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 "tf_player.h"
static CMoveData g_MoveData;
CMoveData *g_pMoveData = &g_MoveData;
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
//-----------------------------------------------------------------------------
// Sets up the move data for TF2
//-----------------------------------------------------------------------------
class CTFPlayerMove : public CPlayerMove
{
DECLARE_CLASS( CTFPlayerMove, 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 CTFPlayerMove g_PlayerMove;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
CPlayerMove *PlayerMove()
{
return &g_PlayerMove;
}
//-----------------------------------------------------------------------------
// Main setup, finish
//-----------------------------------------------------------------------------
void CTFPlayerMove::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 CTFPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
CTFPlayer *pTFPlayer = ToTFPlayer( player );
if ( pTFPlayer )
{
// Check to see if we are a crouched, heavy, firing his weapons and zero out movement.
if ( pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_HEAVYWEAPONS ) )
{
if ( pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) )
{
if ( pTFPlayer->GetFlags() & FL_DUCKING )
{
ucmd->forwardmove = 0.0f;
ucmd->sidemove = 0.0f;
}
// Don't allow jumping while firing (unless the design changes)
ucmd->buttons &= ~IN_JUMP;
}
}
// targe Exploit fix. Clients sending higher view angle changes then allowed
// Clamp their YAW Movement
if ( pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
{
// Get the view deltas and clamp them if they are too high, give a high tolerance (lag)
float flCap = pTFPlayer->m_Shared.CalculateChargeCap();
flCap *= 2.5f;
QAngle qAngle = pTFPlayer->m_qPreviousChargeEyeAngle;
float flDiff = abs( qAngle[YAW] ) - abs( ucmd->viewangles[YAW] );
if ( flDiff > flCap )
{
//float flReportedPitchDelta = qAngle[YAW] - ucmd->viewangles[YAW];
if ( ucmd->viewangles[YAW] > qAngle[YAW] )
{
ucmd->viewangles[YAW] = qAngle[YAW] + flCap;
pTFPlayer->SnapEyeAngles( ucmd->viewangles );
}
else // smaller values
{
ucmd->viewangles[YAW] = qAngle[YAW] - flCap;
pTFPlayer->SnapEyeAngles( ucmd->viewangles );
}
}
pTFPlayer->m_qPreviousChargeEyeAngle = ucmd->viewangles;
}
else
{
pTFPlayer->m_qPreviousChargeEyeAngle = pTFPlayer->EyeAngles();
}
}
BaseClass::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 CTFPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
// Call the default FinishMove code.
BaseClass::FinishMove( player, ucmd, move );
}