Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( IGAMEMOVEMENT_H )
#define IGAMEMOVEMENT_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include "interface.h"
#include "imovehelper.h"
#include "const.h"
//-----------------------------------------------------------------------------
// Name of the class implementing the game movement.
//-----------------------------------------------------------------------------
#define INTERFACENAME_GAMEMOVEMENT "GameMovement001"
//-----------------------------------------------------------------------------
// Forward declarations.
//-----------------------------------------------------------------------------
class IMoveHelper;
//-----------------------------------------------------------------------------
// Purpose: Encapsulated input parameters to player movement.
//-----------------------------------------------------------------------------
class CMoveData
{
public:
bool m_bFirstRunOfFunctions : 1;
bool m_bGameCodeMovedPlayer : 1;
bool m_bNoAirControl : 1;
EntityHandle_t m_nPlayerHandle; // edict index on server, client entity handle on client
int m_nImpulseCommand; // Impulse command issued.
QAngle m_vecViewAngles; // Command view angles (local space)
QAngle m_vecAbsViewAngles; // Command view angles (world space)
int m_nButtons; // Attack buttons.
int m_nOldButtons; // From host_client->oldbuttons;
float m_flForwardMove;
float m_flSideMove;
float m_flUpMove;
float m_flMaxSpeed;
float m_flClientMaxSpeed;
// Variables from the player edict (sv_player) or entvars on the client.
// These are copied in here before calling and copied out after calling.
Vector m_vecVelocity; // edict::velocity // Current movement direction.
Vector m_vecTrailingVelocity;
float m_flTrailingVelocityTime;
QAngle m_vecAngles; // edict::angles
QAngle m_vecOldAngles;
// Output only
float m_outStepHeight; // how much you climbed this move
Vector m_outWishVel; // This is where you tried
Vector m_outJumpVel; // This is your jump velocity
// Movement constraints (radius 0 means no constraint)
Vector m_vecConstraintCenter;
float m_flConstraintRadius;
float m_flConstraintWidth;
float m_flConstraintSpeedFactor;
bool m_bConstraintPastRadius; ///< If no, do no constraining past Radius. If yes, cap them to SpeedFactor past radius
void SetAbsOrigin( const Vector &vec );
const Vector &GetAbsOrigin() const;
private:
Vector m_vecAbsOrigin; // edict::origin
};
inline const Vector &CMoveData::GetAbsOrigin() const
{
return m_vecAbsOrigin;
}
#if !defined( CLIENT_DLL ) && defined( _DEBUG )
// We only ever want this code path on the server side in a debug build
// and you have to uncomment the code below and rebuild to have the test operate.
//#define PLAYER_GETTING_STUCK_TESTING
#endif
#if !defined( PLAYER_GETTING_STUCK_TESTING )
// This is implemented with a more exhaustive test in gamemovement.cpp. We check if the origin being requested is
// inside solid, which it never should be
inline void CMoveData::SetAbsOrigin( const Vector &vec )
{
m_vecAbsOrigin = vec;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: The basic player movement interface
//-----------------------------------------------------------------------------
abstract_class IGameMovement
{
public:
virtual ~IGameMovement( void ) {}
// Process the current movement command
virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove ) = 0;
virtual void Reset( void ) = 0;
virtual void StartTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
virtual void FinishTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
virtual void DiffPrint( PRINTF_FORMAT_STRING char const *fmt, ... ) = 0;
// Allows other parts of the engine to find out the normal and ducked player bbox sizes
virtual Vector const& GetPlayerMins( bool ducked ) const = 0;
virtual Vector const& GetPlayerMaxs( bool ducked ) const = 0;
virtual Vector const& GetPlayerViewOffset( bool ducked ) const = 0;
virtual bool IsMovingPlayerStuck( void ) const = 0;
virtual CBasePlayer *GetMovingPlayer( void ) const = 0;
virtual void UnblockPusher( CBasePlayer *pPlayer, CBaseEntity *pPusher ) = 0;
virtual void SetupMovementBounds( CMoveData *pMove ) = 0;
};
#endif // IGAMEMOVEMENT_H