Map triggers are more sane.
Really buggy example custom prediction code in this commit. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3180 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
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commit
b3b0f3da9f
10 changed files with 350 additions and 177 deletions
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@ -1,48 +1,294 @@
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/*
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WARNING: This entire file is pretty much GPLed.
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If you want to release your csqc mod free from the GPL, do not define OWNPLAYERPHYSICS, and remove this file from your progs.src
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*/
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#ifdef OWNPLAYERPHYSICS
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void PMove_Move(vector dest) //move forwards (preferably on the level) (does step ups)
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/*
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be very careful about the fields/globals that are read/written in this code.
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Using any that are changed elsewhere can and will result in prediction errors.
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Any fields that are expected to persist need to be added to csqc code to revert them.
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Any fields that are read need to be the same between csqc and ssqc code somehow. Changing such fields will result in brief errors.
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*/
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#define movevars_stepheight 22
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#define movevars_friction 4
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#define movevars_gravity 800
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#define movevars_accelerate 10
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#define movevars_stopspeed 100
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#define movevars_maxspeed 320
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#define movevars_jumpheight 270
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.float pmove_flags;
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#ifdef HAVE_DOTGRAVITY
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.float gravity;
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#endif
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enumflags
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{
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vector src;
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float stepped;
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tracebox(pmove_org, pmove_mins, pmove_maxs, dest, false, self); //try going straight there
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if (trace_fraction < 1)
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{ //step up
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src = trace_endpos;
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trace_endpos_z += movevars_stepheight;
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tracebox(src, pmove_mins, pmove_maxs, dest, false, self);
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stepped = trace_endpos_z - src_z;
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dest_z += stepped;
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//move forwards
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tracebox(trace_endpos, pmove_mins, pmove_maxs, dest, false, self);
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//move down
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dest_z -= stepped;
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tracebox(trace_endpos, pmove_mins, pmove_maxs, dest, false, self);
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}
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pmove_org = trace_endpos;
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PMF_JUMP_HELD,
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PMF_RESERVED,
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PMF_ONGROUND
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};
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void PMove(void)
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static void(entity tother) dotouch =
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{
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entity oself;
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//if (tother.touch == __NULL__)
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return;
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oself = self;
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other = self;
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self = tother;
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self.touch();
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self = oself;
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};
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//this function 'bounces' off any surfaces that were hit
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void(vector surfnorm) PMove_Rebound =
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{
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float v;
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v = self.velocity*surfnorm;
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self.velocity = self.velocity - surfnorm*(v);
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};
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void(void) PMove_Move = //move forwards (preferably on the level) (does step ups)
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{
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vector dest;
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vector saved_plane_normal;
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float stepped;
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float movetime;
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float attempts;
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//we need to bounce off surfaces (in order to slide along them), so we need at 2 attempts
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for (attempts = 3, movetime = input_timelength; movetime>0 && attempts; attempts--)
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{
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dest = self.origin + self.velocity*movetime;
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tracebox(self.origin, self.mins, self.maxs, dest, false, self); //try going straight there
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self.origin = trace_endpos;
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if (trace_fraction < 1)
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{
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saved_plane_normal = trace_plane_normal;
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movetime -= movetime * trace_fraction;
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if (movetime)
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{
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//step up if we can
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trace_endpos = self.origin;
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trace_endpos_z += movevars_stepheight;
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tracebox(self.origin, self.mins, self.maxs, trace_endpos, false, self);
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stepped = trace_endpos_z - self.origin_z;
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dest = trace_endpos + self.velocity*movetime;
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dest_z = trace_endpos_z;
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//move forwards
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tracebox(trace_endpos, self.mins, self.maxs, dest, false, self);
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//if we got anywhere, make this raised-step move count
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if (trace_fraction != 0)
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{
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if (trace_fraction < 1)
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PMove_Rebound(trace_plane_normal);
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//move down
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dest = trace_endpos;
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dest_z -= stepped+1;
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tracebox(trace_endpos, self.mins, self.maxs, dest, false, self);
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if (trace_fraction < 1)
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PMove_Rebound(trace_plane_normal);
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self.origin = trace_endpos;
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movetime -= movetime * input_timelength;
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continue;
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}
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}
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//stepping failed, just bounce off
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PMove_Rebound(saved_plane_normal);
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dotouch(trace_ent);
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}
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else
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break;
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}
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};
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/*
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void(vector dest) PMove_StepMove =
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{
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//we hit something...
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//step up
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src = trace_endpos;
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trace_endpos_z += movevars_stepheight;
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tracebox(src, self.mins, self.maxs, dest, false, self);
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stepped = trace_endpos_z - src_z;
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dest_z += stepped;
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//move forwards
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tracebox(trace_endpos, self.mins, self.maxs, dest, false, self);
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//move down
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dest_z -= stepped;
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tracebox(trace_endpos, self.mins, self.maxs, dest, false, self);
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}
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*/
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void() PMove_ApplyFriction =
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{
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float newspeed, oldspeed;
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oldspeed = vlen(self.velocity);
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if (oldspeed < 1)
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{
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self.velocity = '0 0 0';
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return;
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}
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//calculate what their new speed should be
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newspeed = oldspeed - oldspeed*movevars_friction*input_timelength;
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//and slow them
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if (newspeed < 0)
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newspeed = 0;
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self.velocity = self.velocity * (newspeed/oldspeed);
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};
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void(vector wishdir, float wishspeed, float accel) PMove_Accelerate =
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{
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float addspeed, accelspeed;
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float d;
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d = self.velocity*wishdir;
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addspeed = wishspeed - (d);
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if (addspeed <= 0)
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return;
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accelspeed = accel*input_timelength*wishspeed;
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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self.velocity = self.velocity + accelspeed*wishdir;
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};
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void() PMove_InAirAccelerate =
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{
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vector hforward;
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vector hright;
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vector desireddir;
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float desiredspeed;
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hforward = v_forward;
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hforward_z = 0;
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hforward = normalize(hforward);
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hright = v_right;
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hright_z = 0;
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hright = normalize(hright);
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desireddir = hforward*input_movevalues_x + hright*input_movevalues_y;
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desiredspeed = vlen(desireddir);
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desireddir = normalize(desireddir);
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if (desiredspeed > movevars_maxspeed)
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desiredspeed = movevars_maxspeed;
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if (self.pmove_flags & PMF_ONGROUND)
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{
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if (input_buttons & 2)
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{
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if (!(self.pmove_flags & PMF_JUMP_HELD))
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{
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self.velocity_z += movevars_jumpheight;
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self.pmove_flags (+) PMF_ONGROUND;
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}
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}
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}
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if (self.pmove_flags & PMF_ONGROUND)
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{
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PMove_ApplyFriction();
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PMove_Accelerate(desireddir, desiredspeed, movevars_accelerate);
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}
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else
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{
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//there's no friction in air...
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if (desiredspeed > 30)
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desiredspeed = 30;
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PMove_Accelerate(desireddir, desiredspeed, movevars_accelerate);
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#ifdef HAVE_DOTGRAVITY
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if (self.gravity)
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self.velocity_z -= self.gravity * movevars_gravity * input_timelength;
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else
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#endif
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self.velocity_z -= movevars_gravity * input_timelength;
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}
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};
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void() PMove_NoclipAccelerate =
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{
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vector desireddir;
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float desiredspeed;
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desireddir = v_forward*input_movevalues_x + v_right*input_movevalues_y+v_up*input_movevalues_z;
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desiredspeed = vlen(desireddir);
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desireddir = normalize(desireddir);
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PMove_ApplyFriction();
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PMove_Accelerate(desireddir, desiredspeed, movevars_accelerate);
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};
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void() PMove_Categorise =
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{
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//if we're moving up, we're not on the ground
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if (self.velocity_z > 0)
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self.pmove_flags (-) PMF_ONGROUND;
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else
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{
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//don't know, maybe we are, maybe we're not
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tracebox(self.origin, self.mins, self.maxs, self.origin-'0 0 1', false, self);
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if (trace_fraction == 1 || trace_plane_normal_z < 0.7)
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{
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self.pmove_flags (-) PMF_ONGROUND;
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// self.groundentity = trace_ent;
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}
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else
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self.pmove_flags (+) PMF_ONGROUND;
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}
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};
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void(entity ent) PMove =
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{
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self = ent;
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makevectors(input_angles);
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if (!(input_buttons & PMF_JUMP_HELD))
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self.pmove_flags (-) PMF_JUMP_HELD;
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pmove_vel *= movevars_friction*input_timelength;
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pmove_vel += input_timelength*(
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v_forward * input_movevalues_x +
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v_right * input_movevalues_y +
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v_up * input_movevalues_z);
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PMove_Categorise();
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switch(pmove_type)
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self.movetype = MOVETYPE_WALK;
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switch(self.movetype)
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{
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case MOVETYPE_WALK:
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pmove_vel_z += movevars_gravity*input_timelength;
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PMove_Move(pmove_org + pmove_vel*input_timelength);
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PMove_InAirAccelerate();
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PMove_Move();
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break;
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case MOVETYPE_FLY:
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PMove_NoclipAccelerate();
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PMove_Move();
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break;
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case MOVETYPE_NOCLIP:
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pmove_org += pmove_vel*input_timelength;
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PMove_NoclipAccelerate();
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self.origin += self.velocity*input_timelength;
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break;
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case MOVETYPE_NONE:
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break;
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@ -9,15 +9,3 @@ noref float input_impulse;
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//float input_weapon;
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//float input_servertime;
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float pmove_type;
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vector pmove_org;
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vector pmove_vel;
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vector pmove_mins;
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vector pmove_maxs;
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float pmove_jump_held;
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float pmove_waterjumptime;
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float movevars_friction;
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float movevars_gravity;
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const float movevars_stepheight = 22;
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@ -62,7 +62,7 @@ string(float keynum) getkeybind = #342; // (EXT_CSQC)
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float(float framenum) getinputstate = #345; // (EXT_CSQC)
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void(float sens) setsensitivityscaler = #346; // (EXT_CSQC)
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void() runstandardplayerphysics = #347; // (EXT_CSQC)
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void(entity ent) runstandardplayerphysics = #347; // (EXT_CSQC_1)
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string(float playernum, string keyname) getplayerkeyvalue = #348; // (EXT_CSQC)
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@ -57,8 +57,8 @@ float(string skinname) Anim_GetHeadSkinNumber;
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vector(string skinname) Anim_GetHeadOffset;
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//prediction
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void() Pred_PlayerUpdated;
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void() Pred_UpdateLocalMovement;
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void(entity ent) Pred_PlayerUpdated;
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void(entity ent) Pred_UpdateLocalMovement;
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vector vieworg;
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//menu
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@ -245,7 +245,6 @@ void() CSQC_Init =
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drawloadingscreen ();
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Pred_ResetPlayerPrediction();
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regcommands();
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#ifndef FTEDEPENDANT
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@ -5,62 +5,24 @@
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string() getentitytoken = #355;
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//fixme: I want an engine solution
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entity triggerchain;
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.entity nexttrigger;
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void() pmovetouchtriggers =
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void() cs_teleport_touch =
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{
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vector amin = pmove_org+pmove_mins;
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vector amax = pmove_org+pmove_maxs;
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vector emin;
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vector emax;
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entity t;
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entity oself = self;
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for (self = triggerchain; self; self = self.nexttrigger)
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local entity t;
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t = find(world, targetname, self.target);
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if (t)
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{
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emin = self.origin+self.mins;
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if (emin_x > amax_x)
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continue;
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if (emin_y > amax_y)
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continue;
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if (emin_z > amax_z)
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continue;
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emax = self.origin+self.maxs;
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if (emax_x < amin_x)
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continue;
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if (emax_y < amin_y)
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continue;
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if (emax_z < amin_z)
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continue;
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if (self.classname == "trigger_teleport")
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{
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t = find(world, targetname, self.target);
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if (t)
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{
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makevectors(t.angles);
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Pred_Predict_Teleport(t.origin + '0 0 27', v_forward*300, t.angles);
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}
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//maybe they use a mod that uses some other choice pattern
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}
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if (self.classname == "trigger_push")
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{
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//fixme: add support for trigger_push
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}
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makevectors(t.angles);
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Pred_Predict_Teleport(t.origin + '0 0 27', v_forward*300, t.angles);
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}
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self = oself;
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}
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};
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void() spawn_trigger_teleport =
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{
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self.solid = SOLID_NOT;//SOLID_TRIGGER;
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self.solid = SOLID_TRIGGER;
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setmodel(self, self.model);
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self.model = "";
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self.nexttrigger = triggerchain;
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triggerchain = self;
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self.touch = cs_teleport_touch;
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};
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void() spawn_info_teleport_destination =
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|
@ -69,18 +31,16 @@ void() spawn_info_teleport_destination =
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void() spawn_trigger_push =
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{
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self.solid = SOLID_NOT;//SOLID_TRIGGER;
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self.solid = SOLID_TRIGGER;
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setmodel(self, self.model);
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self.model = "";
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self.nexttrigger = triggerchain;
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triggerchain = self;
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// self.touch = cs_teleport_touch;
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};
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void() spawn_worldspawn =
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{
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levelname = self.message;
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mapname = "that was the mapname, dumbass";
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remove(self);
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};
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|
|
|
@ -30,10 +30,7 @@ static void() Player_Interpolate =
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{ //do some frame interpolation.
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if (self.entnum == player_localentnum)
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{
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Pred_UpdateLocalMovement();
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self.origin = pmove_org;
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self.angles = input_angles;
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self.angles_x = self.angles_x * -0.3333;
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Pred_UpdateLocalMovement(self);
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}
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switch(self.modelstyle)
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|
@ -99,6 +96,10 @@ static void(float g) Player_SetLocalInfoGender =
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{
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if (player_local == self)
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{
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//if it was forced, don't lie to everyone else.
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if (cvar_string("cg_forceskin") != "")
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return;
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|
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switch(g)
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{
|
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case GENDER_FEMALE:
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|
@ -299,10 +300,12 @@ void(float isnew) RefreshPlayer =
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JustRessed();
|
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self.haddied = false;
|
||||
}
|
||||
self.solid = SOLID_BBOX;
|
||||
}
|
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else
|
||||
{
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self.haddied = true;
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self.solid = SOLID_NOT;
|
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}
|
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self.lastorg = self.origin;
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||||
|
@ -372,7 +375,7 @@ void(float isnew) RefreshPlayer =
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return;
|
||||
}
|
||||
|
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Pred_PlayerUpdated();
|
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Pred_PlayerUpdated(self);
|
||||
};
|
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|
||||
//this is sent after the server has run our movement command.
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
UpdateLocalMovement: runs the local prediction (called from player.qc - local players are drawn for mirrors etc)
|
||||
out: vieworg (view origin, with chasecam/viewheight added)
|
||||
out: pmove_org (raw player ent origin)
|
||||
out: ` (raw player ent origin)
|
||||
|
||||
PlayerUpdated: updates internal state, called from player.qc any time we got an update from the server.
|
||||
in: self (the player ent origin/velocity/mins/maxs)
|
||||
|
@ -14,8 +14,9 @@ ResetPlayerPrediction: call if you broke the special pmove globals
|
|||
|
||||
vector player_org;
|
||||
vector player_vel;
|
||||
float player_jump_held;
|
||||
float player_pmflags;
|
||||
float player_sequence;
|
||||
|
||||
float player_steptime;
|
||||
float player_step;
|
||||
|
||||
|
@ -26,16 +27,16 @@ float pmove_step;
|
|||
float pmove_steptime;
|
||||
float pmove_step_oldz;
|
||||
|
||||
void() pmovetouchtriggers;
|
||||
.float pmove_flags;
|
||||
|
||||
float pmoveframe;
|
||||
nonstatic void() Pred_ResetPlayerPrediction =
|
||||
nonstatic void(entity ent) Pred_ResetPlayerPrediction =
|
||||
{
|
||||
//reset the pmove to lerp from the new position
|
||||
pmove_org = player_org;
|
||||
pmove_vel = player_vel;
|
||||
ent.origin = player_org;
|
||||
ent.velocity = player_vel;
|
||||
pmoveframe = player_sequence+1; //+1 because the recieved frame has the move already done (server side)
|
||||
pmove_jump_held = player_jump_held;
|
||||
ent.pmove_flags = player_pmflags;
|
||||
|
||||
if (pmoveframe < clientcommandframe-128)
|
||||
pmoveframe = clientcommandframe-128; //avoid an infinate loop
|
||||
|
@ -54,32 +55,37 @@ void(vector newteleorg, vector newtelevel, vector newteleang) Pred_Predict_Telep
|
|||
setviewprop(33, newteleang);
|
||||
view_angles = newteleang;
|
||||
}
|
||||
pmove_org = newteleorg;
|
||||
pmove_vel = newtelevel;
|
||||
other.origin = newteleorg;
|
||||
other.velocity = newtelevel;
|
||||
input_angles = newteleang;
|
||||
};
|
||||
|
||||
void(float endframe) Pred_RunMovement;
|
||||
void(entity ent, float endframe) Pred_RunMovement;
|
||||
|
||||
nonstatic void() Pred_PlayerUpdated =
|
||||
nonstatic void(entity ent) Pred_PlayerUpdated =
|
||||
{
|
||||
local float noerror;
|
||||
local vector o;
|
||||
local vector v;
|
||||
local float pmf;
|
||||
|
||||
o = ent.origin;
|
||||
v = ent.velocity;
|
||||
pmf = ent.pmove_flags;
|
||||
|
||||
noerror = cvar("cg_noerror");
|
||||
|
||||
//reset the prediction to last-known-good state
|
||||
Pred_ResetPlayerPrediction();
|
||||
Pred_RunMovement(servercommandframe+1);
|
||||
player_jump_held = pmove_jump_held;
|
||||
Pred_ResetPlayerPrediction(ent);
|
||||
Pred_RunMovement(ent, servercommandframe+1);
|
||||
player_pmflags = ent.pmove_flags;
|
||||
|
||||
player_step = pmove_step;
|
||||
player_steptime = pmove_steptime;
|
||||
|
||||
//pull out the new values
|
||||
player_org = self.origin;
|
||||
player_vel = self.velocity;
|
||||
pmove_mins = self.mins;
|
||||
pmove_maxs = self.maxs;
|
||||
player_org = o;
|
||||
player_vel = v;
|
||||
player_sequence = servercommandframe;
|
||||
|
||||
if (noerror)
|
||||
|
@ -87,25 +93,25 @@ nonstatic void() Pred_PlayerUpdated =
|
|||
pmove_error = '0 0 0';
|
||||
pmove_errortime = time;
|
||||
|
||||
Pred_ResetPlayerPrediction();
|
||||
Pred_ResetPlayerPrediction(ent);
|
||||
}
|
||||
else
|
||||
{
|
||||
Pred_RunMovement(clientcommandframe); //make sure we're up to date
|
||||
o = pmove_org; //save off the old for the teleport check below.
|
||||
Pred_RunMovement(ent, clientcommandframe); //make sure we're up to date
|
||||
o = ent.origin; //save off the old for the teleport check below.
|
||||
|
||||
//reset it, then update to now to guage how much our previous prediction was incorrect by
|
||||
Pred_ResetPlayerPrediction();
|
||||
Pred_RunMovement(clientcommandframe);
|
||||
Pred_ResetPlayerPrediction(ent);
|
||||
Pred_RunMovement(ent, clientcommandframe);
|
||||
|
||||
if (vlen(o - pmove_org) > 64)
|
||||
if (vlen(o - ent.origin) > 64)
|
||||
{//teleport
|
||||
pmove_error = '0 0 0';
|
||||
pmove_errortime = time;
|
||||
}
|
||||
else
|
||||
{ //figure out the error ammount, and lerp back to it, without forgetting about any current inaccuracies.
|
||||
pmove_error = (pmove_errortime - time)*ERRORTIME * pmove_error + (o - pmove_org);
|
||||
pmove_error = (pmove_errortime - time)*ERRORTIME * pmove_error + (o - ent.origin);
|
||||
if (vlen(pmove_error) < 1)
|
||||
pmove_error = '0 0 0';
|
||||
pmove_errortime = time + 1/ERRORTIME;
|
||||
|
@ -113,7 +119,7 @@ nonstatic void() Pred_PlayerUpdated =
|
|||
}
|
||||
};
|
||||
|
||||
void(float endframe) Pred_RunMovement =
|
||||
void(entity ent, float endframe) Pred_RunMovement =
|
||||
{
|
||||
if (servercommandframe >= player_sequence+63)
|
||||
{
|
||||
|
@ -160,9 +166,7 @@ void(float endframe) Pred_RunMovement =
|
|||
{
|
||||
break;
|
||||
}
|
||||
runstandardplayerphysics();
|
||||
|
||||
pmovetouchtriggers();
|
||||
runstandardplayerphysics(ent);
|
||||
|
||||
pmoveframe++;
|
||||
}
|
||||
|
@ -171,13 +175,13 @@ void(float endframe) Pred_RunMovement =
|
|||
input_angles = view_angles;
|
||||
};
|
||||
|
||||
nonstatic void() Pred_UpdateLocalMovement =
|
||||
nonstatic void(entity ent) Pred_UpdateLocalMovement =
|
||||
{
|
||||
local float viewheight;
|
||||
|
||||
Pred_RunMovement(clientcommandframe);
|
||||
Pred_RunMovement(ent, clientcommandframe);
|
||||
|
||||
if (pmove_org_z > pmove_step_oldz+8 && pmove_org_z < pmove_step_oldz+24 && pmove_vel_z == 0)
|
||||
if (ent.origin_z > pmove_step_oldz+8 && ent.origin_z < pmove_step_oldz+24 && pmove_vel_z == 0)
|
||||
{
|
||||
//evaluate out the remaining old step
|
||||
if (pmove_steptime - time > 0)
|
||||
|
@ -186,10 +190,10 @@ nonstatic void() Pred_UpdateLocalMovement =
|
|||
pmove_step = 0;
|
||||
|
||||
//work out the new step
|
||||
pmove_step += (pmove_step_oldz-pmove_org_z);
|
||||
pmove_step += (pmove_step_oldz-self.origin_z);
|
||||
pmove_steptime = time + 1/STEPTIME;
|
||||
}
|
||||
pmove_step_oldz = pmove_org_z;
|
||||
pmove_step_oldz = ent.origin_z;
|
||||
|
||||
//allow the user to move the viewheight down 6 units so it's at +16, where projectiles come from.
|
||||
viewheight = cvar("v_viewheight");
|
||||
|
@ -198,7 +202,7 @@ nonstatic void() Pred_UpdateLocalMovement =
|
|||
else if (viewheight > 7)
|
||||
viewheight = 7;
|
||||
|
||||
vieworg = pmove_org; //the default view height
|
||||
vieworg = ent.origin; //the default view height
|
||||
vieworg_z += getstati(STAT_VIEWHEIGHT) + viewheight;
|
||||
|
||||
//correct the view position to compensate for any errors, slowly over time, 0.1 seconds.
|
||||
|
@ -211,9 +215,10 @@ nonstatic void() Pred_UpdateLocalMovement =
|
|||
|
||||
if (chasecam)
|
||||
{
|
||||
view_angles_y += 180;
|
||||
view_angles_y += cvar("cg_thirdPersonAngle");
|
||||
|
||||
makevectors(view_angles);
|
||||
traceline(pmove_org, vieworg - v_forward * 72+v_up*32, TRUE, self);
|
||||
traceline(self.origin, vieworg - v_forward * cvar("cg_thirdPersonRange")+v_up*cvar("cg_thirdPersonHeight"), TRUE, self);
|
||||
vieworg = trace_endpos + v_forward*8;
|
||||
}
|
||||
};
|
||||
|
|
|
@ -17,12 +17,12 @@ common/econstants.qc
|
|||
cs/constants.qc
|
||||
|
||||
common/pmovedefs.qc
|
||||
common/pmove.qc
|
||||
|
||||
cs/keys.qc
|
||||
|
||||
common/makeallstatic.qc
|
||||
|
||||
common/pmove.qc
|
||||
cs/prediction.qc
|
||||
cs/q3playerm.qc
|
||||
cs/hlpm.qc
|
||||
|
|
|
@ -781,12 +781,15 @@ void() PlayerJump =
|
|||
|
||||
if (self.waterlevel >= 2)
|
||||
{
|
||||
//pmove code predicts this
|
||||
/*
|
||||
if (self.watertype == CONTENT_WATER)
|
||||
self.velocity_z = 100;
|
||||
else if (self.watertype == CONTENT_SLIME)
|
||||
self.velocity_z = 80;
|
||||
else
|
||||
self.velocity_z = 50;
|
||||
*/
|
||||
|
||||
// play swiming sound
|
||||
if (self.swim_flag < time)
|
||||
|
@ -814,7 +817,9 @@ void() PlayerJump =
|
|||
self.button2 = 0;
|
||||
// player jumping sound
|
||||
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
|
||||
self.velocity_z = self.velocity_z + 270;
|
||||
|
||||
//pmove code predicts this
|
||||
// self.velocity_z = self.velocity_z + 270;
|
||||
};
|
||||
|
||||
|
||||
|
@ -1547,44 +1552,11 @@ void(entity targ, entity attacker) ClientObituary =
|
|||
void() DefaultPlayerPhysics = #347;
|
||||
void() SV_RunClientCommand =
|
||||
{
|
||||
pmove_org = self.origin;
|
||||
pmove_vel = self.velocity;
|
||||
pmove_mins = self.mins;
|
||||
pmove_maxs = self.maxs;
|
||||
// pmove_jump_held = self.jump_held;
|
||||
pmove_waterjumptime = self.teleport_time;
|
||||
|
||||
//should match the one used by csqc.
|
||||
#ifdef OWNPLAYERPHYSICS
|
||||
PMove();
|
||||
PMove(self);
|
||||
#else
|
||||
DefaultPlayerPhysics();
|
||||
DefaultPlayerPhysics(self);
|
||||
#endif
|
||||
|
||||
self.origin = pmove_org;
|
||||
self.velocity = pmove_vel;
|
||||
// self.jump_held = pmove_jump_held;
|
||||
self.teleport_time = pmove_waterjumptime;
|
||||
|
||||
self.waterlevel = 0;//FIXME
|
||||
self.watertype = 0;//FIXME
|
||||
|
||||
self.button0 = (input_buttons & 1);
|
||||
self.button2 = !!(input_buttons & 2);
|
||||
/*
|
||||
self.button3 = !!(input_buttons & 4);
|
||||
self.button4 = !!(input_buttons & 8);
|
||||
self.button5 = !!(input_buttons & 16);
|
||||
self.button6 = !!(input_buttons & 32);
|
||||
self.button7 = !!(input_buttons & 64);
|
||||
self.button8 = !!(input_buttons & 128);
|
||||
*/
|
||||
self.v_angle = input_angles;
|
||||
self.angles = input_angles;
|
||||
self.angles_x *= -1/3;
|
||||
self.impulse = input_impulse;
|
||||
|
||||
//we don't need this DP extension
|
||||
// self.movement = input_movevalues;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue