Kamay Xutax
854991ab8c
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
31 lines
974 B
C++
31 lines
974 B
C++
//========= Copyright 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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#ifndef ILAGCOMPENSATIONMANAGER_H
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#define ILAGCOMPENSATIONMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBasePlayer;
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class CUserCmd;
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//-----------------------------------------------------------------------------
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// Purpose: This is also an IServerSystem
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//-----------------------------------------------------------------------------
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abstract_class ILagCompensationManager
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{
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public:
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// Called during player movement to set up/restore after lag compensation
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virtual void StartLagCompensation( CBasePlayer *player, CUserCmd *cmd ) = 0;
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virtual void FinishLagCompensation(CBasePlayer * player) = 0;
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virtual void BacktrackPlayer( CBasePlayer *player, CUserCmd *cmd ) = 0;
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};
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extern ILagCompensationManager *lagcompensation;
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#endif // ILAGCOMPENSATIONMANAGER_H
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