css_enhanced_waf/game/server/ilagcompensationmanager.h
Kamay Xutax 854991ab8c Fixed lag compensation for animations
The problem is that we still trust the client, although now we have a
good base to start with; The key difference here is that we don't need
to use anymore the cs player animestate client side anymore
because server side values are used

There are minor bugs like fire effect but they can be fixed
2024-07-11 02:12:51 +02:00

31 lines
974 B
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ILAGCOMPENSATIONMANAGER_H
#define ILAGCOMPENSATIONMANAGER_H
#ifdef _WIN32
#pragma once
#endif
class CBasePlayer;
class CUserCmd;
//-----------------------------------------------------------------------------
// Purpose: This is also an IServerSystem
//-----------------------------------------------------------------------------
abstract_class ILagCompensationManager
{
public:
// Called during player movement to set up/restore after lag compensation
virtual void StartLagCompensation( CBasePlayer *player, CUserCmd *cmd ) = 0;
virtual void FinishLagCompensation(CBasePlayer * player) = 0;
virtual void BacktrackPlayer( CBasePlayer *player, CUserCmd *cmd ) = 0;
};
extern ILagCompensationManager *lagcompensation;
#endif // ILAGCOMPENSATIONMANAGER_H