//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #include "cbase.h" #include "prediction.h" #include "c_baseplayer.h" #include "igamemovement.h" #include "c_tf_player.h" static CMoveData g_MoveData; CMoveData *g_pMoveData = &g_MoveData; class CTFPrediction : public CPrediction { DECLARE_CLASS( CTFPrediction, 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 CTFPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { C_TFPlayer *pTFPlayer = ToTFPlayer( player ); if ( pTFPlayer ) { // Check to see if we are a crouched, heavy, firing his weapons and zero out movement. if ( pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_HEAVYWEAPONS ) ) { if ( ( pTFPlayer->GetFlags() & FL_DUCKING ) && ( pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) ) ) { ucmd->forwardmove = 0.0f; ucmd->sidemove = 0.0f; } } } // Call the default SetupMove code. BaseClass::SetupMove( player, ucmd, pHelper, move ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPrediction::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 CTFPrediction g_Prediction; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CTFPrediction, IPrediction, VCLIENT_PREDICTION_INTERFACE_VERSION, g_Prediction ); CPrediction *prediction = &g_Prediction;