//========= 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; }