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Changing splitscreen code so that sol.net can still work with our client. (Always expect a clc_move)

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@131 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-09-04 18:01:53 +00:00
parent 7ed4086431
commit 87d532c3e8

View file

@ -3206,11 +3206,13 @@ vec3_t offset;
break;
if (i != 3)
continue;
if (!((int)sv_player->v.dimension_physics & (int)check->v.dimension_physics))
continue;
if (pmove.numphysent == MAX_PHYSENTS)
break;
pe = &pmove.physents[pmove.numphysent];
pe->notouch = !((int)sv_player->v.dimension_solid & (int)check->v.dimension_hit);
if (!((int)sv_player->v.dimension_hit & (int)check->v.dimension_solid))
continue;
pmove.numphysent++;
VectorCopy (check->v.origin, pe->origin);
@ -3243,10 +3245,9 @@ vec3_t offset;
if (i != 3)
continue;
if (!((int)sv_player->v.dimension_physics & (int)check->v.dimension_physics))
if (!((int)sv_player->v.dimension_hit & (int)check->v.dimension_solid))
continue;
// sv_player->v.origin
// check->v.model = "a";
os = check->v.solid;
omt = check->v.movetype;
@ -3457,9 +3458,16 @@ void SV_RunCmd (usercmd_t *ucmd, qboolean recurse)
sv_player->v.light_level = 128; //hmm... HACK!!!
sv_player->v.button0 = ucmd->buttons & 1;
sv_player->v.button2 = (ucmd->buttons & 2)>>1;
sv_player->v.button2 = (ucmd->buttons >> 1) & 1;
if (pr_allowbutton1.value) //many mods use button1 - it's just a wasted field to many mods. So only work it if the cvar allows.
sv_player->v.button1 = (ucmd->buttons & 4) >> 2;
sv_player->v.button1 = ((ucmd->buttons >> 2) & 1);
// DP_INPUTBUTTONS
sv_player->v.button3 = ((ucmd->buttons >> 2) & 1);
sv_player->v.button4 = ((ucmd->buttons >> 3) & 1);
sv_player->v.button5 = ((ucmd->buttons >> 4) & 1);
sv_player->v.button6 = ((ucmd->buttons >> 5) & 1);
sv_player->v.button7 = ((ucmd->buttons >> 6) & 1);
sv_player->v.button8 = ((ucmd->buttons >> 7) & 1);
if (ucmd->impulse && SV_FiltureImpulse(ucmd->impulse, host_client->trustlevel))
sv_player->v.impulse = ucmd->impulse;
@ -3656,13 +3664,21 @@ if (sv_player->v.health > 0 && before && !after )
// link into place and touch triggers
SV_LinkEdict (sv_player, true);
/* for (i = 0; i < pmove.numphysent; i++)
{
}
*/
// touch other objects
for (i=0 ; i<pmove.numtouch ; i++)
{
if (pmove.physents[pmove.touchindex[i]].notouch)
continue;
n = pmove.physents[pmove.touchindex[i]].info;
ent = EDICT_NUM(svprogfuncs, n);
if (!ent->v.touch || (playertouch[n/8]&(1<<(n%8))))
continue;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
pr_global_struct->other = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, ent->v.touch);
@ -3761,6 +3777,7 @@ void SV_ExecuteClientMessage (client_t *cl)
}
c = MSG_ReadByte ();
haveannothergo:
if (c == -1)
break;
@ -3800,94 +3817,107 @@ void SV_ExecuteClientMessage (client_t *cl)
MSG_ReadDeltaUsercmd (&oldest, &oldcmd);
MSG_ReadDeltaUsercmd (&oldcmd, &newcmd);
if ( cl->state != cs_spawned )
continue;
if (split == cl)
if ( cl->state == cs_spawned )
{
// if the checksum fails, ignore the rest of the packet
calculatedChecksum = COM_BlockSequenceCRCByte(
net_message.data + checksumIndex + 1,
MSG_GetReadCount() - checksumIndex - 1,
seq_hash);
if (calculatedChecksum != checksum)
if (split == cl)
{
Con_DPrintf ("Failed command checksum for %s(%d) (%d != %d)\n",
cl->name, cl->netchan.incoming_sequence, checksum, calculatedChecksum);
// if the checksum fails, ignore the rest of the packet
calculatedChecksum = COM_BlockSequenceCRCByte(
net_message.data + checksumIndex + 1,
MSG_GetReadCount() - checksumIndex - 1,
seq_hash);
for (; cl; cl = cl->controlled) //FIXME
if (calculatedChecksum != checksum)
{
MSG_ReadDeltaUsercmd (&nullcmd, &oldest);
MSG_ReadDeltaUsercmd (&oldest, &oldcmd);
MSG_ReadDeltaUsercmd (&oldcmd, &newcmd);
Con_DPrintf ("Failed command checksum for %s(%d) (%d != %d)\n",
cl->name, cl->netchan.incoming_sequence, checksum, calculatedChecksum);
for (; cl; cl = cl->controlled) //FIXME
{
MSG_ReadDeltaUsercmd (&nullcmd, &oldest);
MSG_ReadDeltaUsercmd (&oldest, &oldcmd);
MSG_ReadDeltaUsercmd (&oldcmd, &newcmd);
}
break;;
}
break;;
}
if (cl->iscrippled)
{
cl->lastcmd.forwardmove = 0; //hmmm.... does this work well enough?
oldest.forwardmove = 0;
newcmd.forwardmove = 0;
cl->lastcmd.sidemove = 0;
oldest.sidemove = 0;
newcmd.sidemove = 0;
cl->lastcmd.upmove = 0;
oldest.upmove = 0;
newcmd.upmove = 0;
}
if (!sv.paused)
{
if (sv_nomsec.value || SV_PlayerPhysicsQC)
{
if (!sv_player->v.fixangle)
{
sv_player->v.v_angle[0] = newcmd.angles[0]* (360.0/65536);
sv_player->v.v_angle[1] = newcmd.angles[1]* (360.0/65536);
sv_player->v.v_angle[2] = newcmd.angles[2]* (360.0/65536);
}
if (newcmd.impulse)// && SV_FiltureImpulse(newcmd.impulse, host_client->trustlevel))
sv_player->v.impulse = newcmd.impulse;
sv_player->v.button0 = newcmd.buttons & 1;
sv_player->v.button2 = (newcmd.buttons & 2)>>1;
cmd = newcmd;
SV_ClientThink ();
cl->lastcmd = newcmd;
cl->lastcmd.buttons = 0; // avoid multiple fires on lag
continue;
}
SV_PreRunCmd();
if (net_drop < 20)
{
while (net_drop > 2)
{
SV_RunCmd (&cl->lastcmd, false);
net_drop--;
}
if (net_drop > 1)
SV_RunCmd (&oldest, false);
if (net_drop > 0)
SV_RunCmd (&oldcmd, false);
}
SV_RunCmd (&newcmd, false);
SV_PostRunCmd();
}
cl->lastcmd = newcmd;
cl->lastcmd.buttons = 0; // avoid multiple fires on lag
}
if (cl->iscrippled)
if (msg_badread)
{
cl->lastcmd.forwardmove = 0; //hmmm.... does this work well enough?
oldest.forwardmove = 0;
newcmd.forwardmove = 0;
cl->lastcmd.sidemove = 0;
oldest.sidemove = 0;
newcmd.sidemove = 0;
cl->lastcmd.upmove = 0;
oldest.upmove = 0;
newcmd.upmove = 0;
Con_Printf ("SV_ReadClientMessage: badread\n");
SV_DropClient (cl);
return;
}
if (!sv.paused)
c = MSG_ReadByte ();
if (c != clc_move)
{
if (sv_nomsec.value || SV_PlayerPhysicsQC)
{
if (!sv_player->v.fixangle)
{
sv_player->v.v_angle[0] = newcmd.angles[0]* (360.0/65536);
sv_player->v.v_angle[1] = newcmd.angles[1]* (360.0/65536);
sv_player->v.v_angle[2] = newcmd.angles[2]* (360.0/65536);
}
if (newcmd.impulse)// && SV_FiltureImpulse(newcmd.impulse, host_client->trustlevel))
sv_player->v.impulse = newcmd.impulse;
sv_player->v.button0 = newcmd.buttons & 1;
sv_player->v.button2 = (newcmd.buttons & 2)>>1;
cmd = newcmd;
SV_ClientThink ();
cl->lastcmd = newcmd;
cl->lastcmd.buttons = 0; // avoid multiple fires on lag
continue;
}
SV_PreRunCmd();
if (net_drop < 20)
{
while (net_drop > 2)
{
SV_RunCmd (&cl->lastcmd, false);
net_drop--;
}
if (net_drop > 1)
SV_RunCmd (&oldest, false);
if (net_drop > 0)
SV_RunCmd (&oldcmd, false);
}
SV_RunCmd (&newcmd, false);
SV_PostRunCmd();
host_client = cl = split;
sv_player = cl->edict;
goto haveannothergo;
}
cl->lastcmd = newcmd;
cl->lastcmd.buttons = 0; // avoid multiple fires on lag
}
host_client = cl = split;
sv_player = cl->edict;