mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-08 13:15:31 +03:00
ef7d9ccc0f
vscript_client.cpp - Fixed local player script instance registration - Added CEntities::GetLocalPlayer - Added Con_IsVisible - Added IsWindowedMode - Added ScreenWidth - Added ScreenHeight - Added ScreenTransform - Added missing DoUniqueString gameinterface.cpp usercmd.h usercmd.cpp vscript_singletons.cpp - CNetMsgScriptHelper vscript_singletons.cpp - Added hash map for CScriptSaveRestoreUtil - Added hash map for CScriptGameEventListener::s_GameEvents - Changed CScriptGameEventListener string contexts to hashes - Added invalid input condition on CScriptGameEventListener::ListenToGameEvent - Moved CDebugOverlayScriptHelper to shared code ivscript.h vscript_squirrel.cpp - Added IScriptVM::Get/Set/ClearValue (ScriptVariant_t key) baseentity.h baseentity.cpp - Added CBaseEntity::SetContextThink (ScriptSetContextThink) vscript_server.cpp vscript_client.cpp vscript_funcs_shared.cpp - Changed the order user vscript_*.nut files are executed - after internal scripts, before mapspawn vscript_squirrel.cpp vscript_squirrel.nut vscript_server.nut vscript_shared.cpp - Localised all documentation under __Documentation hl2_usermessages.cpp - Added usermessage ScriptMsg c_baseplayer.cpp - Removed redundant check in ~C_BasePlayer
209 lines
5.3 KiB
C++
209 lines
5.3 KiB
C++
//========= Copyright 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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}
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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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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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CRC32_ProcessBuffer( &crc, &mousedx, sizeof( mousedx ) );
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CRC32_ProcessBuffer( &crc, &mousedy, sizeof( mousedy ) );
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CRC32_Final( &crc );
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return crc;
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}
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// Allow command, but negate gameplay-affecting values
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void MakeInert( void )
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{
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viewangles = vec3_angle;
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forwardmove = 0.f;
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sidemove = 0.f;
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upmove = 0.f;
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buttons = 0;
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impulse = 0;
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}
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#ifdef MAPBASE_VSCRIPT // These functions are needed for exposing CUserCmd to VScript.
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int GetCommandNumber() { return command_number; }
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int ScriptGetTickCount() { return tick_count; }
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const QAngle& GetViewAngles() { return viewangles; }
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void SetViewAngles( const QAngle& val ) { viewangles = val; }
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float GetForwardMove() { return forwardmove; }
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void SetForwardMove( float val ) { forwardmove = val; }
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float GetSideMove() { return sidemove; }
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void SetSideMove( float val ) { sidemove = val; }
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float GetUpMove() { return upmove; }
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void SetUpMove( float val ) { upmove = val; }
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int GetButtons() { return buttons; }
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void SetButtons( int val ) { buttons = val; }
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int GetImpulse() { return impulse; }
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void SetImpulse( int val ) { impulse = val; }
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int GetWeaponSelect() { return weaponselect; }
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void SetWeaponSelect( int val ) { weaponselect = val; }
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int GetWeaponSubtype() { return weaponsubtype; }
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void SetWeaponSubtype( int val ) { weaponsubtype = val; }
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int GetRandomSeed() { return random_seed; }
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int GetMouseX() { return mousedx; }
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void SetMouseX( int val ) { mousedx = val; }
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int GetMouseY() { return mousedy; }
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void SetMouseY( int val ) { mousedy = val; }
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#endif
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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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};
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#if defined( MAPBASE_VSCRIPT ) && defined( GAME_DLL )
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void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from, CBaseEntity *pPlayer );
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#else
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void ReadUsercmd( bf_read *buf, CUserCmd *move, CUserCmd *from );
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#endif
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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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