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-rw-r--r--game/server/tf2/tf_playermove.cpp291
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diff --git a/game/server/tf2/tf_playermove.cpp b/game/server/tf2/tf_playermove.cpp
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+++ b/game/server/tf2/tf_playermove.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "player_command.h"
+#include "tf_player.h"
+#include "igamemovement.h"
+#include "tf_shareddefs.h"
+#include "in_buttons.h"
+#include "tf_movedata.h"
+#include "tf_class_recon.h"
+#include "tf_reconvars.h"
+#include "IserverVehicle.h"
+#include "tf_class_commando.h"
+#include "ipredictionsystem.h"
+
+ConVar jetpack_infinite("jetpack_infinite", "0");
+extern float g_JetpackDepleteRate; // How fast the jetpack depletes.
+extern float g_JetpackNegSnap; // When the jetpack is fully depleted, it snaps to this so the pilot sputters.
+
+static CTFMoveData g_TFMoveData;
+CMoveData *g_pMoveData = &g_TFMoveData;
+
+IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
+
+
+//-----------------------------------------------------------------------------
+// Sets up the move data for TF2
+//-----------------------------------------------------------------------------
+class CTFPlayerMove : public CPlayerMove
+{
+DECLARE_CLASS( CTFPlayerMove, CPlayerMove );
+
+public:
+ virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
+ virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
+
+private:
+
+ void SetupMoveCommando( CBaseTFPlayer *pTFPlayer, CUserCmd *pUcmd, IMoveHelper *pHelper, CTFMoveData *pTFMove );
+ void SetupMoveRecon( CBaseTFPlayer *pTFPlayer, CUserCmd *pUcmd, IMoveHelper *pHelper, CTFMoveData *pTFMove );
+
+ void FinishMoveCommando( CBaseTFPlayer *pTFPlayer, CTFMoveData *pTFMove, CUserCmd *ucmd );
+ void FinishMoveRecon( CBaseTFPlayer *pTFPlayer, CTFMoveData *pTFMove, CUserCmd *ucmd );
+};
+
+// PlayerMove Interface
+static CTFPlayerMove g_PlayerMove;
+
+//-----------------------------------------------------------------------------
+// Singleton accessor
+//-----------------------------------------------------------------------------
+CPlayerMove *PlayerMove()
+{
+ return &g_PlayerMove;
+}
+
+//-----------------------------------------------------------------------------
+// Main setup, finish
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// 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 )
+{
+ // Call the default SetupMove code.
+ BaseClass::SetupMove( player, ucmd, pHelper, move );
+
+ //
+ // Convert to TF2 data.
+ //
+ CBaseTFPlayer *pTFPlayer = static_cast<CBaseTFPlayer*>( player );
+ Assert( pTFPlayer );
+
+ CTFMoveData *pTFMove = static_cast<CTFMoveData*>( move );
+ Assert( pTFMove );
+
+ //
+ // Player movement data.
+ //
+
+ // Copy the position delta.
+ pTFMove->m_vecPosDelta = pTFPlayer->m_vecPosDelta;
+
+ // Copy the momentum data.
+ pTFMove->m_iMomentumHead = pTFPlayer->m_iMomentumHead;
+ for ( int iMomentum = 0; iMomentum < CTFMoveData::MOMENTUM_MAXSIZE; iMomentum++ )
+ {
+ pTFMove->m_aMomentum[iMomentum] = pTFPlayer->m_aMomentum[iMomentum];
+ }
+
+ pTFMove->m_nClassID = pTFPlayer->PlayerClass();
+
+ IVehicle *pVehicle = player->GetVehicle();
+ if (!pVehicle)
+ {
+ // Handle player class specific setup.
+ switch( pTFPlayer->PlayerClass() )
+ {
+ case TFCLASS_RECON:
+ {
+ SetupMoveRecon( pTFPlayer, ucmd, pHelper, pTFMove );
+ break;
+ }
+ case TFCLASS_COMMANDO:
+ {
+ SetupMoveCommando( pTFPlayer, ucmd, pHelper, pTFMove );
+ break;
+ }
+ default:
+ {
+ // pTFMove->m_nClassID = TFCLASS_UNDECIDED;
+ break;
+ }
+ }
+ }
+ else
+ {
+ pVehicle->SetupMove( player, ucmd, pHelper, move );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFPlayerMove::SetupMoveRecon( CBaseTFPlayer *pTFPlayer, CUserCmd *pUcmd, IMoveHelper *pHelper,
+ CTFMoveData *pTFMove )
+{
+ CPlayerClassRecon *pRecon = static_cast<CPlayerClassRecon*>( pTFPlayer->GetPlayerClass() );
+ if ( pRecon )
+ {
+ PlayerClassReconData_t *pReconData = pRecon->GetClassData();
+ if ( pReconData )
+ {
+ pTFMove->ReconData().m_nJumpCount = pReconData->m_nJumpCount;
+ pTFMove->ReconData().m_flSuppressionJumpTime = pReconData->m_flSuppressionJumpTime;
+ pTFMove->ReconData().m_flSuppressionImpactTime = pReconData->m_flSuppressionImpactTime;
+ pTFMove->ReconData().m_flActiveJumpTime = pReconData->m_flActiveJumpTime;
+ pTFMove->ReconData().m_flStickTime = pReconData->m_flStickTime;
+ pTFMove->ReconData().m_flImpactDist = pReconData->m_flImpactDist;
+ pTFMove->ReconData().m_vecImpactNormal = pReconData->m_vecImpactNormal;
+ pTFMove->ReconData().m_vecUnstickVelocity = pReconData->m_vecUnstickVelocity;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFPlayerMove::SetupMoveCommando( CBaseTFPlayer *pTFPlayer, CUserCmd *pUcmd, IMoveHelper *pHelper,
+ CTFMoveData *pTFMove )
+{
+ CPlayerClassCommando *pCommando = static_cast<CPlayerClassCommando*>( pTFPlayer->GetPlayerClass() );
+ if ( pCommando )
+ {
+ PlayerClassCommandoData_t *pCommandoData = pCommando->GetClassData();
+ if ( pCommandoData )
+ {
+ pTFMove->CommandoData().m_bCanBullRush = pCommandoData->m_bCanBullRush;
+ pTFMove->CommandoData().m_bBullRush = pCommandoData->m_bBullRush;
+ pTFMove->CommandoData().m_vecBullRushDir = pCommandoData->m_vecBullRushDir;
+ pTFMove->CommandoData().m_vecBullRushViewDir = pCommandoData->m_vecBullRushViewDir;
+ pTFMove->CommandoData().m_vecBullRushViewGoalDir = pCommandoData->m_vecBullRushViewGoalDir;
+ pTFMove->CommandoData().m_flBullRushTime = pCommandoData->m_flBullRushTime;
+ pTFMove->CommandoData().m_flDoubleTapForwardTime = pCommandoData->m_flDoubleTapForwardTime;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// 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 );
+
+ //
+ // Convert to TF2 data.
+ //
+ CBaseTFPlayer *pTFPlayer = static_cast<CBaseTFPlayer*>( player );
+ Assert( pTFPlayer );
+
+ CTFMoveData *pTFMove = static_cast<CTFMoveData*>( move );
+ Assert( pTFMove );
+
+ // The class had better not have changed during the move!!
+ Assert( pTFMove->m_nClassID == pTFPlayer->PlayerClass() );
+
+ IVehicle *pVehicle = player->GetVehicle();
+ if (!pVehicle)
+ {
+ // Handle player class specific setup.
+ switch( pTFPlayer->PlayerClass() )
+ {
+ case TFCLASS_RECON:
+ {
+ FinishMoveRecon( pTFPlayer, pTFMove, ucmd );
+ break;
+ }
+ case TFCLASS_COMMANDO:
+ {
+ FinishMoveCommando( pTFPlayer, pTFMove, ucmd );
+ break;
+ }
+ default:
+ {
+ break;
+ }
+ }
+ }
+ else
+ {
+ // Similarly, the vehicle had better not have changed during the move!
+ Assert( pTFPlayer->IsInAVehicle() );
+ pVehicle->FinishMove( pTFPlayer, ucmd, pTFMove );
+ }
+
+ //
+ // Player movement data.
+ //
+
+ // Copy the position delta.
+ pTFPlayer->m_vecPosDelta = pTFMove->m_vecPosDelta;
+
+ COMPILE_TIME_ASSERT( CBaseTFPlayer::MOMENTUM_MAXSIZE == CTFMoveData::MOMENTUM_MAXSIZE );
+
+ // Copy the momentum data back (the movement may have updated it!).
+ pTFPlayer->m_iMomentumHead = pTFMove->m_iMomentumHead;
+ for ( int iMomentum = 0; iMomentum < CTFMoveData::MOMENTUM_MAXSIZE; iMomentum++ )
+ {
+ pTFPlayer->m_aMomentum[iMomentum] = pTFMove->m_aMomentum[iMomentum];
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFPlayerMove::FinishMoveRecon( CBaseTFPlayer *pTFPlayer, CTFMoveData *pTFMove,
+ CUserCmd *ucmd )
+{
+ CPlayerClassRecon *pRecon = static_cast<CPlayerClassRecon*>( pTFPlayer->GetPlayerClass() );
+ if ( pRecon )
+ {
+ PlayerClassReconData_t *pReconData = pRecon->GetClassData();
+ if ( pReconData )
+ {
+ pReconData->m_nJumpCount = pTFMove->ReconData().m_nJumpCount;
+ pReconData->m_flSuppressionJumpTime = pTFMove->ReconData().m_flSuppressionJumpTime;
+ pReconData->m_flSuppressionImpactTime = pTFMove->ReconData().m_flSuppressionImpactTime;
+ pReconData->m_flActiveJumpTime = pTFMove->ReconData().m_flActiveJumpTime;
+ pReconData->m_flStickTime = pTFMove->ReconData().m_flStickTime;
+ pReconData->m_flImpactDist = pTFMove->ReconData().m_flImpactDist;
+ pReconData->m_vecImpactNormal = pTFMove->ReconData().m_vecImpactNormal;
+ pReconData->m_vecUnstickVelocity = pTFMove->ReconData().m_vecUnstickVelocity;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFPlayerMove::FinishMoveCommando( CBaseTFPlayer *pTFPlayer, CTFMoveData *pTFMove,
+ CUserCmd *ucmd )
+{
+ CPlayerClassCommando *pCommando = static_cast<CPlayerClassCommando*>( pTFPlayer->GetPlayerClass() );
+ if ( pCommando )
+ {
+ PlayerClassCommandoData_t *pCommandoData = pCommando->GetClassData();
+ if ( pCommandoData )
+ {
+ pCommandoData->m_bCanBullRush = pTFMove->CommandoData().m_bCanBullRush;
+ pCommandoData->m_bBullRush = pTFMove->CommandoData().m_bBullRush;
+ pCommandoData->m_vecBullRushDir = pTFMove->CommandoData().m_vecBullRushDir;
+ pCommandoData->m_vecBullRushViewDir = pTFMove->CommandoData().m_vecBullRushViewDir;
+ pCommandoData->m_vecBullRushViewGoalDir = pTFMove->CommandoData().m_vecBullRushViewGoalDir;
+ pCommandoData->m_flBullRushTime = pTFMove->CommandoData().m_flBullRushTime;
+ pCommandoData->m_flDoubleTapForwardTime = pTFMove->CommandoData().m_flDoubleTapForwardTime;
+ }
+ }
+}