Simplify prediction code with the help from upstream SDK changes.

This commit is contained in:
Marco Cawthorne 2021-05-08 17:48:03 +02:00
parent 629a9c55aa
commit f1c4646451
5 changed files with 191 additions and 433 deletions

View file

@ -20,7 +20,8 @@ Game_InitRules(void)
g_grMode = spawn(SHMultiplayerRules);
}
void Game_Worldspawn(void)
void
Game_Worldspawn(void)
{
precache_model("models/player.mdl");
precache_model("models/w_weaponbox.mdl");

View file

@ -20,7 +20,8 @@ var int autocvar_sh_sciyaw = TRUE;
/* Limit the amount of scientists spawned */
var int autocvar_sh_scimax = 30;
void SHData_SpawnScientist(void)
void
SHData_SpawnScientist(void)
{
static int slimit = 0;
if (autocvar_sh_scimax) {
@ -34,7 +35,8 @@ void SHData_SpawnScientist(void)
spawnfunc_monster_scientist();
}
void SHData_New(void)
void
SHData_New(void)
{
entity new = spawn();
new.origin[0] = stof(argv(1));
@ -60,7 +62,8 @@ void SHData_New(void)
self = oldself;
}
void SHData_NewAngles(void)
void
SHData_NewAngles(void)
{
entity new = spawn();
new.origin[0] = stof(argv(1));
@ -84,7 +87,8 @@ void SHData_NewAngles(void)
self = oldself;
}
void SHData_GetItems(player pl)
void
SHData_GetItems(player pl)
{
/* TODO: Parse the config files */
pl.ammo_9mm = 68;
@ -113,7 +117,8 @@ void SHData_GetItems(player pl)
Weapons_AddItem(pl, WEAPON_HAMMER, -1);
}
void SHData_Parse(string map)
void
SHData_Parse(string map)
{
int c;
string temp;

View file

@ -21,7 +21,8 @@ Input_Handle
Handles impulse and whatnot
=================
*/
void Game_Input(void)
void
Game_Input(void)
{
#ifdef SERVER
if (input_buttons & INPUT_BUTTON5) {

View file

@ -42,116 +42,46 @@ enumflags
PLAYER_UNUSED2
};
/* ammo 1 type updates */
enumflags
{
AMMO1_GLOCK,
AMMO1_MP5,
AMMO1_PYTHON,
AMMO1_SHOTGUN,
AMMO1_CROSSBOW,
AMMO1_RPG,
AMMO1_SATCHEL,
AMMO1_CANNON
};
/* ammo 2 type updates */
enumflags
{
AMMO2_9MM,
AMMO2_357,
AMMO2_BUCKSHOT,
AMMO2_BOLT,
AMMO2_ROCKET,
AMMO2_URANIUM,
AMMO2_HANDGRENADE,
AMMO2_SATCHEL,
AMMO2_TRIPMINE,
AMMO2_SNARK,
AMMO2_HORNET
};
enumflags
{
AMMO3_M203_GRENADE,
AMMO3_SHOTGUN_STATE,
AMMO3_GAUSS_STATE,
AMMO3_GAUSS_VOLUME,
AMMO3_EGON_STATE,
AMMO3_RPG_STATE,
AMMO3_HANDGRENADE_STATE,
AMMO3_CHAINSAW_STATE,
AMMO3_HAMMER_STATE
};
noref int input_sequence;
class player:base_player
{
/* Weapon specific */
int glock_mag;
int glock_mag_net;
int mp5_mag;
int mp5_mag_net;
int python_mag;
int python_mag_net;
int shotgun_mag;
int shotgun_mag_net;
int crossbow_mag;
int crossbow_mag_net;
int rpg_mag;
int rpg_mag_net;
int satchel_chg;
int satchel_chg_net;
int cannon_mag;
int cannon_mag_net;
PREDICTED_INT(glock_mag);
PREDICTED_INT(mp5_mag);
PREDICTED_INT(python_mag);
PREDICTED_INT(shotgun_mag);
PREDICTED_INT(crossbow_mag);
PREDICTED_INT(rpg_mag);
PREDICTED_INT(satchel_chg);
PREDICTED_INT(cannon_mag);
int ammo_9mm;
int ammo_9mm_net;
int ammo_357;
int ammo_357_net;
int ammo_buckshot;
int ammo_buckshot_net;
int ammo_bolt;
int ammo_bolt_net;
int ammo_rocket;
int ammo_rocket_net;
int ammo_uranium;
int ammo_uranium_net;
int ammo_handgrenade;
int ammo_handgrenade_net;
int ammo_satchel;
int ammo_satchel_net;
int ammo_tripmine;
int ammo_tripmine_net;
int ammo_snark;
int ammo_snark_net;
int ammo_hornet;
int ammo_hornet_net;
PREDICTED_INT(ammo_9mm);
PREDICTED_INT(ammo_357);
PREDICTED_INT(ammo_buckshot);
PREDICTED_INT(ammo_bolt);
PREDICTED_INT(ammo_rocket);
PREDICTED_INT(ammo_uranium);
PREDICTED_INT(ammo_handgrenade);
PREDICTED_INT(ammo_satchel);
PREDICTED_INT(ammo_tripmine);
PREDICTED_INT(ammo_snark);
PREDICTED_INT(ammo_hornet);
int ammo_m203_grenade;
int ammo_m203_grenade_net;
int ammo_shotgun_state;
int ammo_shotgun_state_net;
int ammo_gauss_state;
int ammo_gauss_state_net;
int ammo_gauss_volume;
int ammo_gauss_volume_net;
int ammo_egon_state;
int ammo_egon_state_net;
int ammo_rpg_state;
int ammo_rpg_state_net;
int mode_tempstate;
int mode_tempstate_net;
int ammo_chainsaw_state;
int ammo_chainsaw_state_net;
int ammo_hammer_state;
int ammo_hammer_state_net;
PREDICTED_INT(ammo_m203_grenade);
PREDICTED_INT(ammo_shotgun_state);
PREDICTED_INT(ammo_gauss_state);
PREDICTED_INT(ammo_gauss_volume);
PREDICTED_INT(ammo_egon_state);
PREDICTED_INT(ammo_rpg_state);
PREDICTED_INT(mode_tempstate);
PREDICTED_INT(ammo_chainsaw_state);
PREDICTED_INT(ammo_hammer_state);
float anim_top; float anim_top_net;
float anim_top_time; float anim_top_time_net;
float anim_top_delay; float anim_top_delay_net;
float anim_bottom; float anim_bottom_net;
float anim_bottom_time; float anim_bottom_time_net;
PREDICTED_FLOAT(anim_top);
PREDICTED_FLOAT(anim_top_time);
PREDICTED_FLOAT(anim_top_delay);
PREDICTED_FLOAT(anim_bottom);
PREDICTED_FLOAT(anim_bottom_time);
#ifdef CLIENT
/* External model */
@ -163,7 +93,7 @@ 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
@ -184,61 +114,9 @@ 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) {
@ -305,41 +183,44 @@ so we can roll them back later.
void
player::PredictPreFrame(void)
{
glock_mag_net = glock_mag;
mp5_mag_net = mp5_mag;
python_mag_net = python_mag;
shotgun_mag_net = shotgun_mag;
crossbow_mag_net = crossbow_mag;
rpg_mag_net = rpg_mag;
satchel_chg_net = satchel_chg;
cannon_mag_net = cannon_mag;
ammo_9mm_net = ammo_9mm;
ammo_357_net = ammo_357;
ammo_buckshot_net = ammo_buckshot;
ammo_bolt_net = ammo_bolt;
ammo_rocket_net = ammo_rocket;
ammo_uranium_net = ammo_uranium;
ammo_handgrenade_net = ammo_handgrenade;
ammo_satchel_net = ammo_satchel;
ammo_tripmine_net = ammo_tripmine;
ammo_snark_net = ammo_snark;
ammo_hornet_net = ammo_hornet;
base_player::PredictPreFrame();
ammo_m203_grenade_net = ammo_m203_grenade;
ammo_shotgun_state_net = ammo_shotgun_state;
ammo_gauss_state_net = ammo_gauss_state;
ammo_gauss_volume_net = ammo_gauss_volume;
ammo_egon_state_net = ammo_egon_state;
ammo_rpg_state_net = ammo_rpg_state;
mode_tempstate_net = mode_tempstate;
ammo_chainsaw_state_net = ammo_chainsaw_state;
ammo_hammer_state_net = ammo_hammer_state;
SAVE_STATE(glock_mag);
SAVE_STATE(mp5_mag);
SAVE_STATE(python_mag);
SAVE_STATE(shotgun_mag);
SAVE_STATE(crossbow_mag);
SAVE_STATE(rpg_mag);
SAVE_STATE(satchel_chg);
SAVE_STATE(cannon_mag);
anim_top_net = anim_top;
anim_top_delay_net = anim_top_delay;
anim_top_time_net = anim_top_time;
anim_bottom_net = anim_bottom;
anim_bottom_time_net = anim_bottom_time;
SAVE_STATE(ammo_9mm);
SAVE_STATE(ammo_357);
SAVE_STATE(ammo_buckshot);
SAVE_STATE(ammo_bolt);
SAVE_STATE(ammo_rocket);
SAVE_STATE(ammo_uranium);
SAVE_STATE(ammo_handgrenade);
SAVE_STATE(ammo_satchel);
SAVE_STATE(ammo_tripmine);
SAVE_STATE(ammo_snark);
SAVE_STATE(ammo_hornet);
SAVE_STATE(ammo_m203_grenade);
SAVE_STATE(ammo_shotgun_state);
SAVE_STATE(ammo_gauss_state);
SAVE_STATE(ammo_gauss_volume);
SAVE_STATE(ammo_egon_state);
SAVE_STATE(ammo_rpg_state);
SAVE_STATE(mode_tempstate);
SAVE_STATE(ammo_chainsaw_state);
SAVE_STATE(ammo_hammer_state);
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
}
/*
@ -352,104 +233,51 @@ Where we roll back our values to the ones last sent/verified by the server.
void
player::PredictPostFrame(void)
{
glock_mag = glock_mag_net;
mp5_mag = mp5_mag_net;
python_mag = python_mag_net;
shotgun_mag = shotgun_mag_net;
crossbow_mag = crossbow_mag_net;
rpg_mag = rpg_mag_net;
satchel_chg = satchel_chg_net;
cannon_mag = cannon_mag_net;
base_player::PredictPostFrame();
ammo_9mm = ammo_9mm_net;
ammo_357 = ammo_357_net;
ammo_buckshot = ammo_buckshot_net;
ammo_m203_grenade = ammo_m203_grenade_net;
ammo_bolt = ammo_bolt_net;
ammo_rocket = ammo_rocket_net;
ammo_uranium = ammo_uranium_net;
ammo_handgrenade = ammo_handgrenade_net;
ammo_satchel = ammo_satchel_net;
ammo_tripmine = ammo_tripmine_net;
ammo_snark = ammo_snark_net;
ammo_hornet = ammo_hornet_net;
ROLL_BACK(glock_mag);
ROLL_BACK(mp5_mag);
ROLL_BACK(python_mag);
ROLL_BACK(shotgun_mag);
ROLL_BACK(crossbow_mag);
ROLL_BACK(rpg_mag);
ROLL_BACK(satchel_chg);
ROLL_BACK(cannon_mag);
ammo_m203_grenade = ammo_m203_grenade_net;
ammo_shotgun_state = ammo_shotgun_state_net;
ammo_gauss_state = ammo_gauss_state_net;
ammo_gauss_volume = ammo_gauss_volume_net;
ammo_egon_state = ammo_egon_state_net;
ammo_rpg_state = ammo_rpg_state_net;
mode_tempstate = mode_tempstate_net;
ammo_chainsaw_state = ammo_chainsaw_state_net;
ammo_hammer_state = ammo_hammer_state_net;
ROLL_BACK(ammo_9mm);
ROLL_BACK(ammo_357);
ROLL_BACK(ammo_buckshot);
ROLL_BACK(ammo_bolt);
ROLL_BACK(ammo_rocket);
ROLL_BACK(ammo_uranium);
ROLL_BACK(ammo_handgrenade);
ROLL_BACK(ammo_satchel);
ROLL_BACK(ammo_tripmine);
ROLL_BACK(ammo_snark);
ROLL_BACK(ammo_hornet);
anim_top = anim_top_net;
anim_top_delay = anim_top_delay_net;
anim_top_time = anim_top_time_net;
anim_bottom = anim_bottom_net;
anim_bottom_time = anim_bottom_time_net;
ROLL_BACK(ammo_m203_grenade);
ROLL_BACK(ammo_shotgun_state);
ROLL_BACK(ammo_gauss_state);
ROLL_BACK(ammo_gauss_volume);
ROLL_BACK(ammo_egon_state);
ROLL_BACK(ammo_rpg_state);
ROLL_BACK(mode_tempstate);
ROLL_BACK(ammo_chainsaw_state);
ROLL_BACK(ammo_hammer_state);
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_time);
ROLL_BACK(anim_top_delay);
ROLL_BACK(anim_bottom);
ROLL_BACK(anim_bottom_time);
}
#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;
base_player::EvaluateEntity();
/* animation */
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
@ -458,147 +286,103 @@ player::EvaluateEntity(void)
SendFlags |= PLAYER_TOPFRAME;
/* ammo 1 type updates */
if (glock_mag != glock_mag_net) {
if (ATTR_CHANGED(glock_mag))
SendFlags |= PLAYER_AMMO1;
}
if (mp5_mag != mp5_mag_net) {
else if (ATTR_CHANGED(mp5_mag))
SendFlags |= PLAYER_AMMO1;
}
if (python_mag != python_mag_net) {
else if (ATTR_CHANGED(python_mag))
SendFlags |= PLAYER_AMMO1;
}
if (shotgun_mag != shotgun_mag_net) {
else if (ATTR_CHANGED(shotgun_mag))
SendFlags |= PLAYER_AMMO1;
}
if (crossbow_mag != crossbow_mag_net) {
else if (ATTR_CHANGED(crossbow_mag))
SendFlags |= PLAYER_AMMO1;
}
if (rpg_mag != rpg_mag_net) {
else if (ATTR_CHANGED(rpg_mag))
SendFlags |= PLAYER_AMMO1;
}
if (satchel_chg != satchel_chg_net) {
else if (ATTR_CHANGED(satchel_chg))
SendFlags |= PLAYER_AMMO1;
}
if (cannon_mag != cannon_mag_net) {
else if (ATTR_CHANGED(cannon_mag))
SendFlags |= PLAYER_AMMO1;
}
/* ammo 2 type updates */
if (ammo_9mm != ammo_9mm_net) {
if (ATTR_CHANGED(ammo_9mm))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_357 != ammo_357_net) {
else if (ATTR_CHANGED(ammo_357))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_buckshot != ammo_buckshot_net) {
else if (ATTR_CHANGED(ammo_buckshot))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_bolt != ammo_bolt_net) {
else if (ATTR_CHANGED(ammo_bolt))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_rocket != ammo_rocket_net) {
else if (ATTR_CHANGED(ammo_rocket))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_uranium != ammo_uranium_net) {
else if (ATTR_CHANGED(ammo_uranium))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_handgrenade != ammo_handgrenade_net) {
else if (ATTR_CHANGED(ammo_handgrenade))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_satchel != ammo_satchel_net) {
else if (ATTR_CHANGED(ammo_satchel))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_tripmine != ammo_tripmine_net) {
else if (ATTR_CHANGED(ammo_tripmine))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_snark != ammo_snark_net) {
else if (ATTR_CHANGED(ammo_snark))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_hornet != ammo_hornet_net) {
else if (ATTR_CHANGED(ammo_hornet))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_m203_grenade != ammo_m203_grenade_net) {
/* ammo 3 type updates */
if (ATTR_CHANGED(ammo_m203_grenade))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_shotgun_state != ammo_shotgun_state_net) {
else if (ATTR_CHANGED(ammo_shotgun_state))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_gauss_state != ammo_gauss_state_net) {
else if (ATTR_CHANGED(ammo_gauss_state))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_gauss_volume != ammo_gauss_volume_net) {
else if (ATTR_CHANGED(ammo_gauss_volume))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_egon_state != ammo_egon_state_net) {
else if (ATTR_CHANGED(ammo_egon_state))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_rpg_state != ammo_rpg_state_net) {
else if (ATTR_CHANGED(ammo_rpg_state))
SendFlags |= PLAYER_AMMO3;
}
if (mode_tempstate != mode_tempstate_net) {
else if (ATTR_CHANGED(mode_tempstate))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_chainsaw_state != ammo_chainsaw_state_net) {
else if (ATTR_CHANGED(ammo_chainsaw_state))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_hammer_state != ammo_hammer_state_net) {
else if (ATTR_CHANGED(ammo_hammer_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;
SAVE_STATE(glock_mag);
SAVE_STATE(mp5_mag);
SAVE_STATE(python_mag);
SAVE_STATE(shotgun_mag);
SAVE_STATE(crossbow_mag);
SAVE_STATE(rpg_mag);
SAVE_STATE(satchel_chg);
SAVE_STATE(cannon_mag);
glock_mag_net = glock_mag;
mp5_mag_net = mp5_mag;
python_mag_net = python_mag;
shotgun_mag_net = shotgun_mag;
crossbow_mag_net = crossbow_mag;
rpg_mag_net = rpg_mag;
satchel_chg_net = satchel_chg;
cannon_mag_net = cannon_mag;
SAVE_STATE(ammo_9mm);
SAVE_STATE(ammo_357);
SAVE_STATE(ammo_buckshot);
SAVE_STATE(ammo_bolt);
SAVE_STATE(ammo_rocket);
SAVE_STATE(ammo_uranium);
SAVE_STATE(ammo_handgrenade);
SAVE_STATE(ammo_satchel);
SAVE_STATE(ammo_tripmine);
SAVE_STATE(ammo_snark);
SAVE_STATE(ammo_hornet);
ammo_9mm_net = ammo_9mm;
ammo_357_net = ammo_357;
ammo_buckshot_net = ammo_buckshot;
ammo_m203_grenade_net = ammo_m203_grenade;
ammo_bolt_net = ammo_bolt;
ammo_rocket_net = ammo_rocket;
ammo_uranium_net = ammo_uranium;
ammo_handgrenade_net = ammo_handgrenade;
ammo_satchel_net = ammo_satchel;
ammo_tripmine_net = ammo_tripmine;
ammo_snark_net = ammo_snark;
ammo_hornet_net = ammo_hornet;
SAVE_STATE(ammo_m203_grenade);
SAVE_STATE(ammo_shotgun_state);
SAVE_STATE(ammo_gauss_state);
SAVE_STATE(ammo_gauss_volume);
SAVE_STATE(ammo_egon_state);
SAVE_STATE(ammo_rpg_state);
SAVE_STATE(mode_tempstate);
SAVE_STATE(ammo_chainsaw_state);
SAVE_STATE(ammo_hammer_state);
ammo_m203_grenade_net = ammo_m203_grenade;
ammo_shotgun_state_net = ammo_shotgun_state;
ammo_gauss_state_net = ammo_gauss_state;
ammo_gauss_volume_net = ammo_gauss_volume;
ammo_egon_state_net = ammo_egon_state;
ammo_rpg_state_net = ammo_rpg_state;
mode_tempstate_net = mode_tempstate;
ammo_chainsaw_state_net = ammo_chainsaw_state;
ammo_hammer_state_net = ammo_hammer_state;
anim_top_net = anim_top;
anim_top_delay_net = anim_top_delay;
anim_top_time_net = anim_top_time;
anim_bottom_net = anim_bottom;
anim_bottom_time_net = anim_bottom_time;
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
}
/*
@ -630,43 +414,7 @@ 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

@ -21,7 +21,8 @@
.float waterlevel;
.float watertype;
float GamePMove_Maxspeed(player target)
float
GamePMove_Maxspeed(player target)
{
if (target.flags & FL_RESERVED1)
return (target.flags & FL_CROUCHING) ? 135 : 500;
@ -29,7 +30,8 @@ float GamePMove_Maxspeed(player target)
return (target.flags & FL_CROUCHING) ? 135 : 270;
}
void GamePMove_Fall(player target, float impactspeed)
void
GamePMove_Fall(player target, float impactspeed)
{
if (impactspeed > 580) {
#ifdef SERVER
@ -40,7 +42,8 @@ void GamePMove_Fall(player target, float impactspeed)
}
}
void GamePMove_Jump(player target)
void
GamePMove_Jump(player target)
{
float flJumptimeDelta;
float flChainBonus;