//========= Copyright 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 } 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 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 ) ); CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) ); CRC32_ProcessBuffer( &crc, &mousedy, sizeof( mousedy ) ); CRC32_Final( &crc ); return crc; } // Allow command, but negate gameplay-affecting values void MakeInert( void ) { viewangles = vec3_angle; forwardmove = 0.f; sidemove = 0.f; upmove = 0.f; buttons = 0; impulse = 0; } #ifdef MAPBASE_VSCRIPT // These functions are needed for exposing CUserCmd to VScript. int GetCommandNumber() { return command_number; } int ScriptGetTickCount() { return tick_count; } const QAngle& GetViewAngles() { return viewangles; } void SetViewAngles( const QAngle& val ) { viewangles = val; } float GetForwardMove() { return forwardmove; } void SetForwardMove( float val ) { forwardmove = val; } float GetSideMove() { return sidemove; } void SetSideMove( float val ) { sidemove = val; } float GetUpMove() { return upmove; } void SetUpMove( float val ) { upmove = val; } int GetButtons() { return buttons; } void SetButtons( int val ) { buttons = val; } int GetImpulse() { return impulse; } void SetImpulse( int val ) { impulse = val; } int GetWeaponSelect() { return weaponselect; } void SetWeaponSelect( int val ) { weaponselect = val; } int GetWeaponSubtype() { return weaponsubtype; } void SetWeaponSubtype( int val ) { weaponsubtype = val; } int GetRandomSeed() { return random_seed; } int GetMouseX() { return mousedx; } void SetMouseX( int val ) { mousedx = val; } int GetMouseY() { return mousedy; } void SetMouseY( int val ) { mousedy = val; } #endif // 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 }; #if defined( MAPBASE_VSCRIPT ) && defined( GAME_DLL ) void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from, CBaseEntity *pPlayer ); #else void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from ); #endif void WriteUsercmd( bf_write *buf, const CUserCmd *to, const CUserCmd *from ); #endif // USERCMD_H