#if !defined( USERCMD_H ) #define USERCMD_H #ifdef _WIN32 #pragma once #endif #include "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; }; #ifdef DOTA_DLL class CUnitOrders { public: CUnitOrders() { m_nOrderSequenceNumber = 0; } void Reset(void) { m_nUnits.RemoveAll(); m_nOrderType = 0; m_nTargetIndex = 0; m_vPosition = vec3_origin; m_nAbilityIndex = 0; } int m_nOrderSequenceNumber; CUtlVector m_nUnits; int m_nOrderType; int m_nTargetIndex; int m_nAbilityIndex; Vector m_vPosition; }; #endif class CUserCmd { public: CUserCmd() { Reset(); } virtual ~CUserCmd() { }; void Reset() { command_number = 0; tick_count = 0; viewangles.Init(); aimdirection.Init(); forwardmove = 0.0f; sidemove = 0.0f; upmove = 0.0f; buttons = 0; impulse = 0; weaponselect = 0; weaponsubtype = 0; random_seed = 0; #ifndef CLIENT_DLL server_random_seed = 0; #endif mousedx = 0; mousedy = 0; hasbeenpredicted = false; #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) entitygroundcontact.RemoveAll(); #endif #ifdef DOTA_DLL dota_unitorders.Reset(); #endif #if defined ( PORTAL2 ) player_held_entity = 0; held_entity_was_grabbed_through_portal = 0; command_acknowledgements_pending = 0; predictedPortalTeleportations = 0; #endif headangles.Init(); headoffset.Init(); #if defined( INFESTED_DLL ) || defined( DOTA_DLL ) crosshairtrace = vec3_origin; #endif #ifdef INFESTED_DLL crosshair_entity = 0; forced_action = 0; sync_kill_ent = 0; skill_dest.Init(); skill_dest_ent = 0; #endif #if defined( KEEP_COMMAND_REPREDICTION_COUNT ) debug_RepredictionCount = 0; #endif } CUserCmd& operator =(const CUserCmd& src) { if (this == &src) return *this; command_number = src.command_number; tick_count = src.tick_count; viewangles = src.viewangles; aimdirection = src.aimdirection; 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; #ifndef CLIENT_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 #if defined ( PORTAL2 ) player_held_entity = src.player_held_entity; held_entity_was_grabbed_through_portal = src.held_entity_was_grabbed_through_portal; command_acknowledgements_pending = src.command_acknowledgements_pending; predictedPortalTeleportations = src.predictedPortalTeleportations; #endif headangles = src.headangles; headoffset = src.headoffset; #if defined( INFESTED_DLL ) || defined( DOTA_DLL ) crosshairtrace = src.crosshairtrace; #endif #ifdef INFESTED_DLL crosshair_entity = src.crosshair_entity; forced_action = src.forced_action; sync_kill_ent = src.sync_kill_ent; skill_dest = src.skill_dest; skill_dest_ent = src.skill_dest_ent; #endif #ifdef DOTA_DLL dota_unitorders = src.dota_unitorders; #endif #if defined( KEEP_COMMAND_REPREDICTION_COUNT ) debug_RepredictionCount = src.debug_RepredictionCount; #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, &aimdirection, sizeof(aimdirection)); 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)); #if defined( INFESTED_DLL ) || defined( DOTA_DLL ) CRC32_ProcessBuffer(&crc, &crosshairtrace, sizeof(crosshairtrace)); #endif #if defined ( PORTAL2 ) CRC32_ProcessBuffer(&crc, &player_held_entity, sizeof(player_held_entity)); CRC32_ProcessBuffer(&crc, &held_entity_was_grabbed_through_portal, sizeof(held_entity_was_grabbed_through_portal)); CRC32_ProcessBuffer(&crc, &command_acknowledgements_pending, sizeof(command_acknowledgements_pending)); CRC32_ProcessBuffer(&crc, &predictedPortalTeleportations, sizeof(predictedPortalTeleportations)); #endif #ifdef INFESTED_DLL CRC32_ProcessBuffer(&crc, &crosshair_entity, sizeof(crosshair_entity)); CRC32_ProcessBuffer(&crc, &forced_action, sizeof(forced_action)); CRC32_ProcessBuffer(&crc, &sync_kill_ent, sizeof(sync_kill_ent)); CRC32_ProcessBuffer(&crc, &skill_dest, sizeof(skill_dest)); CRC32_ProcessBuffer(&crc, &skill_dest_ent, sizeof(skill_dest_ent)); #endif CRC32_Final(&crc); return crc; } int command_number; int tick_count; QAngle viewangles; Vector aimdirection; float forwardmove; float sidemove; float upmove; int buttons; byte impulse; int weaponselect; int weaponsubtype; int random_seed; #ifndef CLIENT_DLL int server_random_seed; #endif short mousedx; short mousedy; bool hasbeenpredicted; #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) CUtlVector< CEntityGroundContact > entitygroundcontact; #endif #if defined ( DOTA_DLL ) CUnitOrders dota_unitorders; #endif #if defined ( PORTAL2 ) short player_held_entity; short held_entity_was_grabbed_through_portal; unsigned short command_acknowledgements_pending; uint8 predictedPortalTeleportations; #endif QAngle headangles; Vector headoffset; #if defined( INFESTED_DLL ) || defined( DOTA_DLL ) Vector crosshairtrace; #endif #ifdef INFESTED_DLL short crosshair_entity; byte forced_action; short sync_kill_ent; Vector skill_dest; short skill_dest_ent; #endif #if defined( KEEP_COMMAND_REPREDICTION_COUNT ) unsigned int debug_RepredictionCount; #endif }; void ReadUsercmd(bf_read* buf, CUserCmd* move, CUserCmd* from); void WriteUsercmd(bf_write* buf, const CUserCmd* to, const CUserCmd* from); #endif