Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "prediction.h"
#include "c_cs_player.h"
#include "igamemovement.h"
static CMoveData g_MoveData;
CMoveData *g_pMoveData = &g_MoveData;
class CCSPrediction : public CPrediction
{
DECLARE_CLASS( CCSPrediction, CPrediction );
public:
virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper,
CMoveData *move )
{
player->AvoidPhysicsProps( ucmd );
// Call the default SetupMove code.
BaseClass::SetupMove( player, ucmd, pHelper, move );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPrediction::FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
// Call the default FinishMove code.
BaseClass::FinishMove( player, ucmd, move );
}
// Expose interface to engine
// Expose interface to engine
static CCSPrediction g_Prediction;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CCSPrediction, IPrediction, VCLIENT_PREDICTION_INTERFACE_VERSION, g_Prediction );
CPrediction *prediction = &g_Prediction;