r5sdk/r5dev/game/client/movehelper_client.h

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//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MOVEHELPER_CLIENT_H
#define MOVEHELPER_CLIENT_H
#include "tier1/utlvector.h"
#include "public/gametrace.h"
#include "game/shared/imovehelper.h"
#include "c_baseplayer.h"
class CMoveHelperClient : public IMoveHelper
{
// results, tallied on client and server, but only used by server to run SV_Impact.
// we store off our velocity in the trace_t structure so that we can determine results
// of shoving boxes etc. around.
struct touchlist_t
{
Vector3D deltavelocity;
trace_t trace;
};
CUtlVector<touchlist_t> m_TouchList;
C_BaseEntity* m_pHost;
};
IMoveHelper* MoveHelperClient();
extern CMoveHelperClient* s_MoveHelperClient;
///////////////////////////////////////////////////////////////////////////////
class VMoveHelperClient : public IDetour
{
virtual void GetAdr(void) const
{
LogVarAdr("s_MoveHelperClient", reinterpret_cast<uintptr_t>(s_MoveHelperClient));
}
virtual void GetFun(void) const { }
virtual void GetVar(void) const
{
CMemory pFunc = g_GameDll.FindPatternSIMD("40 53 48 83 EC 30 80 3D ?? ?? ?? ?? ?? 48 8B D9 74 1A");
s_MoveHelperClient = pFunc.FindPattern("4C 8D 0D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CMoveHelperClient*>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
#endif // MOVEHELPER_CLIENT_H