Move OnDirectInput functionality into WeaponTick

This commit is contained in:
Tater 2024-06-02 03:19:44 -05:00
parent 0d84dcbaef
commit 7bdf2e644f
5 changed files with 18 additions and 27 deletions

View file

@ -332,7 +332,6 @@ public:
virtual void OnClientPrepareInput(int ClientId, void *pInput) = 0;
virtual void OnClientFreshInput(int ClientId, void *pInput) = 0;
virtual void OnClientPredictedInput(int ClientId, void *pInput) = 0;
virtual void OnClientPredictedEarlyInput(int ClientId, void *pInput) = 0;
virtual bool IsClientReady(int ClientId) const = 0;
virtual bool IsClientPlayer(int ClientId) const = 0;

View file

@ -694,28 +694,6 @@ void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
mem_copy(&m_SavedInput, &m_Input, sizeof(m_SavedInput));
}
void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
{
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
m_NumInputs++;
// it is not allowed to aim in the center
if(m_LatestInput.m_TargetX == 0 && m_LatestInput.m_TargetY == 0)
m_LatestInput.m_TargetY = -1;
Antibot()->OnDirectInput(m_pPlayer->GetCid());
if(m_NumInputs > 1 && m_pPlayer->GetTeam() != TEAM_SPECTATORS)
{
HandleWeaponSwitch();
FireWeapon(true);
}
mem_copy(&m_LatestPrevPrevInput, &m_LatestPrevInput, sizeof(m_LatestInput));
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
}
void CCharacter::ReleaseHook()
{
m_Core.SetHookedPlayer(-1);
@ -742,7 +720,24 @@ void CCharacter::ResetInput()
void CCharacter::WeaponTick()
{
OnDirectInput(&m_Input);
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
mem_copy(&m_LatestInput, &m_Input, sizeof(m_LatestInput));
m_NumInputs++;
// it is not allowed to aim in the center
if(m_LatestInput.m_TargetX == 0 && m_LatestInput.m_TargetY == 0)
m_LatestInput.m_TargetY = -1;
Antibot()->OnDirectInput(m_pPlayer->GetCid());
if(m_NumInputs > 1 && m_pPlayer->GetTeam() != TEAM_SPECTATORS)
{
HandleWeaponSwitch();
FireWeapon(true);
}
mem_copy(&m_LatestPrevPrevInput, &m_LatestPrevInput, sizeof(m_LatestInput));
mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
}
void CCharacter::PreTick()

View file

@ -61,7 +61,6 @@ public:
void HandleJetpack();
void OnPredictedInput(CNetObj_PlayerInput *pNewInput);
void OnDirectInput(CNetObj_PlayerInput *pNewInput);
void ReleaseHook();
void ResetHook();

View file

@ -315,7 +315,6 @@ public:
void OnClientPrepareInput(int ClientId, void *pInput) override;
void OnClientFreshInput(int ClientId, void *pInput) override;
void OnClientPredictedInput(int ClientId, void *pInput) override;
void OnClientPredictedEarlyInput(int ClientId, void *pInput) override;
void TeehistorianRecordAntibot(const void *pData, int DataSize) override;
void TeehistorianRecordPlayerJoin(int ClientId, bool Sixup) override;

View file

@ -499,7 +499,6 @@ void CPlayer::OnDisconnect()
m_Moderating = false;
}
// Copy a input into the charecters active input to be used during the main phase of the game tick
void CPlayer::OnPlayerInput(CNetObj_PlayerInput *pNewInput)
{
m_PlayerFlags = pNewInput->m_PlayerFlags;