181 lines
6.0 KiB
C++
181 lines
6.0 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: implements various common send proxies
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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 "recvproxy.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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void RecvProxy_IntSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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int *pInt = (int *)pOut;
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*pInt = pData->m_Value.m_Int - 1;
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}
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void RecvProxy_ShortSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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short *pInt = (short *)pOut;
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*pInt = pData->m_Value.m_Int - 1;
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}
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RecvProp RecvPropIntWithMinusOneFlag( char *pVarName, int offset, int sizeofVar, RecvVarProxyFn proxyFn )
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{
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return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason:
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// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then
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// if the weapon is created and given to the player in the same frame, then the weapon won't have been
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// created at the time we parse this EHandle index, since the player is ahead of every other entity in the
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// packet (except for the world).
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// So instead, we remember which ehandles need to be set and we set them after all network data has
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// been received. Sigh.
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// Input : *pData -
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// *pStruct -
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// *pOut -
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//-----------------------------------------------------------------------------
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void RecvProxy_IntToEHandle( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CBaseHandle *pEHandle = (CBaseHandle*)pOut;
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if ( pData->m_Value.m_Int == INVALID_NETWORKED_EHANDLE_VALUE )
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{
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*pEHandle = INVALID_EHANDLE_INDEX;
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}
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else
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{
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int iEntity = pData->m_Value.m_Int & ((1 << MAX_EDICT_BITS) - 1);
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int iSerialNum = pData->m_Value.m_Int >> MAX_EDICT_BITS;
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pEHandle->Init( iEntity, iSerialNum );
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}
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}
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RecvProp RecvPropEHandle(
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char *pVarName,
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int offset,
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int sizeofVar,
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RecvVarProxyFn proxyFn )
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{
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return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn );
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}
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RecvProp RecvPropBool(
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char *pVarName,
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int offset,
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int sizeofVar )
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{
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Assert( sizeofVar == sizeof( bool ) );
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return RecvPropInt( pVarName, offset, sizeofVar );
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}
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//-----------------------------------------------------------------------------
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// Moveparent receive proxies
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//-----------------------------------------------------------------------------
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void RecvProxy_IntToMoveParent( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CHandle<C_BaseEntity> *pHandle = (CHandle<C_BaseEntity>*)pOut;
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RecvProxy_IntToEHandle( pData, pStruct, (CBaseHandle*)pHandle );
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}
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void RecvProxy_InterpolationAmountChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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// m_bSimulatedEveryTick & m_bAnimatedEveryTick are boolean
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if ( *((bool*)pOut) != (pData->m_Value.m_Int != 0) )
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{
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// Have the regular proxy store the data.
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RecvProxy_Int32ToInt8( pData, pStruct, pOut );
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C_BaseEntity *pEntity = (C_BaseEntity *) pStruct;
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pEntity->Interp_UpdateInterpolationAmounts( pEntity->GetVarMapping() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Decodes a time value
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// Input : *pStruct - ( C_BaseEntity * ) used to flag animtime is changine
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// *pVarData -
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// *pIn -
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// objectID -
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//-----------------------------------------------------------------------------
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static void RecvProxy_Time( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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float t;
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float clock_base;
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float offset;
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// Get msec offset
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offset = ( float )pData->m_Value.m_Int / 1000.0f;
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// Get base
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clock_base = floor( engine->GetLastTimeStamp() );
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// Add together and clamp to msec precision
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t = ClampToMsec( clock_base + offset );
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// Store decoded value
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*( float * )pOut = t;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pVarName -
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// sizeofVar -
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// Output : RecvProp
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//-----------------------------------------------------------------------------
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RecvProp RecvPropTime(
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char *pVarName,
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int offset,
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int sizeofVar/*=SIZEOF_IGNORE*/ )
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{
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// return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_Time );
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return RecvPropFloat( pVarName, offset, sizeofVar );
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};
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//-----------------------------------------------------------------------------
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// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason:
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// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then
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// if the weapon is created and given to the player in the same frame, then the weapon won't have been
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// created at the time we parse this EHandle index, since the player is ahead of every other entity in the
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// packet (except for the world).
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// So instead, we remember which ehandles need to be set and we set them after all network data has
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// been received. Sigh.
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// Input : *pData -
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// *pStruct -
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// *pOut -
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//-----------------------------------------------------------------------------
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#if !defined( NO_ENTITY_PREDICTION ) && defined( USE_PREDICTABLEID )
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static void RecvProxy_IntToPredictableId( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CPredictableId *pId = (CPredictableId*)pOut;
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Assert( pId );
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pId->SetRaw( pData->m_Value.m_Int );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pVarName -
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// sizeofVar -
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// Output : RecvProp
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//-----------------------------------------------------------------------------
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RecvProp RecvPropPredictableId(
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char *pVarName,
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int offset,
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int sizeofVar/*=SIZEOF_IGNORE*/ )
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{
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return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_IntToPredictableId );
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}
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#endif
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