Simplify prediction code with the help from upstream changes.

This commit is contained in:
Marco Cawthorne 2021-05-08 17:45:58 +02:00
parent 4dd9923a05
commit ced4cb5bf8
24 changed files with 263 additions and 474 deletions

View file

@ -183,6 +183,6 @@ Player_PreDraw(base_player pl, int thirdperson)
}
}
Animation_PlayerUpdate(pl);
Animation_PlayerUpdate((player)pl);
Player_HandleWeaponModel(pl, thirdperson);
}

View file

@ -37,10 +37,10 @@ View_UpdateWeapon(entity vm, entity mflash)
* thus we need to update all the net variables to
* make sure these updates are recognized. this is
* vile but it'll have to do for now */
pl.net_w_attack_next = pl.w_attack_next;
pl.net_w_idle_next = pl.w_idle_next;
pl.net_viewzoom = pl.viewzoom;
pl.net_weapontime = pl.weapontime;
SAVE_STATE(pl.w_attack_next);
SAVE_STATE(pl.w_idle_next);
SAVE_STATE(pl.viewzoom);
SAVE_STATE(pl.weapontime);
/* figure out when the attachments start. in FTE attachments for
* HLMDL are treated as bones. they start at numbones + 1 */

View file

@ -52,7 +52,7 @@ void item_ammo::Respawn(void)
think = __NULL__;
nextthink = -1;
if (real_owner)
if (real_owner && time > 30.0f)
Sound_Play(this, CHAN_ITEM, "ammo.respawn");
droptofloor();

View file

@ -16,19 +16,19 @@
/* generic function that applies damage, pain and suffering */
void
Damage_Apply(entity t, entity c, float dmg, int w, int type)
Damage_Apply(entity t, entity c, float dmg, int w, damageType_t type)
{
base_player tp = (base_player)t;
CGameRules rules = (CGameRules)g_grMode;
if (t.flags & FL_GODMODE) {
/* player god mode */
if (t.flags & FL_CLIENT && t.flags & FL_GODMODE)
return;
}
/* already dead, please avoid recursion */
if (t.health <= 0) {
if (t.health <= 0)
return;
}
/* skip armor */
if not (type & DMG_SKIP_ARMOR)

View file

@ -75,7 +75,7 @@ void item_battery::Respawn(void)
think = __NULL__;
nextthink = -1;
if (!real_owner)
if (!real_owner && time > 30.0f)
Sound_Play(this, CHAN_ITEM, "item.respawn");
droptofloor();

View file

@ -64,7 +64,7 @@ void item_healthkit::Respawn(void)
think = __NULL__;
nextthink = -1;
if (!real_owner)
if (!real_owner && time > 30.0f)
Sound_Play(this, CHAN_ITEM, "item.respawn");
droptofloor();

View file

@ -78,7 +78,7 @@ item_longjump::Respawn(void)
think = __NULL__;
nextthink = -1;
if (!real_owner)
if (!real_owner && time > 30.0f)
Sound_Play(this, CHAN_ITEM, "item.respawn");
}

View file

@ -82,7 +82,7 @@ item_suit::Respawn(void)
think = __NULL__;
nextthink = -1;
if (!real_owner)
if (!real_owner && time > 30.0f)
Sound_Play(this, CHAN_ITEM, "item.respawn");
}

View file

@ -68,7 +68,7 @@ void item_pickup::Respawn(void)
nextthink = -1;
if (!m_iWasDropped && cvar("sv_playerslots") > 1) {
if (!real_owner)
if (!real_owner && time > 30.0f)
Sound_Play(this, CHAN_ITEM, "item.respawn");
m_iClip = -1;

View file

@ -83,7 +83,7 @@ FX_Impact_Init(void)
#endif
void
FX_Impact(int iType, vector vecPos, vector vNormal)
FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
{
#ifdef SERVER
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);

View file

@ -45,59 +45,40 @@ enumflags
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;
/* animation */
PREDICTED_INT(anim_top);
PREDICTED_FLOAT(anim_top_time);
PREDICTED_FLOAT(anim_top_delay);
PREDICTED_INT(anim_bottom);
PREDICTED_FLOAT(anim_bottom_time);
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;
/* ammo 1 */
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);
int ammo_m203_grenade;
int ammo_m203_grenade_net;
int ammo_gauss_volume;
int ammo_gauss_volume_net;
int ammo_rpg_state;
int ammo_rpg_state_net;
int mode_tempstate;
int mode_tempstate_net;
/* ammo 2 */
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);
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;
/* ammo 3 */
PREDICTED_INT(ammo_m203_grenade);
PREDICTED_INT(ammo_gauss_volume);
PREDICTED_INT(ammo_rpg_state);
PREDICTED_INT(mode_tempstate);
#ifdef CLIENT
/* External model */
@ -109,7 +90,7 @@ 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
@ -126,61 +107,10 @@ 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();
/* the generic client attributes */
base_player::ReceiveEntity(new, fl);
/* animation */
if (fl & PLAYER_TOPFRAME) {
@ -241,35 +171,39 @@ 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;
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;
/* the generic client attributes */
base_player::PredictPreFrame();
ammo_m203_grenade_net = ammo_m203_grenade;
ammo_gauss_volume_net = ammo_gauss_volume;
ammo_rpg_state_net = ammo_rpg_state;
mode_tempstate_net = mode_tempstate;
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
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(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(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_gauss_volume);
SAVE_STATE(ammo_rpg_state);
SAVE_STATE(mode_tempstate);
}
/*
@ -282,222 +216,133 @@ 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;
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;
/* the generic client attributes */
base_player::PredictPostFrame();
ammo_m203_grenade = ammo_m203_grenade_net;
ammo_gauss_volume = ammo_gauss_volume_net;
ammo_rpg_state = ammo_rpg_state_net;
mode_tempstate = mode_tempstate_net;
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_delay);
ROLL_BACK(anim_top_time);
ROLL_BACK(anim_bottom);
ROLL_BACK(anim_bottom_time);
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(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(ammo_9mm);
ROLL_BACK(ammo_357);
ROLL_BACK(ammo_buckshot);
ROLL_BACK(ammo_m203_grenade);
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);
ROLL_BACK(ammo_m203_grenade);
ROLL_BACK(ammo_gauss_volume);
ROLL_BACK(ammo_rpg_state);
ROLL_BACK(mode_tempstate);
}
#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;
/* the generic client attributes */
base_player::EvaluateEntity();
/* animation */
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
SendFlags |= PLAYER_BOTTOMFRAME;
if (anim_top_net != anim_top || anim_top_time != anim_top_time_net || anim_top_delay != anim_top_delay_net)
if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
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) {
if (ATTR_CHANGED(mp5_mag))
SendFlags |= PLAYER_AMMO1;
}
if (python_mag != python_mag_net) {
if (ATTR_CHANGED(python_mag))
SendFlags |= PLAYER_AMMO1;
}
if (shotgun_mag != shotgun_mag_net) {
if (ATTR_CHANGED(shotgun_mag))
SendFlags |= PLAYER_AMMO1;
}
if (crossbow_mag != crossbow_mag_net) {
if (ATTR_CHANGED(crossbow_mag))
SendFlags |= PLAYER_AMMO1;
}
if (rpg_mag != rpg_mag_net) {
if (ATTR_CHANGED(rpg_mag))
SendFlags |= PLAYER_AMMO1;
}
if (satchel_chg != satchel_chg_net) {
if (ATTR_CHANGED(satchel_chg))
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) {
if (ATTR_CHANGED(ammo_357))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_buckshot != ammo_buckshot_net) {
if (ATTR_CHANGED(ammo_buckshot))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_bolt != ammo_bolt_net) {
if (ATTR_CHANGED(ammo_bolt))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_rocket != ammo_rocket_net) {
if (ATTR_CHANGED(ammo_rocket))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_uranium != ammo_uranium_net) {
if (ATTR_CHANGED(ammo_uranium))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_handgrenade != ammo_handgrenade_net) {
if (ATTR_CHANGED(ammo_handgrenade))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_satchel != ammo_satchel_net) {
if (ATTR_CHANGED(ammo_satchel))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_tripmine != ammo_tripmine_net) {
if (ATTR_CHANGED(ammo_tripmine))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_snark != ammo_snark_net) {
if (ATTR_CHANGED(ammo_snark))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_hornet != ammo_hornet_net) {
if (ATTR_CHANGED(ammo_hornet))
SendFlags |= PLAYER_AMMO2;
}
if (ammo_m203_grenade != ammo_m203_grenade_net) {
if (ATTR_CHANGED(ammo_m203_grenade))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_gauss_volume != ammo_gauss_volume_net) {
if (ATTR_CHANGED(ammo_gauss_volume))
SendFlags |= PLAYER_AMMO3;
}
if (ammo_rpg_state != ammo_rpg_state_net) {
if (ATTR_CHANGED(ammo_rpg_state))
SendFlags |= PLAYER_AMMO3;
}
if (mode_tempstate != mode_tempstate_net) {
if (ATTR_CHANGED(mode_tempstate))
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(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);
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;
SAVE_STATE(ammo_m203_grenade);
SAVE_STATE(ammo_gauss_volume);
SAVE_STATE(ammo_rpg_state);
SAVE_STATE(mode_tempstate);
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;
ammo_m203_grenade_net = ammo_m203_grenade;
ammo_gauss_volume_net = ammo_gauss_volume;
ammo_rpg_state_net = ammo_rpg_state;
mode_tempstate_net = mode_tempstate;
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_delay);
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
}
/*
@ -508,14 +353,17 @@ player::SendEntity
float
player::SendEntity(entity ePEnt, float fChanged)
{
/* remove our entity to other clients if we're dead */
if (health <= 0 && ePEnt != this) {
return FALSE;
}
/* target client isn't real, they have no client-side. abandon */
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
return FALSE;
}
/* other players don't need to know about these attributes */
if (ePEnt != self) {
fChanged &= ~PLAYER_ITEMS;
fChanged &= ~PLAYER_HEALTH;
@ -529,43 +377,8 @@ 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]);
/* the generic client attributes */
base_player::SendEntity(ePEnt, fChanged);
if (fChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top);

View file

@ -45,9 +45,6 @@ void GamePMove_Fall(player target, float impactspeed)
void GamePMove_Jump(player target)
{
float flJumptimeDelta;
float flChainBonus;
if (target.waterlevel >= 2) {
if (target.watertype == CONTENT_WATER) {
target.velocity[2] = 100;
@ -62,13 +59,7 @@ void GamePMove_Jump(player target)
target.velocity = v_forward * 512;
target.velocity[2] += 100;
}
target.velocity[2] += 240;
if (target.flags & FL_ONGROUND)
target.velocity[2] += 240;
}
if (target.jumptime > 0) {
flJumptimeDelta = 0 - (target.jumptime - PHY_JUMP_CHAINWINDOW);
flChainBonus = PHY_JUMP_CHAIN - (((PHY_JUMP_CHAINWINDOW - (PHY_JUMP_CHAINWINDOW - flJumptimeDelta)) * 2) * PHY_JUMP_CHAINDECAY);
target.velocity[2] += flChainBonus;
}
target.jumptime = PHY_JUMP_CHAINWINDOW;
}

View file

@ -148,11 +148,11 @@ void w_egon_draw(void)
player pl = (player)self;
pl.mode_tempstate = 0;
/* link the FX class */
#ifdef CLIENT
Weapons_SetModel("models/v_egon.mdl");
Weapons_ViewAnimation(EGON_DRAW);
/* link the FX class */
#ifdef CLIENT
entity eold = self;
self = pSeat->m_pWeaponFX;
spawnfunc_FXEgon();
@ -181,11 +181,6 @@ void w_egon_primary(void)
}
#ifdef CLIENT
if (Weapons_GetAnimation() == EGON_IDLE1)
Weapons_ViewAnimation(EGON_ALTFIREON);
else if (Weapons_GetAnimation() == EGON_ALTFIREON)
Weapons_ViewAnimation(EGON_ALTFIRECYCLE);
FXEgon p = (FXEgon)pSeat->m_pWeaponFX;
p.m_vecAngle = input_angles;
p.m_vecStart = pl.origin + pl.view_ofs;
@ -207,10 +202,12 @@ void w_egon_primary(void)
#endif
pl.mode_tempstate = 1;
Weapons_ViewPunchAngle([-5,0,0]);
pl.w_idle_next = 3.0f;
Weapons_ViewAnimation(EGON_ALTFIREON);
pl.w_idle_next = 1.5f;
} else if not (pl.w_idle_next > 0.0f) {
/* wait 3 seconds (idle next) */
if (pl.mode_tempstate == 1) {
Weapons_ViewAnimation(EGON_ALTFIRECYCLE);
#ifdef SERVER
sound(pl, CHAN_WEAPON, "weapons/egon_run3.wav", 1, ATTN_NORM, 100);
#endif

View file

@ -139,18 +139,14 @@ w_glock_pickup(int new, int startammo)
void
w_glock_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_9mmhandgun.mdl");
Weapons_ViewAnimation(GLOCK_DRAW);
#endif
}
void
w_glock_holster(void)
{
#ifdef CLIENT
Weapons_ViewAnimation(GLOCK_HOLSTER);
#endif
}
void
@ -172,6 +168,12 @@ w_glock_primary(void)
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_SMALL);
View_AddEvent(w_glock_ejectshell, 0.0f);
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.01,0.01], WEAPON_GLOCK);
Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire");
#endif
Weapons_ViewPunchAngle([-2,0,0]);
if (pl.glock_mag) {
@ -180,12 +182,6 @@ w_glock_primary(void)
Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY);
}
View_AddEvent(w_glock_ejectshell, 0.0f);
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.01,0.01], WEAPON_GLOCK);
Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire");
#endif
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
else
@ -213,6 +209,12 @@ w_glock_secondary(void)
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_SMALL);
View_AddEvent(w_glock_ejectshell, 0.0f);
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.1,0.1], WEAPON_GLOCK);
Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire");
#endif
Weapons_ViewPunchAngle([-2,0,0]);
if (pl.glock_mag) {
@ -221,12 +223,6 @@ w_glock_secondary(void)
Weapons_ViewAnimation(GLOCK_SHOOT_EMPTY);
}
View_AddEvent(w_glock_ejectshell, 0.0f);
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_9mm_bullet", 8), [0.1,0.1], WEAPON_GLOCK);
Sound_Play(pl, CHAN_WEAPON, "weapon_glock.fire");
#endif
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOT1HAND, 0.2f);
else

View file

@ -136,10 +136,8 @@ void w_handgrenade_draw(void)
player pl = (player)self;
pl.mode_tempstate = 0;
#ifdef CLIENT
Weapons_SetModel("models/v_grenade.mdl");
Weapons_ViewAnimation(HANDGRENADE_DRAW);
#endif
}
void w_handgrenade_holster(void)
@ -163,9 +161,7 @@ void w_handgrenade_primary(void)
return;
}
#ifdef CLIENT
Weapons_ViewAnimation(HANDGRENADE_PULLPIN);
#endif
pl.mode_tempstate = 1;
pl.w_attack_next = 0.5f;
@ -190,9 +186,8 @@ void w_handgrenade_release(void)
}
if (pl.mode_tempstate == 1) {
#ifdef CLIENT
Weapons_ViewAnimation(HANDGRENADE_THROW1);
#else
#ifdef SERVER
w_handgrenade_throw();
#endif
pl.ammo_handgrenade--;
@ -205,9 +200,8 @@ void w_handgrenade_release(void)
else
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
} else if (pl.mode_tempstate == 2) {
#ifdef CLIENT
Weapons_ViewAnimation(HANDGRENADE_DRAW);
#else
#ifdef SERVER
if (!pl.ammo_handgrenade) {
Weapons_RemoveItem(pl, WEAPON_HANDGRENADE);
}

View file

@ -110,10 +110,8 @@ w_mp5_deathmsg(void)
void
w_mp5_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_9mmar.mdl");
Weapons_ViewAnimation(MP5_DRAW);
#endif
}
void
@ -187,10 +185,7 @@ w_mp5_secondary(void)
pl.ammo_m203_grenade--;
#ifdef CLIENT
Weapons_ViewPunchAngle([-10,0,0]);
Weapons_ViewAnimation(MP5_GRENADE);
#else
#ifdef SERVER
static void Grenade_ExplodeTouch(void) {
float dmg = Skill_GetValue("plr_9mmAR_grenade", 100);
FX_Explosion(self.origin);
@ -221,6 +216,9 @@ w_mp5_secondary(void)
Sound_Play(pl, CHAN_WEAPON, "weapon_mp5.gl");
#endif
Weapons_ViewPunchAngle([-10,0,0]);
Weapons_ViewAnimation(MP5_GRENADE);
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTMP5, 0.45f);
else
@ -246,9 +244,9 @@ w_mp5_reload(void)
return;
}
#ifdef CLIENT
Weapons_ViewAnimation(MP5_RELOAD);
#else
#ifdef SERVER
Weapons_ReloadWeapon(pl, player::mp5_mag, player::ammo_9mm, 50);
#endif

View file

@ -105,25 +105,22 @@ w_python_deathmsg(void)
void
w_python_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_357.mdl");
/* singleplayer doesn't do scope */
if (cvar("sv_playerslots") == 1) {
if (serverkeyfloat("sv_playerslots") == 1) {
Weapons_SetGeomset("geomset 4 1\n");
} else {
Weapons_SetGeomset("geomset 4 2\n");
}
Weapons_ViewAnimation(PYTHON_DRAW);
#endif
}
void
w_python_holster(void)
{
#ifdef CLIENT
Weapons_ViewAnimation(PYTHON_HOLSTER);
#endif
}
void
@ -145,13 +142,14 @@ w_python_primary(void)
/* Actual firing */
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_SMALL);
Weapons_ViewPunchAngle([-10,0,0]);
Weapons_ViewAnimation(PYTHON_FIRE1);
#else
TraceAttack_FireBullets(1, pl.origin + pl.view_ofs, Skill_GetValue("plr_357_bullet", 40), [0.008, 0.008], WEAPON_PYTHON);
Sound_Play(pl, CHAN_WEAPON, "weapon_357.shoot");
#endif
Weapons_ViewPunchAngle([-10,0,0]);
Weapons_ViewAnimation(PYTHON_FIRE1);
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTPYTHON, 0.43f);
else
@ -171,7 +169,7 @@ w_python_secondary(void)
}
/* singleplayer doesn't do scope */
if (cvar("sv_playerslots") == 1) {
if (serverkeyfloat("sv_playerslots") == 1) {
return;
}
@ -203,9 +201,9 @@ w_python_reload(void)
}
/* Audio-Visual bit */
#ifdef CLIENT
Weapons_ViewAnimation(PYTHON_RELOAD);
#else
#ifdef SERVER
Sound_Play(pl, CHAN_WEAPON, "weapon_357.reload");
Weapons_ReloadWeapon(pl, player::python_mag, player::ammo_357, 6);
#endif

View file

@ -87,10 +87,8 @@ int w_rpg_pickup(int new, int startammo)
void w_rpg_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_rpg.mdl");
Weapons_ViewAnimation(RPG_DRAW1);
#endif
}
void w_rpg_holster(void)
@ -112,10 +110,7 @@ void w_rpg_primary(void)
pl.rpg_mag--;
#ifdef CLIENT
Weapons_ViewAnimation(RPG_FIRE2);
Weapons_ViewPunchAngle([-10,0,0]);
#else
#ifdef SERVER
static void Rocket_Touch(void) {
float dmg = Skill_GetValue("plr_rpg", 100);
FX_Explosion(self.origin);
@ -162,6 +157,9 @@ void w_rpg_primary(void)
Sound_Play(pl, CHAN_WEAPON, "weapon_rpg.shoot");
#endif
Weapons_ViewAnimation(RPG_FIRE2);
Weapons_ViewPunchAngle([-10,0,0]);
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTRPG, 0.43f);
else
@ -187,10 +185,10 @@ void w_rpg_reload(void)
return;
}
/* Audio-Visual Bit */
#ifdef CLIENT
Weapons_ViewAnimation(RPG_RELOAD);
#else
/* Audio-Visual Bit */
#ifdef SERVER
Weapons_ReloadWeapon(pl, player::rpg_mag, player::ammo_rocket, 1);
#endif
@ -215,7 +213,7 @@ void w_rpg_release(void)
int r = (float)input_sequence % 3;
if (pl.a_ammo1 > 0) {
if (pl.rpg_mag > 0) {
if (r == 1) {
Weapons_ViewAnimation(RPG_FIDGET);
} else {

View file

@ -141,7 +141,6 @@ w_satchel_pickup(int new, int startammo)
void
w_satchel_draw(void)
{
#ifdef CLIENT
player pl = (player)self;
if (pl.satchel_chg > 0) {
Weapons_SetModel("models/v_satchel_radio.mdl");
@ -151,7 +150,6 @@ w_satchel_draw(void)
Weapons_SetModel("models/v_satchel.mdl");
Weapons_ViewAnimation(SATCHEL_DRAW);
}
#endif
}
void
@ -235,14 +233,14 @@ w_satchel_secondary(void)
return;
}
Weapons_SetModel("models/v_satchel_radio.mdl");
Weapons_ViewAnimation(RADIO_DRAW);
#ifdef SERVER
vector throw;
Weapons_MakeVectors();
throw = pl.velocity + (v_forward * 274);
s_satchel_drop(self, pl.origin, throw);
#else
Weapons_SetModel("models/v_satchel_radio.mdl");
Weapons_ViewAnimation(RADIO_DRAW);
#endif
if (self.flags & FL_CROUCHING)

View file

@ -143,10 +143,8 @@ w_shotgun_draw(void)
player pl = (player)self;
pl.mode_tempstate = 0;
#ifdef CLIENT
Weapons_SetModel("models/v_shotgun.mdl");
Weapons_ViewAnimation(SHOTGUN_DRAW);
#endif
}
void
@ -177,7 +175,7 @@ w_shotgun_primary(void)
#ifdef SERVER
/* Singleplayer is more accurate */
if (cvar("sv_playerslots") == 1) {
if (serverkeyfloat("sv_playerslots") == 1) {
TraceAttack_FireBullets(6, pl.origin + pl.view_ofs, Skill_GetValue("plr_buckshot", 5), [0.08716,0.08716], WEAPON_SHOTGUN);
} else {
TraceAttack_FireBullets(4, pl.origin + pl.view_ofs, Skill_GetValue("plr_buckshot", 5), [0.08716,0.04362], WEAPON_SHOTGUN);
@ -185,11 +183,12 @@ w_shotgun_primary(void)
Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.single");
#else
View_SetMuzzleflash(MUZZLE_WEIRD);
Weapons_ViewAnimation(SHOTGUN_FIRE1);
Weapons_ViewPunchAngle([-5,0,0]);
View_AddEvent(w_shotgun_ejectshell, 0.5f);
#endif
Weapons_ViewAnimation(SHOTGUN_FIRE1);
Weapons_ViewPunchAngle([-5,0,0]);
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
else
@ -222,9 +221,17 @@ w_shotgun_secondary(void)
return;
}
Weapons_ViewAnimation(SHOTGUN_FIRE2);
Weapons_ViewPunchAngle([-10,0,0]);
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
#ifdef SERVER
/* Singleplayer is more accurate */
if (cvar("sv_playerslots") == 1) {
if (serverkeyfloat("sv_playerslots") == 1) {
TraceAttack_FireBullets(12, pl.origin + pl.view_ofs, 5, [0.08716,0.08716], WEAPON_SHOTGUN);
} else {
TraceAttack_FireBullets(8, pl.origin + pl.view_ofs, 5, [0.17365,0.04362], WEAPON_SHOTGUN);
@ -232,16 +239,8 @@ w_shotgun_secondary(void)
Sound_Play(pl, CHAN_WEAPON, "weapon_shotgun.double");
#else
View_SetMuzzleflash(MUZZLE_WEIRD);
Weapons_ViewAnimation(SHOTGUN_FIRE2);
Weapons_ViewPunchAngle([-10,0,0]);
View_AddEvent(w_shotgun_ejectshell, 1.0f);
#endif
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
/* after 1 second, play the cocksound and eject shell */
pl.mode_tempstate = SHOTTY_COCKSOUND;
pl.w_idle_next = 1.0f;

View file

@ -183,9 +183,14 @@ void w_snark_primary(void)
pl.ammo_snark--;
/* Audio-Visual Bit */
#ifdef CLIENT
Weapons_ViewAnimation(SNARK_THROW);
#else
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSQUEAK, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTSQUEAK, 0.5f);
#ifdef SERVER
w_snark_deploy();
if (pl.ammo_snark <= 0) {
@ -193,11 +198,6 @@ void w_snark_primary(void)
}
#endif
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTSQUEAK, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTSQUEAK, 0.5f);
pl.w_idle_next = 1.0f;
pl.w_attack_next = 0.25f;
@ -214,6 +214,7 @@ void w_snark_release(void)
{
int r;
player pl = (player)self;
if (pl.w_idle_next > 0.0) {
return;
}
@ -234,6 +235,7 @@ void w_snark_release(void)
break;
}
}
void w_snark_precache(void)
{
#ifdef SERVER
@ -248,24 +250,27 @@ void w_snark_precache(void)
precache_model("models/v_squeak.mdl");
#endif
}
void w_snark_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, -1, pl.ammo_snark, -1);
}
string w_snark_wmodel(void)
{
return "models/w_sqknest.mdl";
}
string w_snark_pmodel(void)
{
return "models/p_squeak.mdl";
}
string w_snark_deathmsg(void)
{
return "";
}
float w_snark_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;

View file

@ -247,10 +247,8 @@ int w_tripmine_pickup(int new, int startammo)
void w_tripmine_draw(void)
{
#ifdef CLIENT
Weapons_SetModel("models/v_tripmine.mdl");
Weapons_ViewAnimation(TRIPMINE_DRAW);
#endif
}
void w_tripmine_holster(void)
@ -282,9 +280,14 @@ w_tripmine_primary(void)
pl.ammo_tripmine--;
#ifdef CLIENT
Weapons_ViewAnimation(TRIPMINE_FIRE2);
#else
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTTRIPMINE, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTTRIPMINE, 0.5f);
#ifdef SERVER
vector ang = vectoangles(trace_plane_normal);
monster_tripmine mine = spawn(monster_tripmine, real_owner: pl, angles: ang, spawnflags: MSF_MULTIPLAYER);
mine.SetOrigin(trace_endpos - (v_forward * 8));
@ -293,11 +296,6 @@ w_tripmine_primary(void)
Sound_Play(mine, CHAN_WEAPON, "weapon_tripmine.charge");
#endif
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_CR_SHOOTTRIPMINE, 0.41f);
else
Animation_PlayerTop(pl, ANIM_SHOOTTRIPMINE, 0.5f);
pl.a_ammo3 = 1;
pl.w_attack_next =
pl.w_idle_next = 0.5f;

View file

@ -56,9 +56,9 @@ int Weapons_IsPresent(player, int);
void Weapons_SetModel(string);
void Weapons_SetGeomset(string);
void Weapons_UpdateAmmo(base_player, int, int, int);
int Weapons_GetAnimation(void);
#ifdef CLIENT
string Weapons_GetPlayermodel(int);
int Weapons_GetAnimation(void);
void Weapons_HUDPic(int, int, vector, float);
#endif

View file

@ -264,18 +264,22 @@ void Weapons_ViewAnimation(int i)
#ifdef CLIENT
int View_GetAnimation(void);
int Weapons_GetAnimation(void)
{
return View_GetAnimation();
}
#endif
int
Weapons_GetAnimation(void)
{
#ifdef CLIENT
return View_GetAnimation();
#else
return 0;
#endif
}
void Weapons_ViewPunchAngle(vector add)
{
#ifdef CLIENT
player pl = (player)self;
pl.punchangle += add;
#endif
}
int Weapons_IsPresent(player pl, int w)