Player Run Command [HL2DM]

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- Ask questions about or share code from languages other than Source Engine scripting.
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JoshN0S
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Posts: 504
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Location: United States

Player Run Command [HL2DM]

Post by JoshN0S »

Code: Select all

void CHL2_Player::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper)
{
 // Handle FL_FROZEN.
 if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
 {
  ucmd->forwardmove = 0;
  ucmd->sidemove = 0;
  ucmd->upmove = 0;
  ucmd->buttons &= ~IN_USE;
 }
 // Can't use stuff while dead
 if ( IsDead() )
 {
  ucmd->buttons &= ~IN_USE;
 }
 //Update our movement information
 if ( ( ucmd->forwardmove != 0 ) || ( ucmd->sidemove != 0 ) || ( ucmd->upmove != 0 ) )
 {
  m_flIdleTime -= TICK_INTERVAL * 2.0f;
  
  if ( m_flIdleTime < 0.0f )
  {
   m_flIdleTime = 0.0f;
  }
  m_flMoveTime += TICK_INTERVAL;
  if ( m_flMoveTime > 4.0f )
  {
   m_flMoveTime = 4.0f;
  }
 }
 else
 {
  m_flIdleTime += TICK_INTERVAL;
  
  if ( m_flIdleTime > 4.0f )
  {
   m_flIdleTime = 4.0f;
  }
  m_flMoveTime -= TICK_INTERVAL * 2.0f;
  
  if ( m_flMoveTime < 0.0f )
  {
   m_flMoveTime = 0.0f;
  }
 }
 //Msg("Player time: [ACTIVE: %f]\t[IDLE: %f]\n", m_flMoveTime, m_flIdleTime );
 BaseClass::PlayerRunCommand( ucmd, moveHelper );
}
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killman2639
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Posts: 292
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Re: Player Run Command [HL2DM]

Post by killman2639 »

Since HL2DM uses Source Engine and Source was coded in C++, this thread name should be Player Run Command [C++]
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Nicdel
Server Admin
Posts: 2417
Joined: Sun Apr 11, 2010 4:50 am

Re: Player Run Command [HL2DM]

Post by Nicdel »

Joshua wrote:

Code: Select all

void CHL2_Player::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper)
{
 // Handle FL_FROZEN.
 if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
 {
  ucmd->forwardmove = 0;
  ucmd->sidemove = 0;
  ucmd->upmove = 0;
  ucmd->buttons &= ~IN_USE;
 }
 // Can't use stuff while dead
 if ( IsDead() )
 {
  ucmd->buttons &= ~IN_USE;
 }
 //Update our movement information
 if ( ( ucmd->forwardmove != 0 ) || ( ucmd->sidemove != 0 ) || ( ucmd->upmove != 0 ) )
 {
  m_flIdleTime -= TICK_INTERVAL * 2.0f;
  
  if ( m_flIdleTime < 0.0f )
  {
   m_flIdleTime = 0.0f;
  }
  m_flMoveTime += TICK_INTERVAL;
  if ( m_flMoveTime > 4.0f )
  {
   m_flMoveTime = 4.0f;
  }
 }
 else
 {
  m_flIdleTime += TICK_INTERVAL;
  
  if ( m_flIdleTime > 4.0f )
  {
   m_flIdleTime = 4.0f;
  }
  m_flMoveTime -= TICK_INTERVAL * 2.0f;
  
  if ( m_flMoveTime < 0.0f )
  {
   m_flMoveTime = 0.0f;
  }
 }
 //Msg("Player time: [ACTIVE: %f]\t[IDLE: %f]\n", m_flMoveTime, m_flIdleTime );
 BaseClass::PlayerRunCommand( ucmd, moveHelper );
}

Whats the sense of this? Looks like you just copied it from the source file.
Ingame: -[SaD]- Nico

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Blake
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Re: Player Run Command [HL2DM]

Post by Blake »

Nicdel wrote:Whats the sense of this? Looks like you just copied it from the source file.
Same thing i was thinking... on another post he made.
http://www.area51cheatserver.com/forums ... =28&t=1671
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