sqwarmed/sdk_src/game/shared/usercmd.h

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined( USERCMD_H )
#define USERCMD_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/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;
};
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
// TrackIR
headangles.Init();
headoffset.Init();
// TrackIR
#if defined( INFESTED_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
}
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
// TrackIR
headangles = src.headangles;
headoffset = src.headoffset;
// TrackIR
#if defined( INFESTED_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
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, &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 ) );
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#ifndef INFESTED_DLL // alien swarm doesn't need these
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CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) );
CRC32_ProcessBuffer( &crc, &mousedy, sizeof( mousedy ) );
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#endif
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#if defined( INFESTED_DLL )
CRC32_ProcessBuffer( &crc, &crosshairtrace, sizeof( crosshairtrace ) );
#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;
}
// 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
// TrackIR
QAngle headangles;
Vector headoffset;
// TrackIR
#if defined( INFESTED_DLL )
Vector crosshairtrace; // world location directly beneath the player's crosshair
#endif
#ifdef INFESTED_DLL
short crosshair_entity; // index of the entity under the player's crosshair
byte forced_action;
short sync_kill_ent;
Vector skill_dest;
short skill_dest_ent;
#endif
};
void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from );
void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from );
#endif // USERCMD_H