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180 lines
4.1 KiB
180 lines
4.1 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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//=============================================================================//
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#if !defined( USERCMD_H )
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#define USERCMD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "utlvector.h"
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#include "imovehelper.h"
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#include "checksum_crc.h"
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class bf_read;
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class bf_write;
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class CEntityGroundContact
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{
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public:
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int entindex;
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float minheight;
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float maxheight;
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};
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class CUserCmd
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{
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public:
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CUserCmd()
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{
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Reset();
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}
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virtual ~CUserCmd() { };
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void Reset()
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{
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command_number = 0;
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tick_count = 0;
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viewangles.Init();
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forwardmove = 0.0f;
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sidemove = 0.0f;
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upmove = 0.0f;
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buttons = 0;
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impulse = 0;
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weaponselect = 0;
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weaponsubtype = 0;
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random_seed = 0;
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#ifdef GAME_DLL
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server_random_seed = 0;
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#endif
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mousedx = 0;
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mousedy = 0;
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hasbeenpredicted = false;
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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entitygroundcontact.RemoveAll();
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#endif
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}
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CUserCmd& operator =( const CUserCmd& src )
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{
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if ( this == &src )
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return *this;
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command_number = src.command_number;
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tick_count = src.tick_count;
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viewangles = src.viewangles;
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forwardmove = src.forwardmove;
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sidemove = src.sidemove;
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upmove = src.upmove;
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buttons = src.buttons;
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impulse = src.impulse;
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weaponselect = src.weaponselect;
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weaponsubtype = src.weaponsubtype;
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random_seed = src.random_seed;
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#ifdef GAME_DLL
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server_random_seed = src.server_random_seed;
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#endif
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mousedx = src.mousedx;
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mousedy = src.mousedy;
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hasbeenpredicted = src.hasbeenpredicted;
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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entitygroundcontact = src.entitygroundcontact;
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#endif
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return *this;
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}
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CUserCmd( const CUserCmd& src )
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{
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*this = src;
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}
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CRC32_t GetChecksum( void ) const
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{
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CRC32_t crc;
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CRC32_Init( &crc );
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CRC32_ProcessBuffer( &crc, &command_number, sizeof( command_number ) );
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CRC32_ProcessBuffer( &crc, &tick_count, sizeof( tick_count ) );
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CRC32_ProcessBuffer( &crc, &viewangles, sizeof( viewangles ) );
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CRC32_ProcessBuffer( &crc, &forwardmove, sizeof( forwardmove ) );
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CRC32_ProcessBuffer( &crc, &sidemove, sizeof( sidemove ) );
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CRC32_ProcessBuffer( &crc, &upmove, sizeof( upmove ) );
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CRC32_ProcessBuffer( &crc, &buttons, sizeof( buttons ) );
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CRC32_ProcessBuffer( &crc, &impulse, sizeof( impulse ) );
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CRC32_ProcessBuffer( &crc, &weaponselect, sizeof( weaponselect ) );
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CRC32_ProcessBuffer( &crc, &weaponsubtype, sizeof( weaponsubtype ) );
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CRC32_ProcessBuffer( &crc, &random_seed, sizeof( random_seed ) );
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CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) );
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CRC32_ProcessBuffer( &crc, &mousedy, sizeof( mousedy ) );
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CRC32_Final( &crc );
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return crc;
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}
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// Allow command, but negate gameplay-affecting values
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void MakeInert( void )
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{
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viewangles = vec3_angle;
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forwardmove = 0.f;
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sidemove = 0.f;
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upmove = 0.f;
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buttons = 0;
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impulse = 0;
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}
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// For matching server and client commands for debugging
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int command_number;
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// the tick the client created this command
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int tick_count;
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// Player instantaneous view angles.
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QAngle viewangles;
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// Intended velocities
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// forward velocity.
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float forwardmove;
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// sideways velocity.
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float sidemove;
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// upward velocity.
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float upmove;
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// Attack button states
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int buttons;
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// Impulse command issued.
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byte impulse;
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// Current weapon id
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int weaponselect;
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int weaponsubtype;
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int random_seed; // For shared random functions
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#ifdef GAME_DLL
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int server_random_seed; // Only the server populates this seed
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#endif
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short mousedx; // mouse accum in x from create move
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short mousedy; // mouse accum in y from create move
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// Client only, tracks whether we've predicted this command at least once
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bool hasbeenpredicted;
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// Back channel to communicate IK state
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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CUtlVector< CEntityGroundContact > entitygroundcontact;
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#endif
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};
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void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from );
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void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from );
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#endif // USERCMD_H
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