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127 lines
4.2 KiB
127 lines
4.2 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 "tf_player.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 CTFPlayerMove : public CPlayerMove |
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{ |
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DECLARE_CLASS( CTFPlayerMove, 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 CTFPlayerMove 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 CTFPlayerMove::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 CTFPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) |
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{ |
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CTFPlayer *pTFPlayer = ToTFPlayer( player ); |
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if ( pTFPlayer ) |
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{ |
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// Check to see if we are a crouched, heavy, firing his weapons and zero out movement. |
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if ( pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_HEAVYWEAPONS ) ) |
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{ |
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if ( pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) ) |
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{ |
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if ( pTFPlayer->GetFlags() & FL_DUCKING ) |
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{ |
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ucmd->forwardmove = 0.0f; |
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ucmd->sidemove = 0.0f; |
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} |
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// Don't allow jumping while firing (unless the design changes) |
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ucmd->buttons &= ~IN_JUMP; |
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} |
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} |
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// targe Exploit fix. Clients sending higher view angle changes then allowed |
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// Clamp their YAW Movement |
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if ( pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) ) |
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{ |
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// Get the view deltas and clamp them if they are too high, give a high tolerance (lag) |
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float flCap = pTFPlayer->m_Shared.CalculateChargeCap(); |
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flCap *= 2.5f; |
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QAngle qAngle = pTFPlayer->m_qPreviousChargeEyeAngle; |
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float flDiff = abs( qAngle[YAW] ) - abs( ucmd->viewangles[YAW] ); |
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if ( flDiff > flCap ) |
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{ |
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//float flReportedPitchDelta = qAngle[YAW] - ucmd->viewangles[YAW]; |
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if ( ucmd->viewangles[YAW] > qAngle[YAW] ) |
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{ |
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ucmd->viewangles[YAW] = qAngle[YAW] + flCap; |
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pTFPlayer->SnapEyeAngles( ucmd->viewangles ); |
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} |
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else // smaller values |
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{ |
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ucmd->viewangles[YAW] = qAngle[YAW] - flCap; |
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pTFPlayer->SnapEyeAngles( ucmd->viewangles ); |
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} |
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} |
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pTFPlayer->m_qPreviousChargeEyeAngle = ucmd->viewangles; |
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} |
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else |
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{ |
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pTFPlayer->m_qPreviousChargeEyeAngle = pTFPlayer->EyeAngles(); |
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} |
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} |
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BaseClass::SetupMove( player, ucmd, pHelper, move ); |
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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 CTFPlayerMove::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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}
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