Fixed compiling with the latest Nuclide networking fixes!

This commit is contained in:
Marco Cawthorne 2021-03-04 03:40:06 +01:00
parent 41f5ca7853
commit 4db204411d
11 changed files with 416 additions and 41 deletions

View file

@ -264,6 +264,19 @@ HUD_DrawAmmo3(void)
HUD_DrawNums(pl.a_ammo3, pos, pSeat->m_flAmmo3Alpha, g_hud_color);
}
/* ammo bar */
void
HUD_DrawAmmoBar(vector pos, float val, float max, float a)
{
if (val <= 0)
return;
float perc;
perc = val / max;
drawfill(pos + [10,0], [20,4], g_hud_color, a, DRAWFLAG_NORMAL);
drawfill(pos + [10,0], [20 * perc,4], [0,1,0], a, DRAWFLAG_NORMAL);
}
/* flashlight/torch indicator */
void
HUD_DrawFlashlight(void)

View file

@ -125,7 +125,6 @@ HHDMultiplayerRules::PlayerSpawn(base_player pp)
pl.velocity = [0,0,0];
pl.gravity = __NULL__;
pl.frame = 1;
pl.SendEntity = Player_SendEntity;
pl.SendFlags = UPDATE_ALL;
pl.customphysics = Empty;
pl.iBleeds = TRUE;

View file

@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
@ -14,29 +14,408 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
int input_sequence;
/* all potential SendFlags bits we can possibly send */
enumflags
{
PLAYER_KEEPALIVE,
PLAYER_MODELINDEX,
PLAYER_ORIGIN,
PLAYER_ORIGIN_Z,
PLAYER_ANGLES_X,
PLAYER_ANGLES_Y,
PLAYER_ANGLES_Z,
PLAYER_VELOCITY,
PLAYER_VELOCITY_Z,
PLAYER_FLAGS,
PLAYER_WEAPON,
PLAYER_ITEMS,
PLAYER_HEALTH,
PLAYER_ARMOR,
PLAYER_MOVETYPE,
PLAYER_VIEWOFS,
PLAYER_BASEFRAME,
PLAYER_FRAME,
PLAYER_AMMO1,
PLAYER_AMMO2,
PLAYER_AMMO3,
PLAYER_UNUSED1,
PLAYER_UNUSED2
};
noref int input_sequence;
class player:base_player
{
/* Weapon specific */
int ammo_forks; int ammo_forks_net;
int ammo_knives; int ammo_knives_net;
int ammo_legogrenade; int ammo_legogrenade_net;
int ammo_legos; int ammo_legos_net;
int ammo_soda; int ammo_soda_net;
int ammo_spray; int ammo_spray_net;
#ifdef CLIENT
/* External model */
entity p_model;
int p_hand_bone;
int p_model_bone;
float pitch;
float lastweapon;
virtual void(void) gun_offset;
virtual void(void) draw;
virtual float() predraw;
virtual void(void) postdraw;
virtual void(float) ReceiveEntity;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
#else
int ammo_forks;
int ammo_knives;
int ammo_legogrenade;
int ammo_legos;
int ammo_soda;
int ammo_spray;
float powerup_time;
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
#endif
};
#ifdef CLIENT
void Weapons_AmmoUpdate(entity);
/*
=================
player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new)
{
float fl;
if (new == FALSE) {
/* Go through all the physics code between the last received frame
* and the newest frame and keep the changes this time around instead
* of rolling back, because we'll apply the new server-verified values
* right after anyway. */
/* FIXME: splitscreen */
if (entnum == player_localentnum) {
/* FIXME: splitscreen */
pSeat = &g_seats[0];
for (int i = sequence+1; i <= servercommandframe; i++) {
/* ...maybe the input state is too old? */
if (!getinputstate(i)) {
break;
}
input_sequence = i;
PMove_Run();
}
/* any differences in things that are read below are now
* officially from prediction misses. */
}
}
/* seed for our prediction table */
sequence = servercommandframe;
fl = readfloat();
/* HACK: we need to make this more reliable */
if (fl == UPDATE_ALL) {
/* we respawned */
gravity = __NULL__;
}
if (fl & PLAYER_MODELINDEX)
modelindex = readshort();
if (fl & PLAYER_ORIGIN) {
origin[0] = readcoord();
origin[1] = readcoord();
}
if (fl & PLAYER_ORIGIN_Z)
origin[2] = readcoord();
if (fl & PLAYER_ANGLES_X)
pitch = readfloat();
if (fl & PLAYER_ANGLES_Y)
angles[1] = readfloat();
if (fl & PLAYER_ANGLES_Z)
angles[2] = readfloat();
if (fl & PLAYER_VELOCITY) {
velocity[0] = readcoord();
velocity[1] = readcoord();
}
if (fl & PLAYER_VELOCITY_Z)
velocity[2] = readcoord();
if (fl & PLAYER_FLAGS) {
flags = readfloat();
gflags = readfloat();
}
if (fl & PLAYER_WEAPON)
activeweapon = readbyte();
if (fl & PLAYER_ITEMS)
g_items = (__variant)readfloat();
if (fl & PLAYER_HEALTH)
health = readbyte();
if (fl & PLAYER_ARMOR)
armor = readbyte();
if (fl & PLAYER_MOVETYPE)
movetype = readbyte();
if (fl & PLAYER_VIEWOFS)
view_ofs[2] = readfloat();
if (fl & PLAYER_BASEFRAME)
baseframe = readbyte();
if (fl & PLAYER_FRAME) {
frame = readbyte();
frame1time = 0.0f;
frame2time = 0.0f;
}
if (fl & PLAYER_AMMO1) {
}
if (fl & PLAYER_AMMO2) {
ammo_forks = readbyte();
ammo_knives = readbyte();
ammo_legogrenade = readbyte();
ammo_legos = readbyte();
ammo_soda = readbyte();
ammo_spray = readbyte();
}
if (fl & PLAYER_AMMO3) {
}
if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
Weapons_AmmoUpdate(this);
setorigin(this, origin);
}
/*
=================
player::PredictPostFrame
Save the last valid server values away in the _net variants of each field
so we can roll them back later.
=================
*/
void
player::PredictPreFrame(void)
{
ammo_forks_net = ammo_forks;
ammo_knives_net = ammo_knives;
ammo_legogrenade_net = ammo_legogrenade;
ammo_legos_net = ammo_legos;
ammo_soda_net = ammo_soda;
ammo_spray_net = ammo_spray;
}
/*
=================
player::PredictPostFrame
Where we roll back our values to the ones last sent/verified by the server.
=================
*/
void
player::PredictPostFrame(void)
{
ammo_forks = ammo_forks_net;
ammo_knives = ammo_knives_net;
ammo_legogrenade = ammo_legogrenade_net;
ammo_legos = ammo_legos_net;
ammo_soda = ammo_soda_net;
ammo_spray = ammo_spray_net;
}
#else
void
player::EvaluateEntity(void)
{
SendFlags |= PLAYER_KEEPALIVE;
if (old_modelindex != modelindex)
SendFlags |= PLAYER_MODELINDEX;
if (old_origin[0] != origin[0])
SendFlags |= PLAYER_ORIGIN;
if (old_origin[1] != origin[1])
SendFlags |= PLAYER_ORIGIN;
if (old_origin[2] != origin[2])
SendFlags |= PLAYER_ORIGIN_Z;
if (old_angles[0] != v_angle[0])
SendFlags |= PLAYER_ANGLES_X;
if (old_angles[1] != angles[1])
SendFlags |= PLAYER_ANGLES_Y;
if (old_angles[2] != angles[2])
SendFlags |= PLAYER_ANGLES_Z;
if (old_velocity[0] != velocity[0])
SendFlags |= PLAYER_VELOCITY;
if (old_velocity[1] != velocity[1])
SendFlags |= PLAYER_VELOCITY;
if (old_velocity[2] != velocity[2])
SendFlags |= PLAYER_VELOCITY_Z;
if (old_flags != flags)
SendFlags |= PLAYER_FLAGS;
if (old_gflags != gflags)
SendFlags |= PLAYER_FLAGS;
if (old_activeweapon != activeweapon)
SendFlags |= PLAYER_WEAPON;
if (old_items != g_items)
SendFlags |= PLAYER_ITEMS;
if (old_health != health)
SendFlags |= PLAYER_HEALTH;
if (old_armor != armor)
SendFlags |= PLAYER_ARMOR;
if (old_movetype != movetype)
SendFlags |= PLAYER_MOVETYPE;
if (old_viewofs != view_ofs[2])
SendFlags |= PLAYER_VIEWOFS;
if (old_baseframe != baseframe)
SendFlags |= PLAYER_BASEFRAME;
if (old_frame != frame)
SendFlags |= PLAYER_FRAME;
old_modelindex = modelindex;
old_origin = origin;
old_angles = angles;
old_angles[0] = v_angle[0];
old_velocity = velocity;
old_flags = flags;
old_gflags = gflags;
old_activeweapon = activeweapon;
old_items = g_items;
old_health = health;
old_armor = armor;
old_movetype = movetype;
old_viewofs = view_ofs[2];
old_baseframe = baseframe;
old_frame = frame;
if (ammo_forks_net == ammo_forks)
SendFlags |= PLAYER_AMMO2;
if (ammo_knives_net == ammo_knives)
SendFlags |= PLAYER_AMMO2;
if (ammo_legogrenade_net == ammo_legogrenade)
SendFlags |= PLAYER_AMMO2;
if (ammo_legos_net == ammo_legos)
SendFlags |= PLAYER_AMMO2;
if (ammo_soda_net == ammo_soda)
SendFlags |= PLAYER_AMMO2;
if (ammo_spray_net == ammo_spray)
SendFlags |= PLAYER_AMMO2;
ammo_forks_net = ammo_forks;
ammo_knives_net = ammo_knives;
ammo_legogrenade_net = ammo_legogrenade;
ammo_legos_net = ammo_legos;
ammo_soda_net = ammo_soda;
ammo_spray_net = ammo_spray;
}
/*
=================
player::SendEntity
=================
*/
float
player::SendEntity(entity ePEnt, float fChanged)
{
if (health <= 0 && ePEnt != this) {
return FALSE;
}
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
return FALSE;
}
if (ePEnt != self) {
fChanged &= ~PLAYER_ITEMS;
fChanged &= ~PLAYER_HEALTH;
fChanged &= ~PLAYER_ARMOR;
fChanged &= ~PLAYER_VIEWOFS;
fChanged &= ~PLAYER_AMMO1;
fChanged &= ~PLAYER_AMMO2;
fChanged &= ~PLAYER_AMMO3;
}
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, fChanged);
/* really trying to get our moneys worth with 23 bits of mantissa */
if (fChanged & PLAYER_MODELINDEX)
WriteShort(MSG_ENTITY, modelindex);
if (fChanged & PLAYER_ORIGIN) {
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
}
if (fChanged & PLAYER_ORIGIN_Z)
WriteCoord(MSG_ENTITY, origin[2]);
if (fChanged & PLAYER_ANGLES_X)
WriteFloat(MSG_ENTITY, v_angle[0]);
if (fChanged & PLAYER_ANGLES_Y)
WriteFloat(MSG_ENTITY, angles[1]);
if (fChanged & PLAYER_ANGLES_Z)
WriteFloat(MSG_ENTITY, angles[2]);
if (fChanged & PLAYER_VELOCITY) {
WriteCoord(MSG_ENTITY, velocity[0]);
WriteCoord(MSG_ENTITY, velocity[1]);
}
if (fChanged & PLAYER_VELOCITY_Z)
WriteCoord(MSG_ENTITY, velocity[2]);
if (fChanged & PLAYER_FLAGS) {
WriteFloat(MSG_ENTITY, flags);
WriteFloat(MSG_ENTITY, gflags);
}
if (fChanged & PLAYER_WEAPON)
WriteByte(MSG_ENTITY, activeweapon);
if (fChanged & PLAYER_ITEMS)
WriteFloat(MSG_ENTITY, (__variant)g_items);
if (fChanged & PLAYER_HEALTH)
WriteByte(MSG_ENTITY, bound(0, health, 255));
if (fChanged & PLAYER_ARMOR)
WriteByte(MSG_ENTITY, armor);
if (fChanged & PLAYER_MOVETYPE)
WriteByte(MSG_ENTITY, movetype);
if (fChanged & PLAYER_VIEWOFS)
WriteFloat(MSG_ENTITY, view_ofs[2]);
if (fChanged & PLAYER_BASEFRAME)
WriteByte(MSG_ENTITY, baseframe);
if (fChanged & PLAYER_FRAME)
WriteByte(MSG_ENTITY, frame);
if (fChanged & PLAYER_AMMO1) {
}
if (fChanged & PLAYER_AMMO2) {
WriteByte(MSG_ENTITY, ammo_forks);
WriteByte(MSG_ENTITY, ammo_knives);
WriteByte(MSG_ENTITY, ammo_legogrenade);
WriteByte(MSG_ENTITY, ammo_legos);
WriteByte(MSG_ENTITY, ammo_soda);
WriteByte(MSG_ENTITY, ammo_spray);
}
if (fChanged & PLAYER_AMMO3) {
}
return TRUE;
}
#endif

View file

@ -44,19 +44,15 @@ w_broom_precache(void)
void
w_broom_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, -1, -1, -1);
#endif
}
string
w_broom_wmodel(void)
{
return "models/w_broom.mdl";
/* model = "models/w_broom.mdl";
SetRenderMode(RM_FULLBRIGHT);
SetRenderAmt(255); */
}
string
w_broom_pmodel(void)
{

View file

@ -55,9 +55,7 @@ w_forks_precache(void)
void
w_forks_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_forks, __NULL__);
#endif
Weapons_UpdateAmmo(pl, -1, pl.ammo_forks, -1);
}
string
@ -164,7 +162,7 @@ w_forks_secondary(void)
/* Ammo check */
#ifdef CLIENT
if (pl.a_ammo2 <= 0) {
if (pl.ammo_forks <= 0) {
return;
}
#else

View file

@ -236,7 +236,7 @@ w_glove_hudpic(int selected, vector pos, float a)
weapon_t w_glove =
{
.name = "glove",
.id = ITEM_GLOVE,
.id = ITEM_GLOVE,
.slot = 1,
.slot_pos = 0,
.draw = w_glove_draw,

View file

@ -48,9 +48,7 @@ w_hairspray_precache(void)
void
w_hairspray_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_spray, __NULL__);
#endif
Weapons_UpdateAmmo(pl, -1, pl.ammo_spray, -1);
}
string
@ -125,7 +123,7 @@ w_hairspray_primary(void)
/* Ammo check */
#ifdef CLIENT
if (pl.a_ammo2 <= 0) {
if (pl.ammo_spray <= 0) {
return;
}
#else
@ -137,7 +135,7 @@ w_hairspray_primary(void)
/* Actual firing */
#ifdef CLIENT
Weapons_ViewAnimation(HAIRSPRAY_FIRE);
pl.a_ammo2--;
pl.ammo_spray--;
#else
Weapons_MakeVectors();
entity flame = spawn();

View file

@ -52,9 +52,7 @@ w_knife_precache(void)
void
w_knife_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_knives, __NULL__);
#endif
Weapons_UpdateAmmo(pl, -1, pl.ammo_knives, -1);
}
string
@ -114,7 +112,7 @@ w_knife_primary(void)
/* Ammo check */
#ifdef CLIENT
if (pl.a_ammo2 <= 0) {
if (pl.ammo_knives <= 0) {
return;
}
#else

View file

@ -41,9 +41,7 @@ void w_lego_precache(void)
}
void w_lego_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, -1, pl.ammo_legogrenade, -1);
#endif
}
string w_lego_wmodel(void)
{
@ -140,7 +138,7 @@ void w_lego_primary(void)
/* Ammo check */
#ifdef CLIENT
if (pl.a_ammo2 <= 0) {
if (pl.ammo_legogrenade <= 0) {
return;
}
#else
@ -198,7 +196,7 @@ void w_lego_release(void)
if (pl.a_ammo3 == 1) {
#ifdef CLIENT
pl.a_ammo2--;
pl.ammo_legogrenade--;
Weapons_ViewAnimation(LEGO_THROW);
#else
pl.ammo_legogrenade--;

View file

@ -48,9 +48,7 @@ w_legolauncher_precache(void)
void
w_legolauncher_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_legos, __NULL__);
#endif
}
string
@ -155,7 +153,7 @@ w_legolauncher_primary(void)
/* Ammo check */
#ifdef CLIENT
if (pl.a_ammo2 <= 0) {
if (pl.ammo_legos <= 0) {
return;
}
#else

View file

@ -68,9 +68,7 @@ w_sodalauncher_pickup(int new, int startammo)
void
w_sodalauncher_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, __NULL__, pl.ammo_soda, __NULL__);
#endif
Weapons_UpdateAmmo(pl, -1, pl.ammo_soda, -1);
}
string
@ -182,7 +180,7 @@ w_sodalauncher_primary(void)
/* Ammo check */
#ifdef CLIENT
if (pl.a_ammo2 <= 0) {
if (pl.ammo_soda <= 0) {
return;
}
#else
@ -218,7 +216,7 @@ w_sodalauncher_secondary(void)
/* Ammo check */
#ifdef CLIENT
if (pl.a_ammo2 <= 0) {
if (pl.ammo_soda <= 0) {
return;
}
#else