Simplify prediction code with the help from upstream SDK changes.

This commit is contained in:
Marco Cawthorne 2021-05-08 17:46:37 +02:00
parent 7d5c9e3e28
commit 7670300133
9 changed files with 27 additions and 172 deletions

View file

@ -20,7 +20,8 @@ class CBaseDecor:CBaseEntity
virtual void(string, string) SpawnKey;
};
void CBaseDecor::Initialized(void)
void
CBaseDecor::Initialized(void)
{
setmodel(this, model);
setorigin(this, origin);
@ -28,7 +29,8 @@ void CBaseDecor::Initialized(void)
drawmask = MASK_ENGINE;
}
void CBaseDecor::SpawnKey(string strField, string strKey)
void
CBaseDecor::SpawnKey(string strField, string strKey)
{
switch (strField) {
case "body":

View file

@ -19,7 +19,8 @@ class monster_human_bandit:CBaseNPC
void(void) monster_human_bandit;
};
void monster_human_bandit::monster_human_bandit(void)
void
monster_human_bandit::monster_human_bandit(void)
{
model = "models/bandit.mdl";
base_mins = [-16,-16,0];

View file

@ -19,7 +19,8 @@ class monster_human_chopper:CBaseNPC
void(void) monster_human_chopper;
};
void monster_human_chopper::monster_human_chopper(void)
void
monster_human_chopper::monster_human_chopper(void)
{
model = "models/chopper.mdl";
base_mins = [-16,-16,0];

View file

@ -19,7 +19,8 @@ class monster_human_demoman:CBaseNPC
void(void) monster_human_demoman;
};
void monster_human_demoman::monster_human_demoman(void)
void
monster_human_demoman::monster_human_demoman(void)
{
model = "models/demolitionman.mdl";
base_mins = [-16,-16,0];

View file

@ -19,7 +19,8 @@ class monster_human_gunman:CBaseNPC
void(void) monster_human_gunman;
};
void monster_human_gunman::monster_human_gunman(void)
void
monster_human_gunman::monster_human_gunman(void)
{
model = "models/gunmantrooper.mdl";
base_mins = [-16,-16,0];

View file

@ -19,7 +19,8 @@ class monster_human_unarmed:CBaseNPC
void(void) monster_human_unarmed;
};
void monster_human_unarmed::monster_human_unarmed(void)
void
monster_human_unarmed::monster_human_unarmed(void)
{
model = "models/gunmantrooper.mdl";
base_mins = [-16,-16,0];

View file

@ -19,7 +19,8 @@ class monster_trainingbot:CBaseNPC
void(void) monster_trainingbot;
};
void monster_trainingbot::monster_trainingbot(void)
void
monster_trainingbot::monster_trainingbot(void)
{
model = "models/gunmantrooper.mdl";
base_mins = [-16,-16,0];

View file

@ -91,7 +91,7 @@ class player:base_player
virtual void(void) draw;
virtual float() predraw;
virtual void(void) postdraw;
virtual void(float) ReceiveEntity;
virtual void(float,float) ReceiveEntity;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
#else
@ -108,61 +108,9 @@ player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new)
player::ReceiveEntity(float new, float fl)
{
float fl;
/* 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();
base_player::ReceiveEntity(new, fl);
/* animation */
if (fl & PLAYER_TOPFRAME) {
@ -226,6 +174,8 @@ so we can roll them back later.
void
player::PredictPreFrame(void)
{
base_player::PredictPreFrame();
ammo_battery_net = ammo_battery; // beamgun
ammo_chem_net = ammo_chem; // chemicalgun
ammo_rocket_net = ammo_rocket; // dml / grenades
@ -271,6 +221,8 @@ Where we roll back our values to the ones last sent/verified by the server.
void
player::PredictPostFrame(void)
{
base_player::PredictPostFrame();
ammo_battery = ammo_battery_net; // beamgun
ammo_chem = ammo_chem_net; // chemicalgun
ammo_rocket = ammo_rocket_net; // dml / grenades
@ -309,61 +261,7 @@ player::PredictPostFrame(void)
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;
base_player::EvaluateEntity();
/* animation */
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
@ -431,22 +329,6 @@ player::EvaluateEntity(void)
if (dml_state_net == dml_state)
SendFlags |= PLAYER_AMMO3;
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;
ammo_battery_net = ammo_battery;
ammo_chem_net = ammo_chem;
ammo_rocket_net = ammo_rocket;
@ -505,43 +387,7 @@ player::SendEntity(entity ePEnt, float fChanged)
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]);
base_player::SendEntity(ePEnt, fChanged);
if (fChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top);

View file

@ -419,7 +419,8 @@ w_gausspistol_hudback(player pl)
return FALSE;
}
#else
void CSEv_w_gp_setmode_i(int f)
void
CSEv_w_gp_setmode_i(int f)
{
player pl = (player)self;
pl.a_ammo3 = f;