Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ILAGCOMPENSATIONMANAGER_H
#define ILAGCOMPENSATIONMANAGER_H
#ifdef _WIN32
#pragma once
#endif
class CBasePlayer;
class CUserCmd;
enum LagCompensationType
{
LAG_COMPENSATE_BOUNDS,
LAG_COMPENSATE_HITBOXES,
LAG_COMPENSATE_HITBOXES_ALONG_RAY,
};
//-----------------------------------------------------------------------------
// Purpose: This is also an IServerSystem
//-----------------------------------------------------------------------------
abstract_class ILagCompensationManager
{
public:
// Called during player movement to set up/restore after lag compensation
virtual void StartLagCompensation(
CBasePlayer *player,
LagCompensationType lagCompensationType,
const Vector& weaponPos = vec3_origin,
const QAngle &weaponAngles = vec3_angle,
float weaponRange = 0.0f ) = 0;
virtual void FinishLagCompensation( CBasePlayer *player ) = 0;
// Mappers can flag certain additional entities to lag compensate, this handles them
virtual void AddAdditionalEntity( CBaseEntity *pEntity ) = 0;
virtual void RemoveAdditionalEntity( CBaseEntity *pEntity ) = 0;
};
extern ILagCompensationManager *lagcompensation;
#endif // ILAGCOMPENSATIONMANAGER_H