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Unused variable as current time calculation ended up being unnecessary, removed to suppress compiler warning.
59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
//====== Copyright © 1996-2005, 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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#include "engine/server/server.h"
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#include "engine/client/client.h"
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#include "player_command.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerMove::CPlayerMove(void)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Runs movement commands for the player
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// Input : *player -
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// *ucmd -
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// *moveHelper -
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//-----------------------------------------------------------------------------
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void CPlayerMove::StaticRunCommand(CPlayerMove* thisp, CPlayer* player, CUserCmd* ucmd, IMoveHelper* moveHelper)
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{
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CClientExtended* const cle = g_pServer->GetClientExtended(player->GetEdict() - 1);
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float playerFrameTime;
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// Always default to clamped UserCmd frame time if this cvar is set
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if (player_disallow_negative_frametime->GetBool())
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playerFrameTime = fmaxf(ucmd->frametime, 0.0f);
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else
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{
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if (player->m_bGamePaused)
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playerFrameTime = 0.0f;
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else
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playerFrameTime = TICK_INTERVAL;
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if (ucmd->frametime)
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playerFrameTime = ucmd->frametime;
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}
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if (sv_clampPlayerFrameTime->GetBool() && player->m_joinFrameTime > ((*g_pflServerFrameTimeBase) + playerframetimekick_margin->GetFloat()))
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playerFrameTime = 0.0f;
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const float timeAllowedForProcessing = cle->ConsumeMovementTimeForUserCmdProcessing(playerFrameTime);
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if (!player->IsBot() && (timeAllowedForProcessing < playerFrameTime))
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return; // Don't process this command
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CPlayerMove__RunCommand(thisp, player, ucmd, moveHelper);
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}
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void VPlayerMove::Detour(const bool bAttach) const
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{
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DetourSetup(&CPlayerMove__RunCommand, &CPlayerMove::StaticRunCommand, bAttach);
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}
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