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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/recvproxy.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/recvproxy.cpp')
| -rw-r--r-- | mp/src/game/client/recvproxy.cpp | 430 |
1 files changed, 215 insertions, 215 deletions
diff --git a/mp/src/game/client/recvproxy.cpp b/mp/src/game/client/recvproxy.cpp index 2e572936..24779daf 100644 --- a/mp/src/game/client/recvproxy.cpp +++ b/mp/src/game/client/recvproxy.cpp @@ -1,215 +1,215 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: implements various common send proxies
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "recvproxy.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-#include "cdll_client_int.h"
-#include "proto_version.h"
-
-void RecvProxy_IntToColor32( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- color32 *pOutColor = (color32*)pOut;
- unsigned int inColor = *((unsigned int*)&pData->m_Value.m_Int);
-
- pOutColor->r = (unsigned char)(inColor >> 24);
- pOutColor->g = (unsigned char)((inColor >> 16) & 0xFF);
- pOutColor->b = (unsigned char)((inColor >> 8) & 0xFF);
- pOutColor->a = (unsigned char)(inColor & 0xFF);
-}
-
-void RecvProxy_IntSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- int *pInt = (int *)pOut;
-
- *pInt = pData->m_Value.m_Int - 1;
-}
-
-void RecvProxy_ShortSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- short *pInt = (short *)pOut;
-
- *pInt = pData->m_Value.m_Int - 1;
-}
-
-RecvProp RecvPropIntWithMinusOneFlag( const char *pVarName, int offset, int sizeofVar, RecvVarProxyFn proxyFn )
-{
- return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn );
-}
-
-void RecvProxy_IntToModelIndex16_BackCompatible( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- int modelIndex = pData->m_Value.m_Int;
- if ( modelIndex < -1 && engine->GetProtocolVersion() <= PROTOCOL_VERSION_20 )
- {
- Assert( modelIndex > -20000 );
- modelIndex = -2 - ( ( -2 - modelIndex ) << 1 );
- }
- *(int16*)pOut = modelIndex;
-}
-
-void RecvProxy_IntToModelIndex32_BackCompatible( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- int modelIndex = pData->m_Value.m_Int;
- if ( modelIndex < -1 && engine->GetProtocolVersion() <= PROTOCOL_VERSION_20 )
- {
- Assert( modelIndex > -20000 );
- modelIndex = -2 - ( ( -2 - modelIndex ) << 1 );
- }
- *(int32*)pOut = modelIndex;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason:
-// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then
-// if the weapon is created and given to the player in the same frame, then the weapon won't have been
-// created at the time we parse this EHandle index, since the player is ahead of every other entity in the
-// packet (except for the world).
-// So instead, we remember which ehandles need to be set and we set them after all network data has
-// been received. Sigh.
-// Input : *pData -
-// *pStruct -
-// *pOut -
-//-----------------------------------------------------------------------------
-
-void RecvProxy_IntToEHandle( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- CBaseHandle *pEHandle = (CBaseHandle*)pOut;
-
- if ( pData->m_Value.m_Int == INVALID_NETWORKED_EHANDLE_VALUE )
- {
- *pEHandle = INVALID_EHANDLE_INDEX;
- }
- else
- {
- int iEntity = pData->m_Value.m_Int & ((1 << MAX_EDICT_BITS) - 1);
- int iSerialNum = pData->m_Value.m_Int >> MAX_EDICT_BITS;
-
- pEHandle->Init( iEntity, iSerialNum );
- }
-}
-
-RecvProp RecvPropEHandle(
- const char *pVarName,
- int offset,
- int sizeofVar,
- RecvVarProxyFn proxyFn )
-{
- return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn );
-}
-
-
-RecvProp RecvPropBool(
- const char *pVarName,
- int offset,
- int sizeofVar )
-{
- Assert( sizeofVar == sizeof( bool ) );
- return RecvPropInt( pVarName, offset, sizeofVar );
-}
-
-
-//-----------------------------------------------------------------------------
-// Moveparent receive proxies
-//-----------------------------------------------------------------------------
-void RecvProxy_IntToMoveParent( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- CHandle<C_BaseEntity> *pHandle = (CHandle<C_BaseEntity>*)pOut;
- RecvProxy_IntToEHandle( pData, pStruct, (CBaseHandle*)pHandle );
-}
-
-
-void RecvProxy_InterpolationAmountChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- // m_bSimulatedEveryTick & m_bAnimatedEveryTick are boolean
- if ( *((bool*)pOut) != (pData->m_Value.m_Int != 0) )
- {
- // Have the regular proxy store the data.
- RecvProxy_Int32ToInt8( pData, pStruct, pOut );
-
- C_BaseEntity *pEntity = (C_BaseEntity *) pStruct;
- pEntity->Interp_UpdateInterpolationAmounts( pEntity->GetVarMapping() );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Decodes a time value
-// Input : *pStruct - ( C_BaseEntity * ) used to flag animtime is changine
-// *pVarData -
-// *pIn -
-// objectID -
-//-----------------------------------------------------------------------------
-static void RecvProxy_Time( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- float t;
- float clock_base;
- float offset;
-
- // Get msec offset
- offset = ( float )pData->m_Value.m_Int / 1000.0f;
-
- // Get base
- clock_base = floor( engine->GetLastTimeStamp() );
-
- // Add together and clamp to msec precision
- t = ClampToMsec( clock_base + offset );
-
- // Store decoded value
- *( float * )pOut = t;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pVarName -
-// sizeofVar -
-// Output : RecvProp
-//-----------------------------------------------------------------------------
-RecvProp RecvPropTime(
- const char *pVarName,
- int offset,
- int sizeofVar/*=SIZEOF_IGNORE*/ )
-{
-// return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_Time );
- return RecvPropFloat( pVarName, offset, sizeofVar );
-};
-
-//-----------------------------------------------------------------------------
-// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason:
-// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then
-// if the weapon is created and given to the player in the same frame, then the weapon won't have been
-// created at the time we parse this EHandle index, since the player is ahead of every other entity in the
-// packet (except for the world).
-// So instead, we remember which ehandles need to be set and we set them after all network data has
-// been received. Sigh.
-// Input : *pData -
-// *pStruct -
-// *pOut -
-//-----------------------------------------------------------------------------
-#if !defined( NO_ENTITY_PREDICTION )
-static void RecvProxy_IntToPredictableId( const CRecvProxyData *pData, void *pStruct, void *pOut )
-{
- CPredictableId *pId = (CPredictableId*)pOut;
- Assert( pId );
- pId->SetRaw( pData->m_Value.m_Int );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pVarName -
-// sizeofVar -
-// Output : RecvProp
-//-----------------------------------------------------------------------------
-RecvProp RecvPropPredictableId(
- const char *pVarName,
- int offset,
- int sizeofVar/*=SIZEOF_IGNORE*/ )
-{
- return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_IntToPredictableId );
-}
-#endif
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: implements various common send proxies +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "recvproxy.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" +#include "cdll_client_int.h" +#include "proto_version.h" + +void RecvProxy_IntToColor32( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + color32 *pOutColor = (color32*)pOut; + unsigned int inColor = *((unsigned int*)&pData->m_Value.m_Int); + + pOutColor->r = (unsigned char)(inColor >> 24); + pOutColor->g = (unsigned char)((inColor >> 16) & 0xFF); + pOutColor->b = (unsigned char)((inColor >> 8) & 0xFF); + pOutColor->a = (unsigned char)(inColor & 0xFF); +} + +void RecvProxy_IntSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + int *pInt = (int *)pOut; + + *pInt = pData->m_Value.m_Int - 1; +} + +void RecvProxy_ShortSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + short *pInt = (short *)pOut; + + *pInt = pData->m_Value.m_Int - 1; +} + +RecvProp RecvPropIntWithMinusOneFlag( const char *pVarName, int offset, int sizeofVar, RecvVarProxyFn proxyFn ) +{ + return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn ); +} + +void RecvProxy_IntToModelIndex16_BackCompatible( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + int modelIndex = pData->m_Value.m_Int; + if ( modelIndex < -1 && engine->GetProtocolVersion() <= PROTOCOL_VERSION_20 ) + { + Assert( modelIndex > -20000 ); + modelIndex = -2 - ( ( -2 - modelIndex ) << 1 ); + } + *(int16*)pOut = modelIndex; +} + +void RecvProxy_IntToModelIndex32_BackCompatible( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + int modelIndex = pData->m_Value.m_Int; + if ( modelIndex < -1 && engine->GetProtocolVersion() <= PROTOCOL_VERSION_20 ) + { + Assert( modelIndex > -20000 ); + modelIndex = -2 - ( ( -2 - modelIndex ) << 1 ); + } + *(int32*)pOut = modelIndex; +} + +//----------------------------------------------------------------------------- +// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason: +// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then +// if the weapon is created and given to the player in the same frame, then the weapon won't have been +// created at the time we parse this EHandle index, since the player is ahead of every other entity in the +// packet (except for the world). +// So instead, we remember which ehandles need to be set and we set them after all network data has +// been received. Sigh. +// Input : *pData - +// *pStruct - +// *pOut - +//----------------------------------------------------------------------------- + +void RecvProxy_IntToEHandle( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + CBaseHandle *pEHandle = (CBaseHandle*)pOut; + + if ( pData->m_Value.m_Int == INVALID_NETWORKED_EHANDLE_VALUE ) + { + *pEHandle = INVALID_EHANDLE_INDEX; + } + else + { + int iEntity = pData->m_Value.m_Int & ((1 << MAX_EDICT_BITS) - 1); + int iSerialNum = pData->m_Value.m_Int >> MAX_EDICT_BITS; + + pEHandle->Init( iEntity, iSerialNum ); + } +} + +RecvProp RecvPropEHandle( + const char *pVarName, + int offset, + int sizeofVar, + RecvVarProxyFn proxyFn ) +{ + return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn ); +} + + +RecvProp RecvPropBool( + const char *pVarName, + int offset, + int sizeofVar ) +{ + Assert( sizeofVar == sizeof( bool ) ); + return RecvPropInt( pVarName, offset, sizeofVar ); +} + + +//----------------------------------------------------------------------------- +// Moveparent receive proxies +//----------------------------------------------------------------------------- +void RecvProxy_IntToMoveParent( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + CHandle<C_BaseEntity> *pHandle = (CHandle<C_BaseEntity>*)pOut; + RecvProxy_IntToEHandle( pData, pStruct, (CBaseHandle*)pHandle ); +} + + +void RecvProxy_InterpolationAmountChanged( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + // m_bSimulatedEveryTick & m_bAnimatedEveryTick are boolean + if ( *((bool*)pOut) != (pData->m_Value.m_Int != 0) ) + { + // Have the regular proxy store the data. + RecvProxy_Int32ToInt8( pData, pStruct, pOut ); + + C_BaseEntity *pEntity = (C_BaseEntity *) pStruct; + pEntity->Interp_UpdateInterpolationAmounts( pEntity->GetVarMapping() ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Decodes a time value +// Input : *pStruct - ( C_BaseEntity * ) used to flag animtime is changine +// *pVarData - +// *pIn - +// objectID - +//----------------------------------------------------------------------------- +static void RecvProxy_Time( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + float t; + float clock_base; + float offset; + + // Get msec offset + offset = ( float )pData->m_Value.m_Int / 1000.0f; + + // Get base + clock_base = floor( engine->GetLastTimeStamp() ); + + // Add together and clamp to msec precision + t = ClampToMsec( clock_base + offset ); + + // Store decoded value + *( float * )pOut = t; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pVarName - +// sizeofVar - +// Output : RecvProp +//----------------------------------------------------------------------------- +RecvProp RecvPropTime( + const char *pVarName, + int offset, + int sizeofVar/*=SIZEOF_IGNORE*/ ) +{ +// return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_Time ); + return RecvPropFloat( pVarName, offset, sizeofVar ); +}; + +//----------------------------------------------------------------------------- +// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason: +// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then +// if the weapon is created and given to the player in the same frame, then the weapon won't have been +// created at the time we parse this EHandle index, since the player is ahead of every other entity in the +// packet (except for the world). +// So instead, we remember which ehandles need to be set and we set them after all network data has +// been received. Sigh. +// Input : *pData - +// *pStruct - +// *pOut - +//----------------------------------------------------------------------------- +#if !defined( NO_ENTITY_PREDICTION ) +static void RecvProxy_IntToPredictableId( const CRecvProxyData *pData, void *pStruct, void *pOut ) +{ + CPredictableId *pId = (CPredictableId*)pOut; + Assert( pId ); + pId->SetRaw( pData->m_Value.m_Int ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pVarName - +// sizeofVar - +// Output : RecvProp +//----------------------------------------------------------------------------- +RecvProp RecvPropPredictableId( + const char *pVarName, + int offset, + int sizeofVar/*=SIZEOF_IGNORE*/ ) +{ + return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_IntToPredictableId ); +} +#endif |