mirror of
https://github.com/0TheSpy/Seaside.git
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157 lines
5.2 KiB
C
157 lines
5.2 KiB
C
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//========= 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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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( IGAMEMOVEMENT_H )
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#define IGAMEMOVEMENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vector.h"
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#include "interface.h"
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#include "imovehelper.h"
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#include "const.h"
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//-----------------------------------------------------------------------------
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// Name of the class implementing the game movement.
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//-----------------------------------------------------------------------------
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#define INTERFACENAME_GAMEMOVEMENT "GameMovement001"
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//-----------------------------------------------------------------------------
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// Forward declarations.
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//-----------------------------------------------------------------------------
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class IMoveHelper;
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//-----------------------------------------------------------------------------
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// Purpose: Encapsulated input parameters to player movement.
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//-----------------------------------------------------------------------------
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class CMoveData
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{
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public:
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bool m_bFirstRunOfFunctions : 1;
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bool m_bGameCodeMovedPlayer : 1;
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//bool m_bNoAirControl : 1;
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EntityHandle_t m_nPlayerHandle; // edict index on server, client entity handle on client
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int m_nImpulseCommand; // Impulse command issued.
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QAngle m_vecViewAngles; // Command view angles (local space)
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QAngle m_vecAbsViewAngles; // Command view angles (world space)
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int m_nButtons; // Attack buttons.
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int m_nOldButtons; // From host_client->oldbuttons;
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float m_flForwardMove;
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float m_flSideMove;
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float m_flUpMove;
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float m_flMaxSpeed;
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float m_flClientMaxSpeed;
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// Variables from the player edict (sv_player) or entvars on the client.
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// These are copied in here before calling and copied out after calling.
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Vector m_vecVelocity; // edict::velocity // Current movement direction.
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//Vector m_vecTrailingVelocity;
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//float m_flTrailingVelocityTime;
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QAngle m_vecAngles; // edict::angles
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QAngle m_vecOldAngles;
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// Output only
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float m_outStepHeight; // how much you climbed this move
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Vector m_outWishVel; // This is where you tried
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Vector m_outJumpVel; // This is your jump velocity
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// Movement constraints (radius 0 means no constraint)
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Vector m_vecConstraintCenter;
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float m_flConstraintRadius;
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float m_flConstraintWidth;
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float m_flConstraintSpeedFactor;
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//bool m_bConstraintPastRadius; ///< If no, do no constraining past Radius. If yes, cap them to SpeedFactor past radius
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float u0[5];
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void SetAbsOrigin( const Vector &vec );
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const Vector &GetAbsOrigin() const;
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//private:
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Vector m_vecAbsOrigin; // edict::origin
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};
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inline const Vector &CMoveData::GetAbsOrigin() const
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{
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return m_vecAbsOrigin;
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}
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#if !defined( CLIENT_DLL ) && defined( _DEBUG )
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// We only ever want this code path on the server side in a debug build
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// and you have to uncomment the code below and rebuild to have the test operate.
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//#define PLAYER_GETTING_STUCK_TESTING
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#endif
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#if !defined( PLAYER_GETTING_STUCK_TESTING )
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// This is implemented with a more exhaustive test in gamemovement.cpp. We check if the origin being requested is
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// inside solid, which it never should be
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inline void CMoveData::SetAbsOrigin( const Vector &vec )
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{
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m_vecAbsOrigin = vec;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: The basic player movement interface
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//-----------------------------------------------------------------------------
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abstract_class IGameMovement
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{
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public:
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virtual ~IGameMovement( void ) {}
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// Process the current movement command
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove ) = 0;
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virtual void Reset( void ) = 0;
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virtual void StartTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
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virtual void FinishTrackPredictionErrors( CBasePlayer *pPlayer ) = 0;
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virtual void DiffPrint( PRINTF_FORMAT_STRING char const *fmt, ... ) = 0;
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// Allows other parts of the engine to find out the normal and ducked player bbox sizes
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virtual Vector const& GetPlayerMins( bool ducked ) const = 0;
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virtual Vector const& GetPlayerMaxs( bool ducked ) const = 0;
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virtual Vector const& GetPlayerViewOffset( bool ducked ) const = 0;
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virtual bool IsMovingPlayerStuck( void ) const = 0;
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virtual CBasePlayer *GetMovingPlayer( void ) const = 0;
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virtual void UnblockPusher( CBasePlayer *pPlayer, CBaseEntity *pPusher ) = 0;
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virtual void SetupMovementBounds( CMoveData *pMove ) = 0;
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void ProcessMovement_v(C_BaseEntity* player, CMoveData* move) {
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typedef bool(__thiscall* OriginalFn)(void*, C_BaseEntity*, CMoveData*);
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getvfunc<OriginalFn>(this, 2)(this, player, move);
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}
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void StartTrackPredictionErrors_v(C_BaseEntity* player) {
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typedef void(__thiscall* OriginalFn)(void*, C_BaseEntity*);
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getvfunc<OriginalFn>(this, 4)(this, player);
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}
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void FinishTrackPredictionErrors_v(C_BaseEntity* player) {
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typedef void(__thiscall* OriginalFn)(void*, C_BaseEntity*);
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getvfunc<OriginalFn>(this, 5)(this, player);
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}
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};
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#endif // IGAMEMOVEMENT_H
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