//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //============================================================================= #include "cbase.h" #include "player_command.h" #include "igamemovement.h" #include "in_buttons.h" #include "ipredictionsystem.h" #include "tf_player.h" static CMoveData g_MoveData; CMoveData *g_pMoveData = &g_MoveData; IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL; //----------------------------------------------------------------------------- // Sets up the move data for TF2 //----------------------------------------------------------------------------- class CTFPlayerMove : public CPlayerMove { DECLARE_CLASS( CTFPlayerMove, CPlayerMove ); public: virtual void StartCommand( CBasePlayer *player, CUserCmd *cmd ); virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ); }; // PlayerMove Interface static CTFPlayerMove g_PlayerMove; //----------------------------------------------------------------------------- // Singleton accessor //----------------------------------------------------------------------------- CPlayerMove *PlayerMove() { return &g_PlayerMove; } //----------------------------------------------------------------------------- // Main setup, finish //----------------------------------------------------------------------------- void CTFPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd ) { BaseClass::StartCommand( player, cmd ); } //----------------------------------------------------------------------------- // Purpose: This is called pre player movement and copies all the data necessary // from the player for movement. (Server-side, the client-side version // of this code can be found in prediction.cpp.) //----------------------------------------------------------------------------- void CTFPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { CTFPlayer *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->m_Shared.InCond( TF_COND_AIMING ) ) { if ( pTFPlayer->GetFlags() & FL_DUCKING ) { ucmd->forwardmove = 0.0f; ucmd->sidemove = 0.0f; } // Don't allow jumping while firing (unless the design changes) ucmd->buttons &= ~IN_JUMP; } } // targe Exploit fix. Clients sending higher view angle changes then allowed // Clamp their YAW Movement if ( pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) ) { // Get the view deltas and clamp them if they are too high, give a high tolerance (lag) float flCap = pTFPlayer->m_Shared.CalculateChargeCap(); flCap *= 2.5f; QAngle qAngle = pTFPlayer->m_qPreviousChargeEyeAngle; float flDiff = abs( qAngle[YAW] ) - abs( ucmd->viewangles[YAW] ); if ( flDiff > flCap ) { //float flReportedPitchDelta = qAngle[YAW] - ucmd->viewangles[YAW]; if ( ucmd->viewangles[YAW] > qAngle[YAW] ) { ucmd->viewangles[YAW] = qAngle[YAW] + flCap; pTFPlayer->SnapEyeAngles( ucmd->viewangles ); } else // smaller values { ucmd->viewangles[YAW] = qAngle[YAW] - flCap; pTFPlayer->SnapEyeAngles( ucmd->viewangles ); } } pTFPlayer->m_qPreviousChargeEyeAngle = ucmd->viewangles; } else { pTFPlayer->m_qPreviousChargeEyeAngle = pTFPlayer->EyeAngles(); } } BaseClass::SetupMove( player, ucmd, pHelper, move ); } //----------------------------------------------------------------------------- // Purpose: This is called post player movement to copy back all data that // movement could have modified and that is necessary for future // movement. (Server-side, the client-side version of this code can // be found in prediction.cpp.) //----------------------------------------------------------------------------- void CTFPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { // Call the default FinishMove code. BaseClass::FinishMove( player, ucmd, move ); }