Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= 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 "tfc_player.h"
static CMoveData g_MoveData; CMoveData *g_pMoveData = &g_MoveData;
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
//-----------------------------------------------------------------------------
// Sets up the move data for TF2
//-----------------------------------------------------------------------------
class CTFCPlayerMove : public CPlayerMove { DECLARE_CLASS( CTFCPlayerMove, 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 CTFCPlayerMove g_PlayerMove;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
CPlayerMove *PlayerMove() { return &g_PlayerMove; }
//-----------------------------------------------------------------------------
// Main setup, finish
//-----------------------------------------------------------------------------
void CTFCPlayerMove::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 CTFCPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { 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 CTFCPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { // Call the default FinishMove code.
BaseClass::FinishMove( player, ucmd, move ); }
|