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-rw-r--r--game/server/tf/tf_playermove.cpp127
1 files changed, 127 insertions, 0 deletions
diff --git a/game/server/tf/tf_playermove.cpp b/game/server/tf/tf_playermove.cpp
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+++ b/game/server/tf/tf_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 "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 );
+}