//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #if !defined(USERCMD_H) #define USERCMD_H #ifdef _WIN32 #pragma once #endif #include "../../public/mathlib/vector.h" #include "../../public/tier1/checksum_crc.h" #include "../../public/tier1/utlvector.h" #include "imovehelper.h" class bf_read; class bf_write; class CEntityGroundContact { public: int entindex; float minheight; float maxheight; }; class CUserCmd { public: CUserCmd() { this->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; // server_random_seed = 0; mousedx = 0; mousedy = 0; hasbeenpredicted = false; } // Allow command, but negate gameplay-affecting values void MakeInert() { viewangles = Vector(); forwardmove = 0.f; sidemove = 0.f; upmove = 0.f; buttons = 0; impulse = 0; } // 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. Vector 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; }; void ReadUsercmd(bf_read *buf, CUserCmd *move, CUserCmd *from); void WriteUsercmd(bf_write *buf, const CUserCmd *to, const CUserCmd *from); #endif // USERCMD_H