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 "tf_player.h"
#include "igamemovement.h"
#include "tf_shareddefs.h"
#include "in_buttons.h"
#include "tf_movedata.h"
#include "tf_class_recon.h"
#include "tf_reconvars.h"
#include "IserverVehicle.h"
#include "tf_class_commando.h"
#include "ipredictionsystem.h"
ConVar jetpack_infinite("jetpack_infinite", "0");
extern float g_JetpackDepleteRate; // How fast the jetpack depletes.
extern float g_JetpackNegSnap; // When the jetpack is fully depleted, it snaps to this so the pilot sputters.
static CTFMoveData g_TFMoveData;
CMoveData *g_pMoveData = &g_TFMoveData;
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
//-----------------------------------------------------------------------------
// Sets up the move data for TF2
//-----------------------------------------------------------------------------
class CTFPlayerMove : public CPlayerMove
{
DECLARE_CLASS( CTFPlayerMove, CPlayerMove );
public:
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
private:
void SetupMoveCommando( CBaseTFPlayer *pTFPlayer, CUserCmd *pUcmd, IMoveHelper *pHelper, CTFMoveData *pTFMove );
void SetupMoveRecon( CBaseTFPlayer *pTFPlayer, CUserCmd *pUcmd, IMoveHelper *pHelper, CTFMoveData *pTFMove );
void FinishMoveCommando( CBaseTFPlayer *pTFPlayer, CTFMoveData *pTFMove, CUserCmd *ucmd );
void FinishMoveRecon( CBaseTFPlayer *pTFPlayer, CTFMoveData *pTFMove, CUserCmd *ucmd );
};
// PlayerMove Interface
static CTFPlayerMove g_PlayerMove;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
CPlayerMove *PlayerMove()
{
return &g_PlayerMove;
}
//-----------------------------------------------------------------------------
// Main setup, finish
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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 )
{
// Call the default SetupMove code.
BaseClass::SetupMove( player, ucmd, pHelper, move );
//
// Convert to TF2 data.
//
CBaseTFPlayer *pTFPlayer = static_cast<CBaseTFPlayer*>( player );
Assert( pTFPlayer );
CTFMoveData *pTFMove = static_cast<CTFMoveData*>( move );
Assert( pTFMove );
//
// Player movement data.
//
// Copy the position delta.
pTFMove->m_vecPosDelta = pTFPlayer->m_vecPosDelta;
// Copy the momentum data.
pTFMove->m_iMomentumHead = pTFPlayer->m_iMomentumHead;
for ( int iMomentum = 0; iMomentum < CTFMoveData::MOMENTUM_MAXSIZE; iMomentum++ )
{
pTFMove->m_aMomentum[iMomentum] = pTFPlayer->m_aMomentum[iMomentum];
}
pTFMove->m_nClassID = pTFPlayer->PlayerClass();
IVehicle *pVehicle = player->GetVehicle();
if (!pVehicle)
{
// Handle player class specific setup.
switch( pTFPlayer->PlayerClass() )
{
case TFCLASS_RECON:
{
SetupMoveRecon( pTFPlayer, ucmd, pHelper, pTFMove );
break;
}
case TFCLASS_COMMANDO:
{
SetupMoveCommando( pTFPlayer, ucmd, pHelper, pTFMove );
break;
}
default:
{
// pTFMove->m_nClassID = TFCLASS_UNDECIDED;
break;
}
}
}
else
{
pVehicle->SetupMove( player, ucmd, pHelper, move );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerMove::SetupMoveRecon( CBaseTFPlayer *pTFPlayer, CUserCmd *pUcmd, IMoveHelper *pHelper,
CTFMoveData *pTFMove )
{
CPlayerClassRecon *pRecon = static_cast<CPlayerClassRecon*>( pTFPlayer->GetPlayerClass() );
if ( pRecon )
{
PlayerClassReconData_t *pReconData = pRecon->GetClassData();
if ( pReconData )
{
pTFMove->ReconData().m_nJumpCount = pReconData->m_nJumpCount;
pTFMove->ReconData().m_flSuppressionJumpTime = pReconData->m_flSuppressionJumpTime;
pTFMove->ReconData().m_flSuppressionImpactTime = pReconData->m_flSuppressionImpactTime;
pTFMove->ReconData().m_flActiveJumpTime = pReconData->m_flActiveJumpTime;
pTFMove->ReconData().m_flStickTime = pReconData->m_flStickTime;
pTFMove->ReconData().m_flImpactDist = pReconData->m_flImpactDist;
pTFMove->ReconData().m_vecImpactNormal = pReconData->m_vecImpactNormal;
pTFMove->ReconData().m_vecUnstickVelocity = pReconData->m_vecUnstickVelocity;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerMove::SetupMoveCommando( CBaseTFPlayer *pTFPlayer, CUserCmd *pUcmd, IMoveHelper *pHelper,
CTFMoveData *pTFMove )
{
CPlayerClassCommando *pCommando = static_cast<CPlayerClassCommando*>( pTFPlayer->GetPlayerClass() );
if ( pCommando )
{
PlayerClassCommandoData_t *pCommandoData = pCommando->GetClassData();
if ( pCommandoData )
{
pTFMove->CommandoData().m_bCanBullRush = pCommandoData->m_bCanBullRush;
pTFMove->CommandoData().m_bBullRush = pCommandoData->m_bBullRush;
pTFMove->CommandoData().m_vecBullRushDir = pCommandoData->m_vecBullRushDir;
pTFMove->CommandoData().m_vecBullRushViewDir = pCommandoData->m_vecBullRushViewDir;
pTFMove->CommandoData().m_vecBullRushViewGoalDir = pCommandoData->m_vecBullRushViewGoalDir;
pTFMove->CommandoData().m_flBullRushTime = pCommandoData->m_flBullRushTime;
pTFMove->CommandoData().m_flDoubleTapForwardTime = pCommandoData->m_flDoubleTapForwardTime;
}
}
}
//-----------------------------------------------------------------------------
// 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 );
//
// Convert to TF2 data.
//
CBaseTFPlayer *pTFPlayer = static_cast<CBaseTFPlayer*>( player );
Assert( pTFPlayer );
CTFMoveData *pTFMove = static_cast<CTFMoveData*>( move );
Assert( pTFMove );
// The class had better not have changed during the move!!
Assert( pTFMove->m_nClassID == pTFPlayer->PlayerClass() );
IVehicle *pVehicle = player->GetVehicle();
if (!pVehicle)
{
// Handle player class specific setup.
switch( pTFPlayer->PlayerClass() )
{
case TFCLASS_RECON:
{
FinishMoveRecon( pTFPlayer, pTFMove, ucmd );
break;
}
case TFCLASS_COMMANDO:
{
FinishMoveCommando( pTFPlayer, pTFMove, ucmd );
break;
}
default:
{
break;
}
}
}
else
{
// Similarly, the vehicle had better not have changed during the move!
Assert( pTFPlayer->IsInAVehicle() );
pVehicle->FinishMove( pTFPlayer, ucmd, pTFMove );
}
//
// Player movement data.
//
// Copy the position delta.
pTFPlayer->m_vecPosDelta = pTFMove->m_vecPosDelta;
COMPILE_TIME_ASSERT( CBaseTFPlayer::MOMENTUM_MAXSIZE == CTFMoveData::MOMENTUM_MAXSIZE );
// Copy the momentum data back (the movement may have updated it!).
pTFPlayer->m_iMomentumHead = pTFMove->m_iMomentumHead;
for ( int iMomentum = 0; iMomentum < CTFMoveData::MOMENTUM_MAXSIZE; iMomentum++ )
{
pTFPlayer->m_aMomentum[iMomentum] = pTFMove->m_aMomentum[iMomentum];
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerMove::FinishMoveRecon( CBaseTFPlayer *pTFPlayer, CTFMoveData *pTFMove,
CUserCmd *ucmd )
{
CPlayerClassRecon *pRecon = static_cast<CPlayerClassRecon*>( pTFPlayer->GetPlayerClass() );
if ( pRecon )
{
PlayerClassReconData_t *pReconData = pRecon->GetClassData();
if ( pReconData )
{
pReconData->m_nJumpCount = pTFMove->ReconData().m_nJumpCount;
pReconData->m_flSuppressionJumpTime = pTFMove->ReconData().m_flSuppressionJumpTime;
pReconData->m_flSuppressionImpactTime = pTFMove->ReconData().m_flSuppressionImpactTime;
pReconData->m_flActiveJumpTime = pTFMove->ReconData().m_flActiveJumpTime;
pReconData->m_flStickTime = pTFMove->ReconData().m_flStickTime;
pReconData->m_flImpactDist = pTFMove->ReconData().m_flImpactDist;
pReconData->m_vecImpactNormal = pTFMove->ReconData().m_vecImpactNormal;
pReconData->m_vecUnstickVelocity = pTFMove->ReconData().m_vecUnstickVelocity;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPlayerMove::FinishMoveCommando( CBaseTFPlayer *pTFPlayer, CTFMoveData *pTFMove,
CUserCmd *ucmd )
{
CPlayerClassCommando *pCommando = static_cast<CPlayerClassCommando*>( pTFPlayer->GetPlayerClass() );
if ( pCommando )
{
PlayerClassCommandoData_t *pCommandoData = pCommando->GetClassData();
if ( pCommandoData )
{
pCommandoData->m_bCanBullRush = pTFMove->CommandoData().m_bCanBullRush;
pCommandoData->m_bBullRush = pTFMove->CommandoData().m_bBullRush;
pCommandoData->m_vecBullRushDir = pTFMove->CommandoData().m_vecBullRushDir;
pCommandoData->m_vecBullRushViewDir = pTFMove->CommandoData().m_vecBullRushViewDir;
pCommandoData->m_vecBullRushViewGoalDir = pTFMove->CommandoData().m_vecBullRushViewGoalDir;
pCommandoData->m_flBullRushTime = pTFMove->CommandoData().m_flBullRushTime;
pCommandoData->m_flDoubleTapForwardTime = pTFMove->CommandoData().m_flDoubleTapForwardTime;
}
}
}