//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: implements various common send proxies // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "recvproxy.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" void RecvProxy_IntSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut ) { int *pInt = (int *)pOut; *pInt = pData->m_Value.m_Int - 1; } void RecvProxy_ShortSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut ) { short *pInt = (short *)pOut; *pInt = pData->m_Value.m_Int - 1; } RecvProp RecvPropIntWithMinusOneFlag( char *pVarName, int offset, int sizeofVar, RecvVarProxyFn proxyFn ) { return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn ); } //----------------------------------------------------------------------------- // Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason: // If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then // if the weapon is created and given to the player in the same frame, then the weapon won't have been // created at the time we parse this EHandle index, since the player is ahead of every other entity in the // packet (except for the world). // So instead, we remember which ehandles need to be set and we set them after all network data has // been received. Sigh. // Input : *pData - // *pStruct - // *pOut - //----------------------------------------------------------------------------- void RecvProxy_IntToEHandle( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CBaseHandle *pEHandle = (CBaseHandle*)pOut; if ( pData->m_Value.m_Int == INVALID_NETWORKED_EHANDLE_VALUE ) { *pEHandle = INVALID_EHANDLE; } else { int iEntity = pData->m_Value.m_Int & ((1 << MAX_EDICT_BITS) - 1); int iSerialNum = pData->m_Value.m_Int >> MAX_EDICT_BITS; pEHandle->Init( iEntity, iSerialNum ); } } RecvProp RecvPropEHandle( char *pVarName, int offset, int sizeofVar, RecvVarProxyFn proxyFn ) { return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn ); } RecvProp RecvPropBool( char *pVarName, int offset, int sizeofVar ) { Assert( sizeofVar == sizeof( bool ) ); return RecvPropInt( pVarName, offset, sizeofVar ); } //----------------------------------------------------------------------------- // Moveparent receive proxies //----------------------------------------------------------------------------- void RecvProxy_IntToMoveParent( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CHandle *pHandle = (CHandle*)pOut; RecvProxy_IntToEHandle( pData, pStruct, (CBaseHandle*)pHandle ); } void RecvProxy_InterpolationAmountChanged( const CRecvProxyData *pData, void *pStruct, void *pOut ) { // m_bSimulatedEveryTick & m_bAnimatedEveryTick are boolean if ( *((bool*)pOut) != (pData->m_Value.m_Int != 0) ) { // Have the regular proxy store the data. RecvProxy_Int32ToInt8( pData, pStruct, pOut ); C_BaseEntity *pEntity = (C_BaseEntity *) pStruct; pEntity->Interp_UpdateInterpolationAmounts( pEntity->GetVarMapping() ); } } //----------------------------------------------------------------------------- // Purpose: Decodes a time value // Input : *pStruct - ( C_BaseEntity * ) used to flag animtime is changine // *pVarData - // *pIn - // objectID - //----------------------------------------------------------------------------- static void RecvProxy_Time( const CRecvProxyData *pData, void *pStruct, void *pOut ) { float t; float clock_base; float offset; // Get msec offset offset = ( float )pData->m_Value.m_Int / 1000.0f; // Get base clock_base = floor( engine->GetLastTimeStamp() ); // Add together and clamp to msec precision t = ClampToMsec( clock_base + offset ); // Store decoded value *( float * )pOut = t; } //----------------------------------------------------------------------------- // Purpose: // Input : *pVarName - // sizeofVar - // Output : RecvProp //----------------------------------------------------------------------------- RecvProp RecvPropTime( char *pVarName, int offset, int sizeofVar/*=SIZEOF_IGNORE*/ ) { // return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_Time ); return RecvPropFloat( pVarName, offset, sizeofVar ); }; //----------------------------------------------------------------------------- // Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason: // If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then // if the weapon is created and given to the player in the same frame, then the weapon won't have been // created at the time we parse this EHandle index, since the player is ahead of every other entity in the // packet (except for the world). // So instead, we remember which ehandles need to be set and we set them after all network data has // been received. Sigh. // Input : *pData - // *pStruct - // *pOut - //----------------------------------------------------------------------------- #if !defined( NO_ENTITY_PREDICTION ) && defined( USE_PREDICTABLEID ) static void RecvProxy_IntToPredictableId( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CPredictableId *pId = (CPredictableId*)pOut; Assert( pId ); pId->SetRaw( pData->m_Value.m_Int ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pVarName - // sizeofVar - // Output : RecvProp //----------------------------------------------------------------------------- RecvProp RecvPropPredictableId( char *pVarName, int offset, int sizeofVar/*=SIZEOF_IGNORE*/ ) { return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_IntToPredictableId ); } #endif