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127 lines
4.2 KiB
127 lines
4.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "cbase.h"
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#include "player_command.h"
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#include "igamemovement.h"
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#include "in_buttons.h"
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#include "ipredictionsystem.h"
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#include "tf_player.h"
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static CMoveData g_MoveData;
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CMoveData *g_pMoveData = &g_MoveData;
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IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
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//-----------------------------------------------------------------------------
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// Sets up the move data for TF2
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//-----------------------------------------------------------------------------
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class CTFPlayerMove : public CPlayerMove
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{
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DECLARE_CLASS( CTFPlayerMove, CPlayerMove );
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public:
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virtual void StartCommand( CBasePlayer *player, CUserCmd *cmd );
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virtual void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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virtual void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
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};
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// PlayerMove Interface
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static CTFPlayerMove g_PlayerMove;
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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CPlayerMove *PlayerMove()
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{
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return &g_PlayerMove;
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}
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//-----------------------------------------------------------------------------
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// Main setup, finish
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//-----------------------------------------------------------------------------
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void CTFPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd )
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{
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BaseClass::StartCommand( player, cmd );
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}
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//-----------------------------------------------------------------------------
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// Purpose: This is called pre player movement and copies all the data necessary
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// from the player for movement. (Server-side, the client-side version
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// of this code can be found in prediction.cpp.)
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//-----------------------------------------------------------------------------
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void CTFPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( player );
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if ( pTFPlayer )
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{
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// Check to see if we are a crouched, heavy, firing his weapons and zero out movement.
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if ( pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_HEAVYWEAPONS ) )
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{
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if ( pTFPlayer->m_Shared.InCond( TF_COND_AIMING ) )
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{
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if ( pTFPlayer->GetFlags() & FL_DUCKING )
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{
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ucmd->forwardmove = 0.0f;
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ucmd->sidemove = 0.0f;
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}
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// Don't allow jumping while firing (unless the design changes)
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ucmd->buttons &= ~IN_JUMP;
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}
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}
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// targe Exploit fix. Clients sending higher view angle changes then allowed
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// Clamp their YAW Movement
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if ( pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
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{
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// Get the view deltas and clamp them if they are too high, give a high tolerance (lag)
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float flCap = pTFPlayer->m_Shared.CalculateChargeCap();
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flCap *= 2.5f;
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QAngle qAngle = pTFPlayer->m_qPreviousChargeEyeAngle;
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float flDiff = abs( qAngle[YAW] ) - abs( ucmd->viewangles[YAW] );
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if ( flDiff > flCap )
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{
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//float flReportedPitchDelta = qAngle[YAW] - ucmd->viewangles[YAW];
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if ( ucmd->viewangles[YAW] > qAngle[YAW] )
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{
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ucmd->viewangles[YAW] = qAngle[YAW] + flCap;
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pTFPlayer->SnapEyeAngles( ucmd->viewangles );
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}
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else // smaller values
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{
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ucmd->viewangles[YAW] = qAngle[YAW] - flCap;
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pTFPlayer->SnapEyeAngles( ucmd->viewangles );
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}
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}
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pTFPlayer->m_qPreviousChargeEyeAngle = ucmd->viewangles;
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}
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else
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{
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pTFPlayer->m_qPreviousChargeEyeAngle = pTFPlayer->EyeAngles();
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}
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}
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BaseClass::SetupMove( player, ucmd, pHelper, move );
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}
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//-----------------------------------------------------------------------------
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// Purpose: This is called post player movement to copy back all data that
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// movement could have modified and that is necessary for future
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// movement. (Server-side, the client-side version of this code can
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// be found in prediction.cpp.)
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//-----------------------------------------------------------------------------
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void CTFPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
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{
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// Call the default FinishMove code.
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BaseClass::FinishMove( player, ucmd, move );
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}
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