//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #if !defined( USERCMD_H ) #define USERCMD_H #ifdef _WIN32 #pragma once #endif #include "vector.h" #include "utlvector.h" #include "imovehelper.h" class bf_read; class bf_write; class CEntityGroundContact { public: int entindex; float minheight; float maxheight; }; class CUserCmd { public: CUserCmd() { Reset(); } virtual ~CUserCmd() { }; void Reset() { command_number = 0; tick_count = 0; viewangles.Init(); forwardmove = 0.0f; sidemove = 0.0f; upmove = 0.0f; buttons = 0; impulse = 0; weaponselect = 0; weaponsubtype = 0; random_seed = 0; mousedx = 0; mousedy = 0; hasbeenpredicted = false; #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) entitygroundcontact.RemoveAll(); #endif } CUserCmd& operator =( const CUserCmd& src ) { if ( this == &src ) return *this; command_number = src.command_number; tick_count = src.tick_count; viewangles = src.viewangles; 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; mousedx = src.mousedx; mousedy = src.mousedy; hasbeenpredicted = src.hasbeenpredicted; #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) entitygroundcontact = src.entitygroundcontact; #endif return *this; } // For matching server and client commands for debugging int command_number; // the tick the client created this command int tick_count; // Player instantaneous view angles. QAngle viewangles; // Intended velocities // forward velocity. float forwardmove; // sideways velocity. float sidemove; // upward velocity. float upmove; // Attack button states int buttons; // Impulse command issued. byte impulse; // Current weapon id int weaponselect; int weaponsubtype; int random_seed; // For shared random functions short mousedx; // mouse accum in x from create move short mousedy; // mouse accum in y from create move // Client only, tracks whether we've predicted this command at least once bool hasbeenpredicted; // Back channel to communicate IK state #if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL ) CUtlVector< CEntityGroundContact > entitygroundcontact; #endif }; void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from ); void WriteUsercmd( bf_write *buf, CUserCmd *to, CUserCmd *from ); #endif // USERCMD_H