Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PLAYER_COMMAND_H
#define PLAYER_COMMAND_H
#pragma once
#include "edict.h"
#include "usercmd.h"
class IMoveHelper;
class CMoveData;
class CBasePlayer;
//-----------------------------------------------------------------------------
// Purpose: Server side player movement
//-----------------------------------------------------------------------------
class CPlayerMove
{
public:
DECLARE_CLASS_NOBASE( CPlayerMove );
// Construction/destruction
CPlayerMove( void );
virtual ~CPlayerMove( void ) {}
// Public interfaces:
// Run a movement command from the player
void RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper );
protected:
// Prepare for running movement
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
// Finish movement
virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
// Called before and after any movement processing
virtual void StartCommand( CBasePlayer *player, CUserCmd *cmd );
void FinishCommand( CBasePlayer *player );
// Helper to determine if the user is standing on ground
void CheckMovingGround( CBasePlayer *player, double frametime );
// Helpers to call pre and post think for player, and to call think if a think function is set
void RunPreThink( CBasePlayer *player );
void RunThink (CBasePlayer *ent, double frametime );
void RunPostThink( CBasePlayer *player );
};
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
CPlayerMove *PlayerMove();
#endif // PLAYER_COMMAND_H