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2020-08-04 13:13:01 -04:00

100 lines
2.2 KiB
C++

//========= 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