "asw_imarinegamemovement.h"
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#include "asw_marine_gamemovement.h"
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#include "ilagcompensationmanager.h"
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#include "asw_lag_compensation.h"
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#include "iservervehicle.h"
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#include "asw_movedata.h"
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static CASW_MoveData g_MoveData;
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CMoveData *g_pMoveData = &g_MoveData;
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IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
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extern IGameMovement *g_pGameMovement;
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extern ConVar sv_noclipduringpause;
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extern IMarineGameMovement *g_pMarineGameMovement;
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extern ConVar asw_allow_detach;
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ConVar asw_move_marine("asw_move_marine", "1", FCVAR_CHEAT, "Activate remote control of named entity");
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void CommentarySystem_PePlayerRunCommand( CBasePlayer *player, CUserCmd *ucmd );
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//-----------------------------------------------------------------------------
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// Sets up the move data for Infested
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//-----------------------------------------------------------------------------
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class CASW_PlayerMove : public CPlayerMove
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{
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DECLARE_CLASS( CASW_PlayerMove, CPlayerMove );
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public:
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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virtual void RunCommand( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper );
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};
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// PlayerMove Interface
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static CASW_PlayerMove g_PlayerMove;
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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CPlayerMove *PlayerMove()
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{
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return &g_PlayerMove;
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}
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//-----------------------------------------------------------------------------
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// Purpose: This is called pre player movement and copies all the data necessary
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// from the player for movement. (Server-side, the client-side version
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// of this code can be found in prediction.cpp.)
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//-----------------------------------------------------------------------------
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void CASW_PlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
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{
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player->AvoidPhysicsProps( ucmd );
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BaseClass::SetupMove( player, ucmd, pHelper, move );
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// this forces horizontal movement
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CASW_Player *pASWPlayer = dynamic_cast<CASW_Player*>(player);
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if (pASWPlayer && pASWPlayer->GetMarine() && !asw_allow_detach.GetBool())
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{
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move->m_vecAngles.x = 0;
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move->m_vecViewAngles.x = 0;
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CBaseEntity *pMoveParent = player->GetMoveParent();
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if (!pMoveParent)
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{
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move->m_vecAbsViewAngles = move->m_vecViewAngles;
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}
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else
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{
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matrix3x4_t viewToParent, viewToWorld;
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AngleMatrix( move->m_vecViewAngles, viewToParent );
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ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
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MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
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}
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}
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CASW_MoveData *pASWMove = static_cast<CASW_MoveData*>( move );
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pASWMove->m_iForcedAction = ucmd->forced_action;
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// setup trace optimization
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g_pGameMovement->SetupMovementBounds( move );
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}
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extern void DiffPrint( bool bServer, int nCommandNumber, char const *fmt, ... );
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extern ConVar asw_rts_controls;
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void CASW_PlayerMove::RunCommand( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
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{
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CASW_Player *pASWPlayer = static_cast<CASW_Player*>( player );
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Assert( pASWPlayer );
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StartCommand( player, ucmd );
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pASWPlayer->SetHighlightEntity( CBaseEntity::Instance( ucmd->crosshair_entity ) );
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// Set globals appropriately
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gpGlobals->curtime = player->m_nTickBase * TICK_INTERVAL;
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gpGlobals->frametime = player->m_bGamePaused ? 0 : TICK_INTERVAL;
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// Add and subtract buttons we're forcing on the player
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ucmd->buttons |= player->m_afButtonForced;
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ucmd->buttons &= ~player->m_afButtonDisabled;
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if ( player->m_bGamePaused )
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{
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// If no clipping and cheats enabled and noclipduring game enabled, then leave
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// forwardmove and angles stuff in usercmd
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if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
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sv_cheats->GetBool() &&
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sv_noclipduringpause.GetBool() )
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{
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gpGlobals->frametime = TICK_INTERVAL;
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}
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}
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/*
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// TODO: We can check whether the player is sending more commands than elapsed real time
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cmdtimeremaining -= ucmd->msec;
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if ( cmdtimeremaining < 0 )
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{
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// return;
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}
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*/
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g_pGameMovement->StartTrackPredictionErrors( player );
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CommentarySystem_PePlayerRunCommand( player, ucmd );
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// Do weapon selection
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if ( ucmd->weaponselect != 0 )
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{
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CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
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if (weapon)
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pASWPlayer->ASWSelectWeapon(weapon, 0); // ucmd->weaponsubtype); // infested - subtype var used for sending marine profile index instead
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}
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IServerVehicle *pVehicle = player->GetVehicle();
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// Latch in impulse.
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if ( ucmd->impulse )
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{
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// Discard impulse commands unless the vehicle allows them.
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// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
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if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
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{
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player->m_nImpulse = ucmd->impulse;
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}
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}
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// Update player input button states
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VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
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player->UpdateButtonState( ucmd->buttons );
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VPROF_SCOPE_END();
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CheckMovingGround( player, TICK_INTERVAL );
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g_pMoveData->m_vecOldAngles = player->pl.v_angle;
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// Copy from command to player unless game .dll has set angle using fixangle
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if ( player->pl.fixangle == FIXANGLE_NONE )
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{
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player->pl.v_angle = ucmd->viewangles;
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}
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else if( player->pl.fixangle == FIXANGLE_RELATIVE )
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{
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player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
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}
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// TrackIR
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player->SetEyeAngleOffset(ucmd->headangles);
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player->SetEyeOffset(ucmd->headoffset);
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// TrackIR
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// Call standard client pre-think
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RunPreThink( player );
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// Call Think if one is set
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RunThink( player, TICK_INTERVAL );
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// Setup input.
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SetupMove( player, ucmd, moveHelper, g_pMoveData );
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// Let the game do the movement.
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if (asw_allow_detach.GetBool())
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{
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if ( !pVehicle )
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{
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VPROF( "g_pGameMovement->ProcessMovement()" );
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Assert( g_pGameMovement );
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g_pGameMovement->ProcessMovement( player, g_pMoveData );
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}
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else
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{
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VPROF( "pVehicle->ProcessMovement()" );
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pVehicle->ProcessMovement( player, g_pMoveData );
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}
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}
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if ( asw_rts_controls.GetBool() )
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{
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Vector vecNewPos = g_pMoveData->GetAbsOrigin();
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vecNewPos.y += ucmd->forwardmove * gpGlobals->frametime * 2;
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vecNewPos.x += ucmd->sidemove * gpGlobals->frametime * 2;
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g_pMoveData->SetAbsOrigin( vecNewPos );
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}
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pASWPlayer->SetCrosshairTracePos( ucmd->crosshairtrace );
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// Copy output
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FinishMove( player, ucmd, g_pMoveData );
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// Let server invoke any needed impact functions
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VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
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moveHelper->ProcessImpacts();
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VPROF_SCOPE_END();
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// put lag compensation here so it affects weapons
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lagcompensation->StartLagCompensation( player, LAG_COMPENSATE_BOUNDS );
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RunPostThink( player );
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lagcompensation->FinishLagCompensation( player );
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// let the player drive marine movement here
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pASWPlayer->DriveMarineMovement( ucmd, moveHelper );
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g_pGameMovement->FinishTrackPredictionErrors( player );
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FinishCommand( player );
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// Let time pass
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player->m_nTickBase++;
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}
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