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