//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "prediction.h" #include "c_cs_player.h" #include "igamemovement.h" static CMoveData g_MoveData; CMoveData *g_pMoveData = &g_MoveData; class CCSPrediction : public CPrediction { DECLARE_CLASS( CCSPrediction, CPrediction ); public: virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move ); }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CCSPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { player->AvoidPhysicsProps( ucmd ); // Call the default SetupMove code. BaseClass::SetupMove( player, ucmd, pHelper, move ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CCSPrediction::FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { // Call the default FinishMove code. BaseClass::FinishMove( player, ucmd, move ); } // Expose interface to engine // Expose interface to engine static CCSPrediction g_Prediction; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CCSPrediction, IPrediction, VCLIENT_PREDICTION_INTERFACE_VERSION, g_Prediction ); CPrediction *prediction = &g_Prediction;