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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player_command.h"
#include "igamemovement.h"
#include "in_buttons.h"
#include "ipredictionsystem.h"
#include "iservervehicle.h"
#include "cs_player.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
static CMoveData g_MoveData; CMoveData *g_pMoveData = &g_MoveData;
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
//-----------------------------------------------------------------------------
// Sets up the move data for TF2
//-----------------------------------------------------------------------------
class CCSPlayerMove : public CPlayerMove { DECLARE_CLASS( CCSPlayerMove, CPlayerMove );
public: virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ); };
// PlayerMove Interface
static CCSPlayerMove g_PlayerMove;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
CPlayerMove *PlayerMove() { return &g_PlayerMove; }
//-----------------------------------------------------------------------------
// 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 CCSPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { player->AvoidPhysicsProps( ucmd );
BaseClass::SetupMove( player, ucmd, pHelper, move );
IServerVehicle *pVehicle = player->GetVehicle(); if (pVehicle && gpGlobals->frametime != 0) { pVehicle->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 CCSPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { // Call the default FinishMove code.
BaseClass::FinishMove( player, ucmd, move );
IServerVehicle *pVehicle = player->GetVehicle(); if (pVehicle && gpGlobals->frametime != 0) { pVehicle->FinishMove( player, ucmd, move ); }
CCSPlayer *pPlayer = ToCSPlayer( player );
// Reset these... they get reset each frame.
pPlayer->m_bInBombZone = false; pPlayer->m_bInBombZoneTrigger = false; pPlayer->m_bInBuyZone = false; pPlayer->m_bInHostageRescueZone = false; pPlayer->m_bInNoDefuseArea = false; }
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