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//========= Copyright 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 "tf_player.h"
static CMoveData g_MoveData; CMoveData *g_pMoveData = &g_MoveData;
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
//-----------------------------------------------------------------------------
// Sets up the move data for TF2
//-----------------------------------------------------------------------------
class CTFPlayerMove : public CPlayerMove { DECLARE_CLASS( CTFPlayerMove, CPlayerMove );
public: virtual void StartCommand( CBasePlayer *player, CUserCmd *cmd ); virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ); };
// PlayerMove Interface
static CTFPlayerMove g_PlayerMove;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
CPlayerMove *PlayerMove() { return &g_PlayerMove; }
//-----------------------------------------------------------------------------
// Main setup, finish
//-----------------------------------------------------------------------------
void CTFPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd ) { BaseClass::StartCommand( player, cmd ); }
//-----------------------------------------------------------------------------
// 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 CTFPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { CTFPlayer *pTFPlayer = ToTFPlayer( player ); if ( pTFPlayer ) { // Check to see if we are a crouched, heavy, firing his weapons and zero out movement.
if ( pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_HEAVYWEAPONS ) ) { if ( pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) ) { if ( pTFPlayer->GetFlags() & FL_DUCKING ) { ucmd->forwardmove = 0.0f; ucmd->sidemove = 0.0f; }
// Don't allow jumping while firing (unless the design changes)
ucmd->buttons &= ~IN_JUMP; } }
// targe Exploit fix. Clients sending higher view angle changes then allowed
// Clamp their YAW Movement
if ( pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) ) { // Get the view deltas and clamp them if they are too high, give a high tolerance (lag)
float flCap = pTFPlayer->m_Shared.CalculateChargeCap(); flCap *= 2.5f; QAngle qAngle = pTFPlayer->m_qPreviousChargeEyeAngle; float flDiff = abs( qAngle[YAW] ) - abs( ucmd->viewangles[YAW] ); if ( flDiff > flCap ) { //float flReportedPitchDelta = qAngle[YAW] - ucmd->viewangles[YAW];
if ( ucmd->viewangles[YAW] > qAngle[YAW] ) { ucmd->viewangles[YAW] = qAngle[YAW] + flCap; pTFPlayer->SnapEyeAngles( ucmd->viewangles ); } else // smaller values
{ ucmd->viewangles[YAW] = qAngle[YAW] - flCap; pTFPlayer->SnapEyeAngles( ucmd->viewangles ); } } pTFPlayer->m_qPreviousChargeEyeAngle = ucmd->viewangles; } else { pTFPlayer->m_qPreviousChargeEyeAngle = pTFPlayer->EyeAngles(); } }
BaseClass::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 CTFPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { // Call the default FinishMove code.
BaseClass::FinishMove( player, ucmd, move ); }
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