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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/shared/usercmd.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/usercmd.h')
| -rw-r--r-- | game/shared/usercmd.h | 180 |
1 files changed, 180 insertions, 0 deletions
diff --git a/game/shared/usercmd.h b/game/shared/usercmd.h new file mode 100644 index 0000000..0005bde --- /dev/null +++ b/game/shared/usercmd.h @@ -0,0 +1,180 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#if !defined( USERCMD_H ) +#define USERCMD_H +#ifdef _WIN32 +#pragma once +#endif + +#include "mathlib/vector.h" +#include "utlvector.h" +#include "imovehelper.h" +#include "checksum_crc.h" + + +class bf_read; +class bf_write; + +class CEntityGroundContact +{ +public: + int entindex; + float minheight; + float maxheight; +}; + +class CUserCmd +{ +public: + CUserCmd() + { + Reset(); + } + + virtual ~CUserCmd() { }; + + void Reset() + { + command_number = 0; + tick_count = 0; + viewangles.Init(); + forwardmove = 0.0f; + sidemove = 0.0f; + upmove = 0.0f; + buttons = 0; + impulse = 0; + weaponselect = 0; + weaponsubtype = 0; + random_seed = 0; +#ifdef GAME_DLL + server_random_seed = 0; +#endif + mousedx = 0; + mousedy = 0; + + hasbeenpredicted = false; +#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) + entitygroundcontact.RemoveAll(); +#endif + } + + CUserCmd& operator =( const CUserCmd& src ) + { + if ( this == &src ) + return *this; + + command_number = src.command_number; + tick_count = src.tick_count; + viewangles = src.viewangles; + forwardmove = src.forwardmove; + sidemove = src.sidemove; + upmove = src.upmove; + buttons = src.buttons; + impulse = src.impulse; + weaponselect = src.weaponselect; + weaponsubtype = src.weaponsubtype; + random_seed = src.random_seed; +#ifdef GAME_DLL + server_random_seed = src.server_random_seed; +#endif + mousedx = src.mousedx; + mousedy = src.mousedy; + + hasbeenpredicted = src.hasbeenpredicted; + +#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) + entitygroundcontact = src.entitygroundcontact; +#endif + + return *this; + } + + CUserCmd( const CUserCmd& src ) + { + *this = src; + } + + CRC32_t GetChecksum( void ) const + { + CRC32_t crc; + + CRC32_Init( &crc ); + CRC32_ProcessBuffer( &crc, &command_number, sizeof( command_number ) ); + CRC32_ProcessBuffer( &crc, &tick_count, sizeof( tick_count ) ); + CRC32_ProcessBuffer( &crc, &viewangles, sizeof( viewangles ) ); + CRC32_ProcessBuffer( &crc, &forwardmove, sizeof( forwardmove ) ); + CRC32_ProcessBuffer( &crc, &sidemove, sizeof( sidemove ) ); + CRC32_ProcessBuffer( &crc, &upmove, sizeof( upmove ) ); + CRC32_ProcessBuffer( &crc, &buttons, sizeof( buttons ) ); + CRC32_ProcessBuffer( &crc, &impulse, sizeof( impulse ) ); + CRC32_ProcessBuffer( &crc, &weaponselect, sizeof( weaponselect ) ); + CRC32_ProcessBuffer( &crc, &weaponsubtype, sizeof( weaponsubtype ) ); + CRC32_ProcessBuffer( &crc, &random_seed, sizeof( random_seed ) ); + CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) ); + CRC32_ProcessBuffer( &crc, &mousedy, sizeof( mousedy ) ); + CRC32_Final( &crc ); + + return crc; + } + + // Allow command, but negate gameplay-affecting values + void MakeInert( void ) + { + viewangles = vec3_angle; + forwardmove = 0.f; + sidemove = 0.f; + upmove = 0.f; + buttons = 0; + impulse = 0; + } + + // For matching server and client commands for debugging + int command_number; + + // the tick the client created this command + int tick_count; + + // Player instantaneous view angles. + QAngle viewangles; + // Intended velocities + // forward velocity. + float forwardmove; + // sideways velocity. + float sidemove; + // upward velocity. + float upmove; + // Attack button states + int buttons; + // Impulse command issued. + byte impulse; + // Current weapon id + int weaponselect; + int weaponsubtype; + + int random_seed; // For shared random functions +#ifdef GAME_DLL + int server_random_seed; // Only the server populates this seed +#endif + + short mousedx; // mouse accum in x from create move + short mousedy; // mouse accum in y from create move + + // Client only, tracks whether we've predicted this command at least once + bool hasbeenpredicted; + + // Back channel to communicate IK state +#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) + CUtlVector< CEntityGroundContact > entitygroundcontact; +#endif + +}; + +void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from ); +void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from ); + +#endif // USERCMD_H |