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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined( USERCMD_H )
#define USERCMD_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include "utlvector.h"
#include "imovehelper.h"
#include "checksum_crc.h"
class bf_read; class bf_write;
class CEntityGroundContact { public: int entindex; float minheight; float maxheight; };
class CUserCmd { public: CUserCmd() { Reset(); }
virtual ~CUserCmd() { };
void Reset() { command_number = 0; tick_count = 0; viewangles.Init(); forwardmove = 0.0f; sidemove = 0.0f; upmove = 0.0f; buttons = 0; impulse = 0; weaponselect = 0; weaponsubtype = 0; random_seed = 0; #ifdef GAME_DLL
server_random_seed = 0; #endif
mousedx = 0; mousedy = 0;
hasbeenpredicted = false; #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
entitygroundcontact.RemoveAll(); #endif
}
CUserCmd& operator =( const CUserCmd& src ) { if ( this == &src ) return *this;
command_number = src.command_number; tick_count = src.tick_count; viewangles = src.viewangles; forwardmove = src.forwardmove; sidemove = src.sidemove; upmove = src.upmove; buttons = src.buttons; impulse = src.impulse; weaponselect = src.weaponselect; weaponsubtype = src.weaponsubtype; random_seed = src.random_seed; #ifdef GAME_DLL
server_random_seed = src.server_random_seed; #endif
mousedx = src.mousedx; mousedy = src.mousedy;
hasbeenpredicted = src.hasbeenpredicted;
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
entitygroundcontact = src.entitygroundcontact; #endif
return *this; }
CUserCmd( const CUserCmd& src ) { *this = src; }
CRC32_t GetChecksum( void ) const { CRC32_t crc;
CRC32_Init( &crc ); CRC32_ProcessBuffer( &crc, &command_number, sizeof( command_number ) ); CRC32_ProcessBuffer( &crc, &tick_count, sizeof( tick_count ) ); CRC32_ProcessBuffer( &crc, &viewangles, sizeof( viewangles ) ); CRC32_ProcessBuffer( &crc, &forwardmove, sizeof( forwardmove ) ); CRC32_ProcessBuffer( &crc, &sidemove, sizeof( sidemove ) ); CRC32_ProcessBuffer( &crc, &upmove, sizeof( upmove ) ); CRC32_ProcessBuffer( &crc, &buttons, sizeof( buttons ) ); CRC32_ProcessBuffer( &crc, &impulse, sizeof( impulse ) ); CRC32_ProcessBuffer( &crc, &weaponselect, sizeof( weaponselect ) ); CRC32_ProcessBuffer( &crc, &weaponsubtype, sizeof( weaponsubtype ) ); CRC32_ProcessBuffer( &crc, &random_seed, sizeof( random_seed ) ); CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) ); CRC32_ProcessBuffer( &crc, &mousedy, sizeof( mousedy ) ); CRC32_Final( &crc );
return crc; }
// Allow command, but negate gameplay-affecting values
void MakeInert( void ) { viewangles = vec3_angle; forwardmove = 0.f; sidemove = 0.f; upmove = 0.f; buttons = 0; impulse = 0; }
// For matching server and client commands for debugging
int command_number; // the tick the client created this command
int tick_count; // Player instantaneous view angles.
QAngle viewangles; // Intended velocities
// forward velocity.
float forwardmove; // sideways velocity.
float sidemove; // upward velocity.
float upmove; // Attack button states
int buttons; // Impulse command issued.
byte impulse; // Current weapon id
int weaponselect; int weaponsubtype;
int random_seed; // For shared random functions
#ifdef GAME_DLL
int server_random_seed; // Only the server populates this seed
#endif
short mousedx; // mouse accum in x from create move
short mousedy; // mouse accum in y from create move
// Client only, tracks whether we've predicted this command at least once
bool hasbeenpredicted;
// Back channel to communicate IK state
#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
CUtlVector< CEntityGroundContact > entitygroundcontact; #endif
};
void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from ); void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from );
#endif // USERCMD_H
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