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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "prediction.h"
#include "c_baseplayer.h"
#include "igamemovement.h"
#include "c_tf_player.h"
static CMoveData g_MoveData;
CMoveData *g_pMoveData = &g_MoveData;
class CTFPrediction : public CPrediction
{
DECLARE_CLASS( CTFPrediction, CPrediction );
public:
virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper,
CMoveData *move )
{
C_TFPlayer *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->GetFlags() & FL_DUCKING ) && ( pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) ) )
{
ucmd->forwardmove = 0.0f;
ucmd->sidemove = 0.0f;
}
}
}
// Call the default SetupMove code.
BaseClass::SetupMove( player, ucmd, pHelper, move );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPrediction::FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
// Call the default FinishMove code.
BaseClass::FinishMove( player, ucmd, move );
}
// Expose interface to engine
// Expose interface to engine
static CTFPrediction g_Prediction;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CTFPrediction, IPrediction, VCLIENT_PREDICTION_INTERFACE_VERSION, g_Prediction );
CPrediction *prediction = &g_Prediction;
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