//========= 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 "sdk_player.h" #include "iservervehicle.h" static CMoveData g_MoveData; CMoveData *g_pMoveData = &g_MoveData; IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL; //----------------------------------------------------------------------------- // Sets up the move data for TF2 //----------------------------------------------------------------------------- class CSDKPlayerMove : public CPlayerMove { DECLARE_CLASS( CSDKPlayerMove, 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 CSDKPlayerMove g_PlayerMove; //----------------------------------------------------------------------------- // Singleton accessor //----------------------------------------------------------------------------- CPlayerMove *PlayerMove() { return &g_PlayerMove; } //----------------------------------------------------------------------------- // Main setup, finish //----------------------------------------------------------------------------- void CSDKPlayerMove::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 CSDKPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { BaseClass::SetupMove( player, ucmd, pHelper, move ); IServerVehicle *pVehicle = player->GetVehicle(); if (pVehicle && gpGlobals->frametime != 0) { pVehicle->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 CSDKPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { // Call the default FinishMove code. BaseClass::FinishMove( player, ucmd, move ); IServerVehicle *pVehicle = player->GetVehicle(); if (pVehicle && gpGlobals->frametime != 0) { pVehicle->FinishMove( player, ucmd, move ); } }