Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "gamemovement.h"
#include "tfc_gamerules.h"
#include "tfc_shareddefs.h"
#include "in_buttons.h"
#include "movevars_shared.h"
#ifdef CLIENT_DLL
#include "c_tfc_player.h"
#else
#include "tfc_player.h"
#endif
class CTFCGameMovement : public CGameMovement
{
public:
DECLARE_CLASS( CTFCGameMovement, CGameMovement );
CTFCGameMovement();
virtual void ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove );
virtual bool CanAccelerate();
virtual bool CheckJumpButton();
private:
CTFCPlayer *m_pTFCPlayer;
};
// Expose our interface.
static CTFCGameMovement g_GameMovement;
IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
// ---------------------------------------------------------------------------------------- //
// CTFCGameMovement.
// ---------------------------------------------------------------------------------------- //
CTFCGameMovement::CTFCGameMovement()
{
m_vecViewOffsetNormal = TFC_PLAYER_VIEW_OFFSET;
m_pTFCPlayer = NULL;
}
void CTFCGameMovement::ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove )
{
m_pTFCPlayer = ToTFCPlayer( pBasePlayer );
Assert( m_pTFCPlayer );
BaseClass::ProcessMovement( pBasePlayer, pMove );
}
bool CTFCGameMovement::CanAccelerate()
{
// Only allow the player to accelerate when in certain states.
TFCPlayerState curState = m_pTFCPlayer->m_Shared.State_Get();
if ( curState == STATE_ACTIVE )
{
return player->GetWaterJumpTime() == 0;
}
else if ( player->IsObserver() )
{
return true;
}
else
{
return false;
}
}
bool CTFCGameMovement::CheckJumpButton()
{
if ( BaseClass::CheckJumpButton() )
{
m_pTFCPlayer->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
return true;
}
else
{
return false;
}
}