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46 lines
1.3 KiB
46 lines
1.3 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef ILAGCOMPENSATIONMANAGER_H |
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#define ILAGCOMPENSATIONMANAGER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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class CBasePlayer; |
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class CUserCmd; |
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enum LagCompensationType |
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{ |
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LAG_COMPENSATE_BOUNDS, |
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LAG_COMPENSATE_HITBOXES, |
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LAG_COMPENSATE_HITBOXES_ALONG_RAY, |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: This is also an IServerSystem |
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//----------------------------------------------------------------------------- |
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abstract_class ILagCompensationManager |
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{ |
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public: |
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// Called during player movement to set up/restore after lag compensation |
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virtual void StartLagCompensation( |
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CBasePlayer *player, |
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LagCompensationType lagCompensationType, |
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const Vector& weaponPos = vec3_origin, |
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const QAngle &weaponAngles = vec3_angle, |
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float weaponRange = 0.0f ) = 0; |
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virtual void FinishLagCompensation( CBasePlayer *player ) = 0; |
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// Mappers can flag certain additional entities to lag compensate, this handles them |
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virtual void AddAdditionalEntity( CBaseEntity *pEntity ) = 0; |
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virtual void RemoveAdditionalEntity( CBaseEntity *pEntity ) = 0; |
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}; |
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extern ILagCompensationManager *lagcompensation; |
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#endif // ILAGCOMPENSATIONMANAGER_H
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