mirror of
https://github.com/alliedmodders/hl2sdk.git
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82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
//========= Copyright © 1996-2005, 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 "player.h"
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#include "igamemovement.h"
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#include "hl_movedata.h"
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#include "ipredictionsystem.h"
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#include "iservervehicle.h"
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#include "hl2_player.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class CHLPlayerMove : public CPlayerMove
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{
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DECLARE_CLASS( CHLPlayerMove, CPlayerMove );
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public:
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void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
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};
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//
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//
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// PlayerMove Interface
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static CHLPlayerMove 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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static CHLMoveData g_HLMoveData;
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CMoveData *g_pMoveData = &g_HLMoveData;
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IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
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void CHLPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
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{
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// Call the default SetupMove code.
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BaseClass::SetupMove( player, ucmd, pHelper, move );
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// Convert to HL2 data.
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CHL2_Player *pHLPlayer = static_cast<CHL2_Player*>( player );
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Assert( pHLPlayer );
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CHLMoveData *pHLMove = static_cast<CHLMoveData*>( move );
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Assert( pHLMove );
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player->m_flForwardMove = ucmd->forwardmove;
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player->m_flSideMove = ucmd->sidemove;
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pHLMove->m_bIsSprinting = pHLPlayer->IsSprinting();
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IServerVehicle *pVehicle = player->GetVehicle();
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if (pVehicle && gpGlobals->frametime != 0)
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{
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pVehicle->SetupMove( player, ucmd, pHelper, move );
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}
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}
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void CHLPlayerMove::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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IServerVehicle *pVehicle = player->GetVehicle();
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if (pVehicle && gpGlobals->frametime != 0)
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{
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pVehicle->FinishMove( player, ucmd, move );
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}
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}
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