Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ILAGCOMPENSATIONMANAGER_H
#define ILAGCOMPENSATIONMANAGER_H
#ifdef _WIN32
#pragma once
#endif
class CBasePlayer; class CUserCmd;
enum LagCompensationType { LAG_COMPENSATE_BOUNDS, LAG_COMPENSATE_HITBOXES, LAG_COMPENSATE_HITBOXES_ALONG_RAY, };
//-----------------------------------------------------------------------------
// Purpose: This is also an IServerSystem
//-----------------------------------------------------------------------------
abstract_class ILagCompensationManager { public: // Called during player movement to set up/restore after lag compensation
virtual void StartLagCompensation( CBasePlayer *player, LagCompensationType lagCompensationType, const Vector& weaponPos = vec3_origin, const QAngle &weaponAngles = vec3_angle, float weaponRange = 0.0f ) = 0; virtual void FinishLagCompensation( CBasePlayer *player ) = 0;
// Mappers can flag certain additional entities to lag compensate, this handles them
virtual void AddAdditionalEntity( CBaseEntity *pEntity ) = 0; virtual void RemoveAdditionalEntity( CBaseEntity *pEntity ) = 0; };
extern ILagCompensationManager *lagcompensation;
#endif // ILAGCOMPENSATIONMANAGER_H
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