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: $
//=============================================================================//
#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 );
}
}