233 lines
5.6 KiB
C++
233 lines
5.6 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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//=============================================================================//
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#if !defined( USERCMD_H )
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#define USERCMD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "utlvector.h"
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#include "imovehelper.h"
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#include "checksum_crc.h"
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class bf_read;
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class bf_write;
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class CEntityGroundContact
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{
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public:
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int entindex;
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float minheight;
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float maxheight;
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};
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class CUserCmd
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{
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public:
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CUserCmd()
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{
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Reset();
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}
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virtual ~CUserCmd() { };
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void Reset()
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{
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command_number = 0;
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tick_count = 0;
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viewangles.Init();
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forwardmove = 0.0f;
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sidemove = 0.0f;
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upmove = 0.0f;
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buttons = 0;
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impulse = 0;
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weaponselect = 0;
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weaponsubtype = 0;
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random_seed = 0;
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mousedx = 0;
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mousedy = 0;
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hasbeenpredicted = false;
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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entitygroundcontact.RemoveAll();
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#endif
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// TrackIR
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headangles.Init();
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headoffset.Init();
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// TrackIR
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#if defined( INFESTED_DLL )
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crosshairtrace = vec3_origin;
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#endif
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#ifdef INFESTED_DLL
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crosshair_entity = 0;
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forced_action = 0;
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sync_kill_ent = 0;
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skill_dest.Init();
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skill_dest_ent = 0;
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#endif
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}
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CUserCmd& operator =( const CUserCmd& src )
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{
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if ( this == &src )
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return *this;
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command_number = src.command_number;
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tick_count = src.tick_count;
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viewangles = src.viewangles;
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forwardmove = src.forwardmove;
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sidemove = src.sidemove;
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upmove = src.upmove;
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buttons = src.buttons;
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impulse = src.impulse;
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weaponselect = src.weaponselect;
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weaponsubtype = src.weaponsubtype;
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random_seed = src.random_seed;
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mousedx = src.mousedx;
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mousedy = src.mousedy;
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hasbeenpredicted = src.hasbeenpredicted;
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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entitygroundcontact = src.entitygroundcontact;
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#endif
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// TrackIR
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headangles = src.headangles;
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headoffset = src.headoffset;
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// TrackIR
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#if defined( INFESTED_DLL )
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crosshairtrace = src.crosshairtrace;
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#endif
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#ifdef INFESTED_DLL
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crosshair_entity = src.crosshair_entity;
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forced_action = src.forced_action;
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sync_kill_ent = src.sync_kill_ent;
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skill_dest = src.skill_dest;
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skill_dest_ent = src.skill_dest_ent;
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#endif
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return *this;
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}
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CUserCmd( const CUserCmd& src )
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{
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*this = src;
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}
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CRC32_t GetChecksum( void ) const
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{
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CRC32_t crc;
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CRC32_Init( &crc );
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CRC32_ProcessBuffer( &crc, &command_number, sizeof( command_number ) );
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CRC32_ProcessBuffer( &crc, &tick_count, sizeof( tick_count ) );
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CRC32_ProcessBuffer( &crc, &viewangles, sizeof( viewangles ) );
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CRC32_ProcessBuffer( &crc, &forwardmove, sizeof( forwardmove ) );
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CRC32_ProcessBuffer( &crc, &sidemove, sizeof( sidemove ) );
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CRC32_ProcessBuffer( &crc, &upmove, sizeof( upmove ) );
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CRC32_ProcessBuffer( &crc, &buttons, sizeof( buttons ) );
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CRC32_ProcessBuffer( &crc, &impulse, sizeof( impulse ) );
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CRC32_ProcessBuffer( &crc, &weaponselect, sizeof( weaponselect ) );
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CRC32_ProcessBuffer( &crc, &weaponsubtype, sizeof( weaponsubtype ) );
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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 ) );
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CRC32_ProcessBuffer( &crc, &mousedy, sizeof( mousedy ) );
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#endif
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#if defined( INFESTED_DLL )
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CRC32_ProcessBuffer( &crc, &crosshairtrace, sizeof( crosshairtrace ) );
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#endif
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#ifdef INFESTED_DLL
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CRC32_ProcessBuffer( &crc, &crosshair_entity, sizeof( crosshair_entity ) );
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CRC32_ProcessBuffer( &crc, &forced_action, sizeof( forced_action ) );
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CRC32_ProcessBuffer( &crc, &sync_kill_ent, sizeof( sync_kill_ent ) );
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CRC32_ProcessBuffer( &crc, &skill_dest, sizeof( skill_dest ) );
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CRC32_ProcessBuffer( &crc, &skill_dest_ent, sizeof( skill_dest_ent ) );
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#endif
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CRC32_Final( &crc );
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return crc;
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}
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// For matching server and client commands for debugging
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int command_number;
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// the tick the client created this command
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int tick_count;
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// Player instantaneous view angles.
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QAngle viewangles;
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// Intended velocities
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// forward velocity.
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float forwardmove;
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// sideways velocity.
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float sidemove;
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// upward velocity.
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float upmove;
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// Attack button states
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int buttons;
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// Impulse command issued.
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byte impulse;
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// Current weapon id
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int weaponselect;
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int weaponsubtype;
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int random_seed; // For shared random functions
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short mousedx; // mouse accum in x from create move
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short mousedy; // mouse accum in y from create move
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// Client only, tracks whether we've predicted this command at least once
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bool hasbeenpredicted;
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// Back channel to communicate IK state
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#if defined( HL2_DLL ) || defined( HL2_CLIENT_DLL )
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CUtlVector< CEntityGroundContact > entitygroundcontact;
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#endif
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// TrackIR
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QAngle headangles;
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Vector headoffset;
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// TrackIR
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#if defined( INFESTED_DLL )
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Vector crosshairtrace; // world location directly beneath the player's crosshair
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#endif
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#ifdef INFESTED_DLL
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short crosshair_entity; // index of the entity under the player's crosshair
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byte forced_action;
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short sync_kill_ent;
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Vector skill_dest;
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short skill_dest_ent;
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#endif
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};
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void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from );
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void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from );
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#endif // USERCMD_H
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