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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/cstrike/cs_playermove.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/cstrike/cs_playermove.cpp')
| -rw-r--r-- | game/server/cstrike/cs_playermove.cpp | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/game/server/cstrike/cs_playermove.cpp b/game/server/cstrike/cs_playermove.cpp new file mode 100644 index 0000000..a8f4eee --- /dev/null +++ b/game/server/cstrike/cs_playermove.cpp @@ -0,0 +1,98 @@ +//========= 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 "iservervehicle.h" +#include "cs_player.h" + + +static CMoveData g_MoveData; +CMoveData *g_pMoveData = &g_MoveData; + +IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL; + + +//----------------------------------------------------------------------------- +// Sets up the move data for TF2 +//----------------------------------------------------------------------------- +class CCSPlayerMove : public CPlayerMove +{ +DECLARE_CLASS( CCSPlayerMove, 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 CCSPlayerMove g_PlayerMove; + +//----------------------------------------------------------------------------- +// Singleton accessor +//----------------------------------------------------------------------------- +CPlayerMove *PlayerMove() +{ + return &g_PlayerMove; +} + +//----------------------------------------------------------------------------- +// Main setup, finish +//----------------------------------------------------------------------------- + +void CCSPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd ) +{ + CCSPlayer *pPlayer = ToCSPlayer( player ); + + // Reset this.. it gets reset each frame that we're in a bomb zone. + pPlayer->m_bInBombZone = false; + pPlayer->m_bInBuyZone = false; + pPlayer->m_bInHostageRescueZone = false; + + 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 CCSPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) +{ + player->AvoidPhysicsProps( ucmd ); + + BaseClass::SetupMove( player, ucmd, pHelper, move ); + + IServerVehicle *pVehicle = player->GetVehicle(); + if (pVehicle && gpGlobals->frametime != 0) + { + pVehicle->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 CCSPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) +{ + // Call the default FinishMove code. + BaseClass::FinishMove( player, ucmd, move ); + + IServerVehicle *pVehicle = player->GetVehicle(); + if (pVehicle && gpGlobals->frametime != 0) + { + pVehicle->FinishMove( player, ucmd, move ); + } +} |