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89 lines
3.0 KiB
89 lines
3.0 KiB
//========= Copyright 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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#include "cbase.h" |
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#include "player_command.h" |
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#include "igamemovement.h" |
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#include "in_buttons.h" |
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#include "ipredictionsystem.h" |
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#include "sdk_player.h" |
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#include "iservervehicle.h" |
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static CMoveData g_MoveData; |
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CMoveData *g_pMoveData = &g_MoveData; |
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IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL; |
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//----------------------------------------------------------------------------- |
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// Sets up the move data for TF2 |
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//----------------------------------------------------------------------------- |
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class CSDKPlayerMove : public CPlayerMove |
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{ |
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DECLARE_CLASS( CSDKPlayerMove, CPlayerMove ); |
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public: |
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virtual void StartCommand( CBasePlayer *player, CUserCmd *cmd ); |
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); |
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ); |
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}; |
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// PlayerMove Interface |
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static CSDKPlayerMove g_PlayerMove; |
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//----------------------------------------------------------------------------- |
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// Singleton accessor |
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//----------------------------------------------------------------------------- |
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CPlayerMove *PlayerMove() |
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{ |
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return &g_PlayerMove; |
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} |
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//----------------------------------------------------------------------------- |
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// Main setup, finish |
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//----------------------------------------------------------------------------- |
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void CSDKPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd ) |
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{ |
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BaseClass::StartCommand( player, cmd ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: This is called pre player movement and copies all the data necessary |
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// from the player for movement. (Server-side, the client-side version |
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// of this code can be found in prediction.cpp.) |
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//----------------------------------------------------------------------------- |
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void CSDKPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) |
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{ |
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BaseClass::SetupMove( player, ucmd, pHelper, move ); |
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IServerVehicle *pVehicle = player->GetVehicle(); |
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if (pVehicle && gpGlobals->frametime != 0) |
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{ |
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pVehicle->SetupMove( player, ucmd, pHelper, move ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: This is called post player movement to copy back all data that |
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// movement could have modified and that is necessary for future |
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// movement. (Server-side, the client-side version of this code can |
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// be found in prediction.cpp.) |
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//----------------------------------------------------------------------------- |
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void CSDKPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) |
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{ |
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// Call the default FinishMove code. |
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BaseClass::FinishMove( player, ucmd, move ); |
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IServerVehicle *pVehicle = player->GetVehicle(); |
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if (pVehicle && gpGlobals->frametime != 0) |
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{ |
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pVehicle->FinishMove( player, ucmd, move ); |
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} |
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}
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