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: Auto Repair
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_gamemovement_sapper.h"
#include "tf_movedata.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGameMovementSapper::CTFGameMovementSapper()
{
m_pSapperData = NULL;
m_vStandMins = SAPPERCLASS_HULL_STAND_MIN;
m_vStandMaxs = SAPPERCLASS_HULL_STAND_MAX;
m_vStandViewOffset = SAPPERCLASS_VIEWOFFSET_STAND;
m_vDuckMins = SAPPERCLASS_HULL_DUCK_MIN;
m_vDuckMaxs = SAPPERCLASS_HULL_DUCK_MAX;
m_vDuckViewOffset = SAPPERCLASS_VIEWOFFSET_DUCK;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGameMovementSapper::ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData )
{
// Get the class specific data from the TFMoveData structure
Assert( PlayerClassSapperData_t::PLAYERCLASS_ID == pTFMoveData->m_nClassID );
m_pSapperData = &pTFMoveData->SapperData();
// to test pass it through!!
BaseClass::ProcessMovement( (CBasePlayer *)pPlayer, static_cast<CMoveData*>( pTFMoveData ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const Vector &CTFGameMovementSapper::GetPlayerMins( bool bDucked ) const
{
return bDucked ? m_vDuckMins : m_vStandMins;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const Vector &CTFGameMovementSapper::GetPlayerMaxs( bool bDucked ) const
{
return bDucked ? m_vDuckMaxs : m_vStandMaxs;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const Vector &CTFGameMovementSapper::GetPlayerViewOffset( bool bDucked ) const
{
return bDucked ? m_vDuckViewOffset : m_vStandViewOffset;
}