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authorboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
committerboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
commit3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch)
tree26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /gmod/IPrediction.hpp
parente4729e4393d90271a3814c7a79950a660c48325a (diff)
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever. i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'gmod/IPrediction.hpp')
-rw-r--r--gmod/IPrediction.hpp129
1 files changed, 0 insertions, 129 deletions
diff --git a/gmod/IPrediction.hpp b/gmod/IPrediction.hpp
deleted file mode 100644
index 575e270..0000000
--- a/gmod/IPrediction.hpp
+++ /dev/null
@@ -1,129 +0,0 @@
-#pragma once
-#include "vector.hpp"
-
-//forward declarations
-class user_cmd_t;
-class IClientEntity;
-
-class IMoveHelper {
-private:
- virtual void UnknownVirtual( ) = 0;
-public:
- virtual void SetHost( IClientEntity* host ) = 0;
-};
-
-class CMoveData {
-public:
- bool m_bFirstRunOfFunctions : 1;
- bool m_bGameCodeMovedPlayer : 1;
- bool m_bNoAirControl : 1;
-
- unsigned long m_nPlayerHandle;
- int m_nImpulseCommand;
- vec3_t m_vecViewAngles;
- vec3_t m_vecAbsViewAngles;
- int m_nButtons;
- int m_nOldButtons;
- float m_flForwardMove;
- float m_flSideMove;
- float m_flUpMove;
-
- float m_flMaxSpeed;
- float m_flClientMaxSpeed;
-
- vec3_t m_vecVelocity;
- vec3_t m_vecOldVelocity;
- float somefloat;
- vec3_t m_vecAngles;
- vec3_t m_vecOldAngles;
-
- float m_outStepHeight;
- vec3_t m_outWishVel;
- vec3_t m_outJumpVel;
-
- vec3_t m_vecConstraintCenter;
- float m_flConstraintRadius;
- float m_flConstraintWidth;
- float m_flConstraintSpeedFactor;
- bool m_bConstraintPastRadius;
-
- void SetAbsOrigin( const vec3_t& vec );
- const vec3_t& GetAbsOrigin( ) const;
-
-private:
- vec3_t m_vecAbsOrigin; // edict::origin
- uint8_t pad_ending_001[0x160];
-};
-
-class ICSGameMovement {
-public:
- void ProcessMovement( IClientEntity* ent, void* data ) {
- using fn = void( __thiscall* )( void*, IClientEntity*, void* );
- return util::get_vfunc< fn >( this, 1 )( this, ent, data );
- }
-
- void StartTrackPredictionErrors( IClientEntity* ent ) {
- using fn = void( __thiscall* )( void*, IClientEntity* );
- return util::get_vfunc< fn >( this, 2 )( this, ent );
- }
-
- void FinishTrackPredictionErrors( IClientEntity* ent ) {
- using fn = void( __thiscall* )( void*, IClientEntity* );
- return util::get_vfunc< fn >( this, 3 )( this, ent );
- }
-};
-
-class IPrediction {
-public:
- virtual ~IPrediction( ) { };
-
- virtual void Init( ) = 0;
- virtual void Shutdown( ) = 0;
-
- // Run prediction
- virtual void Update
- (
- int startframe, // World update ( un-modded ) most recently received
- bool validframe, // Is frame data valid
- int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded)
- int outgoing_command // Last command (most recent) sent to server (un-modded)
- ) = 0;
-
- // We are about to get a network update from the server. We know the update #, so we can pull any
- // data purely predicted on the client side and transfer it to the new from data state.
- virtual void PreEntityPacketReceived( int commands_acknowledged, int current_world_update_packet ) = 0;
- virtual void PostEntityPacketReceived( ) = 0;
- virtual void PostNetworkDataReceived( int commands_acknowledged ) = 0;
-
- virtual void OnReceivedUncompressedPacket( ) = 0;
-
- // The engine needs to be able to access a few predicted values
- virtual void GetViewOrigin( vec3_t& org ) = 0;
- virtual void SetViewOrigin( vec3_t& org ) = 0;
- virtual void GetViewAngles( vec3_t& ang ) = 0;
- virtual void SetViewAngles( vec3_t& ang ) = 0;
- virtual void GetLocalViewAngles( vec3_t& ang ) = 0;
- virtual void SetLocalViewAngles( vec3_t& ang ) = 0;
-
- virtual bool InPrediction( ) const = 0;
- virtual bool IsFirstTimePredicted( ) const = 0;
-
- virtual int GetIncomingPacketNumber( ) const = 0;
-
- virtual void RunCommand( IClientEntity *player, user_cmd_t *ucmd, IMoveHelper *moveHelper ) = 0;
-
- virtual void SetupMove( IClientEntity *player, user_cmd_t *ucmd, IMoveHelper *pHelper, CMoveData *move ) = 0;
- virtual void FinishMove( IClientEntity *player, user_cmd_t *ucmd, CMoveData *move ) = 0;
- virtual void SetIdealPitch( int nSlot, IClientEntity *player, const vec3_t& origin, const vec3_t& angles, const vec3_t& viewheight ) = 0;
-
- virtual void CheckError( int nSlot, IClientEntity *player, int commands_acknowledged ) = 0;
-
- virtual void _Update
- (
- int nSlot,
- bool received_new_world_update,
- bool validframe, // Is frame data valid
- int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded)
- int outgoing_command // Last command (most recent) sent to server (un-modded)
- ) = 0;
-};