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-rw-r--r--game/server/cstrike/cs_playermove.cpp98
1 files changed, 98 insertions, 0 deletions
diff --git a/game/server/cstrike/cs_playermove.cpp b/game/server/cstrike/cs_playermove.cpp
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+++ b/game/server/cstrike/cs_playermove.cpp
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+//========= 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 );
+ }
+}