source-sdk-2013-mapbase/sp/src/game/shared/usercmd.h
samisalreadytaken ef7d9ccc0f vscript additions and fixes:
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
2020-12-26 17:16:46 +03:00

209 lines
5.3 KiB
C++

//========= 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