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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/igamemovement.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/igamemovement.h')
-rw-r--r--mp/src/game/shared/igamemovement.h258
1 files changed, 129 insertions, 129 deletions
diff --git a/mp/src/game/shared/igamemovement.h b/mp/src/game/shared/igamemovement.h
index de4feed9..ae248397 100644
--- a/mp/src/game/shared/igamemovement.h
+++ b/mp/src/game/shared/igamemovement.h
@@ -1,129 +1,129 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $Date: $
-// $NoKeywords: $
-//=============================================================================//
-
-#if !defined( IGAMEMOVEMENT_H )
-#define IGAMEMOVEMENT_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "mathlib/vector.h"
-#include "interface.h"
-#include "imovehelper.h"
-#include "const.h"
-
-//-----------------------------------------------------------------------------
-// Name of the class implementing the game movement.
-//-----------------------------------------------------------------------------
-
-#define INTERFACENAME_GAMEMOVEMENT "GameMovement001"
-
-//-----------------------------------------------------------------------------
-// Forward declarations.
-//-----------------------------------------------------------------------------
-
-class IMoveHelper;
-
-//-----------------------------------------------------------------------------
-// Purpose: Encapsulated input parameters to player movement.
-//-----------------------------------------------------------------------------
-
-class CMoveData
-{
-public:
- bool m_bFirstRunOfFunctions : 1;
- bool m_bGameCodeMovedPlayer : 1;
-
- EntityHandle_t m_nPlayerHandle; // edict index on server, client entity handle on client
-
- int m_nImpulseCommand; // Impulse command issued.
- QAngle m_vecViewAngles; // Command view angles (local space)
- QAngle m_vecAbsViewAngles; // Command view angles (world space)
- int m_nButtons; // Attack buttons.
- int m_nOldButtons; // From host_client->oldbuttons;
- float m_flForwardMove;
- float m_flSideMove;
- float m_flUpMove;
-
- float m_flMaxSpeed;
- float m_flClientMaxSpeed;
-
- // Variables from the player edict (sv_player) or entvars on the client.
- // These are copied in here before calling and copied out after calling.
- Vector m_vecVelocity; // edict::velocity // Current movement direction.
- QAngle m_vecAngles; // edict::angles
- QAngle m_vecOldAngles;
-
-// Output only
- float m_outStepHeight; // how much you climbed this move
- Vector m_outWishVel; // This is where you tried
- Vector m_outJumpVel; // This is your jump velocity
-
- // Movement constraints (radius 0 means no constraint)
- Vector m_vecConstraintCenter;
- float m_flConstraintRadius;
- float m_flConstraintWidth;
- float m_flConstraintSpeedFactor;
-
- void SetAbsOrigin( const Vector &vec );
- const Vector &GetAbsOrigin() const;
-
-private:
- Vector m_vecAbsOrigin; // edict::origin
-};
-
-inline const Vector &CMoveData::GetAbsOrigin() const
-{
- return m_vecAbsOrigin;
-}
-
-#if !defined( CLIENT_DLL ) && defined( _DEBUG )
-// We only ever want this code path on the server side in a debug build
-// and you have to uncomment the code below and rebuild to have the test operate.
-//#define PLAYER_GETTING_STUCK_TESTING
-
-#endif
-
-#if !defined( PLAYER_GETTING_STUCK_TESTING )
-
-// This is implemented with a more exhaustive test in gamemovement.cpp. We check if the origin being requested is
-// inside solid, which it never should be
-inline void CMoveData::SetAbsOrigin( const Vector &vec )
-{
- m_vecAbsOrigin = vec;
-}
-
-#endif
-
-
-//-----------------------------------------------------------------------------
-// Purpose: The basic player movement interface
-//-----------------------------------------------------------------------------
-
-abstract_class IGameMovement
-{
-public:
- virtual ~IGameMovement( void ) {}
-
- // Process the current movement command
- virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove ) = 0;
- virtual void StartTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
- virtual void FinishTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
- virtual void DiffPrint( PRINTF_FORMAT_STRING char const *fmt, ... ) = 0;
-
- // Allows other parts of the engine to find out the normal and ducked player bbox sizes
- virtual Vector GetPlayerMins( bool ducked ) const = 0;
- virtual Vector GetPlayerMaxs( bool ducked ) const = 0;
- virtual Vector GetPlayerViewOffset( bool ducked ) const = 0;
-
-};
-
-
-#endif // IGAMEMOVEMENT_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+
+#if !defined( IGAMEMOVEMENT_H )
+#define IGAMEMOVEMENT_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "mathlib/vector.h"
+#include "interface.h"
+#include "imovehelper.h"
+#include "const.h"
+
+//-----------------------------------------------------------------------------
+// Name of the class implementing the game movement.
+//-----------------------------------------------------------------------------
+
+#define INTERFACENAME_GAMEMOVEMENT "GameMovement001"
+
+//-----------------------------------------------------------------------------
+// Forward declarations.
+//-----------------------------------------------------------------------------
+
+class IMoveHelper;
+
+//-----------------------------------------------------------------------------
+// Purpose: Encapsulated input parameters to player movement.
+//-----------------------------------------------------------------------------
+
+class CMoveData
+{
+public:
+ bool m_bFirstRunOfFunctions : 1;
+ bool m_bGameCodeMovedPlayer : 1;
+
+ EntityHandle_t m_nPlayerHandle; // edict index on server, client entity handle on client
+
+ int m_nImpulseCommand; // Impulse command issued.
+ QAngle m_vecViewAngles; // Command view angles (local space)
+ QAngle m_vecAbsViewAngles; // Command view angles (world space)
+ int m_nButtons; // Attack buttons.
+ int m_nOldButtons; // From host_client->oldbuttons;
+ float m_flForwardMove;
+ float m_flSideMove;
+ float m_flUpMove;
+
+ float m_flMaxSpeed;
+ float m_flClientMaxSpeed;
+
+ // Variables from the player edict (sv_player) or entvars on the client.
+ // These are copied in here before calling and copied out after calling.
+ Vector m_vecVelocity; // edict::velocity // Current movement direction.
+ QAngle m_vecAngles; // edict::angles
+ QAngle m_vecOldAngles;
+
+// Output only
+ float m_outStepHeight; // how much you climbed this move
+ Vector m_outWishVel; // This is where you tried
+ Vector m_outJumpVel; // This is your jump velocity
+
+ // Movement constraints (radius 0 means no constraint)
+ Vector m_vecConstraintCenter;
+ float m_flConstraintRadius;
+ float m_flConstraintWidth;
+ float m_flConstraintSpeedFactor;
+
+ void SetAbsOrigin( const Vector &vec );
+ const Vector &GetAbsOrigin() const;
+
+private:
+ Vector m_vecAbsOrigin; // edict::origin
+};
+
+inline const Vector &CMoveData::GetAbsOrigin() const
+{
+ return m_vecAbsOrigin;
+}
+
+#if !defined( CLIENT_DLL ) && defined( _DEBUG )
+// We only ever want this code path on the server side in a debug build
+// and you have to uncomment the code below and rebuild to have the test operate.
+//#define PLAYER_GETTING_STUCK_TESTING
+
+#endif
+
+#if !defined( PLAYER_GETTING_STUCK_TESTING )
+
+// This is implemented with a more exhaustive test in gamemovement.cpp. We check if the origin being requested is
+// inside solid, which it never should be
+inline void CMoveData::SetAbsOrigin( const Vector &vec )
+{
+ m_vecAbsOrigin = vec;
+}
+
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Purpose: The basic player movement interface
+//-----------------------------------------------------------------------------
+
+abstract_class IGameMovement
+{
+public:
+ virtual ~IGameMovement( void ) {}
+
+ // Process the current movement command
+ virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove ) = 0;
+ virtual void StartTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
+ virtual void FinishTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
+ virtual void DiffPrint( PRINTF_FORMAT_STRING char const *fmt, ... ) = 0;
+
+ // Allows other parts of the engine to find out the normal and ducked player bbox sizes
+ virtual Vector GetPlayerMins( bool ducked ) const = 0;
+ virtual Vector GetPlayerMaxs( bool ducked ) const = 0;
+ virtual Vector GetPlayerViewOffset( bool ducked ) const = 0;
+
+};
+
+
+#endif // IGAMEMOVEMENT_H