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Diffstat (limited to 'game/server/sdk/sdk_playermove.cpp')
| -rw-r--r-- | game/server/sdk/sdk_playermove.cpp | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/game/server/sdk/sdk_playermove.cpp b/game/server/sdk/sdk_playermove.cpp new file mode 100644 index 0000000..c28733b --- /dev/null +++ b/game/server/sdk/sdk_playermove.cpp @@ -0,0 +1,89 @@ +//========= 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 "sdk_player.h" +#include "iservervehicle.h" + + +static CMoveData g_MoveData; +CMoveData *g_pMoveData = &g_MoveData; + +IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL; + + +//----------------------------------------------------------------------------- +// Sets up the move data for TF2 +//----------------------------------------------------------------------------- +class CSDKPlayerMove : public CPlayerMove +{ +DECLARE_CLASS( CSDKPlayerMove, 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 CSDKPlayerMove g_PlayerMove; + +//----------------------------------------------------------------------------- +// Singleton accessor +//----------------------------------------------------------------------------- +CPlayerMove *PlayerMove() +{ + return &g_PlayerMove; +} + +//----------------------------------------------------------------------------- +// Main setup, finish +//----------------------------------------------------------------------------- + +void CSDKPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd ) +{ + 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 CSDKPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) +{ + 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 CSDKPlayerMove::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 ); + } +} |