source-engine/game/server/tf2base/tf_playermove.cpp
2022-08-10 19:52:28 +03:00

91 lines
3.1 KiB
C++

//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "player_command.h"
#include "igamemovement.h"
#include "in_buttons.h"
#include "ipredictionsystem.h"
#include "tf_player.h"
static CMoveData g_MoveData;
CMoveData *g_pMoveData = &g_MoveData;
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
//-----------------------------------------------------------------------------
// Sets up the move data for TF2
//-----------------------------------------------------------------------------
class CTFPlayerMove : public CPlayerMove
{
DECLARE_CLASS( CTFPlayerMove, CPlayerMove );
public:
virtual void StartCommand( CBasePlayer *player, CUserCmd *cmd );
virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
};
// PlayerMove Interface
static CTFPlayerMove g_PlayerMove;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
CPlayerMove *PlayerMove()
{
return &g_PlayerMove;
}
//-----------------------------------------------------------------------------
// Main setup, finish
//-----------------------------------------------------------------------------
void CTFPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd )
{
BaseClass::StartCommand( player, cmd );
}
//-----------------------------------------------------------------------------
// 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 )
{
CTFPlayer *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;
}
}
}
BaseClass::SetupMove( player, ucmd, pHelper, move );
}
//-----------------------------------------------------------------------------
// 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 );
}