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Diffstat (limited to 'game/server/tf/tf_playermove.cpp')
| -rw-r--r-- | game/server/tf/tf_playermove.cpp | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/game/server/tf/tf_playermove.cpp b/game/server/tf/tf_playermove.cpp new file mode 100644 index 0000000..a9954d4 --- /dev/null +++ b/game/server/tf/tf_playermove.cpp @@ -0,0 +1,127 @@ +//========= 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 "tf_player.h" + + +static CMoveData g_MoveData; +CMoveData *g_pMoveData = &g_MoveData; + +IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL; + + +//----------------------------------------------------------------------------- +// Sets up the move data for TF2 +//----------------------------------------------------------------------------- +class CTFPlayerMove : public CPlayerMove +{ +DECLARE_CLASS( CTFPlayerMove, 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 CTFPlayerMove g_PlayerMove; + +//----------------------------------------------------------------------------- +// Singleton accessor +//----------------------------------------------------------------------------- +CPlayerMove *PlayerMove() +{ + return &g_PlayerMove; +} + +//----------------------------------------------------------------------------- +// Main setup, finish +//----------------------------------------------------------------------------- + +void CTFPlayerMove::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 CTFPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) +{ + CTFPlayer *pTFPlayer = ToTFPlayer( player ); + if ( pTFPlayer ) + { + // Check to see if we are a crouched, heavy, firing his weapons and zero out movement. + if ( pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_HEAVYWEAPONS ) ) + { + if ( pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) ) + { + if ( pTFPlayer->GetFlags() & FL_DUCKING ) + { + ucmd->forwardmove = 0.0f; + ucmd->sidemove = 0.0f; + } + + // Don't allow jumping while firing (unless the design changes) + ucmd->buttons &= ~IN_JUMP; + } + } + + // targe Exploit fix. Clients sending higher view angle changes then allowed + // Clamp their YAW Movement + if ( pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) ) + { + // Get the view deltas and clamp them if they are too high, give a high tolerance (lag) + float flCap = pTFPlayer->m_Shared.CalculateChargeCap(); + flCap *= 2.5f; + QAngle qAngle = pTFPlayer->m_qPreviousChargeEyeAngle; + float flDiff = abs( qAngle[YAW] ) - abs( ucmd->viewangles[YAW] ); + if ( flDiff > flCap ) + { + //float flReportedPitchDelta = qAngle[YAW] - ucmd->viewangles[YAW]; + if ( ucmd->viewangles[YAW] > qAngle[YAW] ) + { + ucmd->viewangles[YAW] = qAngle[YAW] + flCap; + pTFPlayer->SnapEyeAngles( ucmd->viewangles ); + } + else // smaller values + { + ucmd->viewangles[YAW] = qAngle[YAW] - flCap; + pTFPlayer->SnapEyeAngles( ucmd->viewangles ); + } + } + + pTFPlayer->m_qPreviousChargeEyeAngle = ucmd->viewangles; + } + else + { + pTFPlayer->m_qPreviousChargeEyeAngle = pTFPlayer->EyeAngles(); + } + } + + BaseClass::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 CTFPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) +{ + // Call the default FinishMove code. + BaseClass::FinishMove( player, ucmd, move ); +} |