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/*
Copyright ( C ) 1996 - 1997 Id Software , Inc .
This program is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
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See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
# include "quakedef.h"
# include "winquake.h"
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cvar_t cl_nopred = SCVAR ( " cl_nopred " , " 0 " ) ;
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extern cvar_t cl_lerp_players ;
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cvar_t cl_pushlatency = SCVAR ( " pushlatency " , " -999 " ) ;
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extern float pm_airaccelerate ;
extern usercmd_t independantphysics [ MAX_SPLITS ] ;
# ifdef Q2CLIENT
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# define MAX_PARSE_ENTITIES 1024
extern entity_state_t cl_parse_entities [ MAX_PARSE_ENTITIES ] ;
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char * Get_Q2ConfigString ( int i ) ;
# ifdef Q2BSPS
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void VARGS Q2_Pmove ( q2pmove_t * pmove ) ;
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# define Q2PMF_DUCKED 1
# define Q2PMF_JUMP_HELD 2
# define Q2PMF_ON_GROUND 4
# define Q2PMF_TIME_WATERJUMP 8 // pm_time is waterjump
# define Q2PMF_TIME_LAND 16 // pm_time is time before rejump
# define Q2PMF_TIME_TELEPORT 32 // pm_time is non-moving time
# define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
# endif
vec3_t cl_predicted_origins [ UPDATE_BACKUP ] ;
/*
= = = = = = = = = = = = = = = = = = =
CL_CheckPredictionError
= = = = = = = = = = = = = = = = = = =
*/
# ifdef Q2BSPS
void CLQ2_CheckPredictionError ( void )
{
int frame ;
int delta [ 3 ] ;
int i ;
int len ;
if ( cl_nopred . value | | ( cl . q2frame . playerstate . pmove . pm_flags & Q2PMF_NO_PREDICTION ) )
return ;
// calculate the last usercmd_t we sent that the server has processed
frame = cls . netchan . incoming_acknowledged ;
frame & = ( UPDATE_MASK ) ;
// compare what the server returned with what we had predicted it to be
VectorSubtract ( cl . q2frame . playerstate . pmove . origin , cl_predicted_origins [ frame ] , delta ) ;
// save the prediction error for interpolation
len = abs ( delta [ 0 ] ) + abs ( delta [ 1 ] ) + abs ( delta [ 2 ] ) ;
if ( len > 640 ) // 80 world units
{ // a teleport or something
VectorClear ( cl . prediction_error ) ;
}
else
{
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// if (/*cl_showmiss->value && */(delta[0] || delta[1] || delta[2]) )
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// Con_Printf ("prediction miss on %i: %i\n", cl.q2frame.serverframe,
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// delta[0] + delta[1] + delta[2]);
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VectorCopy ( cl . q2frame . playerstate . pmove . origin , cl_predicted_origins [ frame ] ) ;
// save for error itnerpolation
for ( i = 0 ; i < 3 ; i + + )
cl . prediction_error [ i ] = delta [ i ] * 0.125 ;
}
}
/*
= = = = = = = = = = = = = = = = = = = =
CL_ClipMoveToEntities
= = = = = = = = = = = = = = = = = = = =
*/
void CLQ2_ClipMoveToEntities ( vec3_t start , vec3_t mins , vec3_t maxs , vec3_t end , trace_t * tr )
{
int i , x , zd , zu ;
trace_t trace ;
float * angles ;
entity_state_t * ent ;
int num ;
model_t * cmodel ;
vec3_t bmins , bmaxs ;
for ( i = 0 ; i < cl . q2frame . num_entities ; i + + )
{
num = ( cl . q2frame . parse_entities + i ) & ( MAX_PARSE_ENTITIES - 1 ) ;
ent = & cl_parse_entities [ num ] ;
if ( ! ent - > solid )
continue ;
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if ( ent - > number = = cl . playerview [ 0 ] . playernum + 1 )
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continue ;
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if ( ent - > solid = = ES_SOLID_BSP )
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{ // special value for bmodel
cmodel = cl . model_precache [ ent - > modelindex ] ;
if ( ! cmodel )
continue ;
angles = ent - > angles ;
}
else
{ // encoded bbox
x = 8 * ( ent - > solid & 31 ) ;
zd = 8 * ( ( ent - > solid > > 5 ) & 31 ) ;
zu = 8 * ( ( ent - > solid > > 10 ) & 63 ) - 32 ;
bmins [ 0 ] = bmins [ 1 ] = - x ;
bmaxs [ 0 ] = bmaxs [ 1 ] = x ;
bmins [ 2 ] = - zd ;
bmaxs [ 2 ] = zu ;
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cmodel = CM_TempBoxModel ( bmins , bmaxs ) ;
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angles = vec3_origin ; // boxes don't rotate
}
if ( tr - > allsolid )
return ;
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trace = CM_TransformedBoxTrace ( cmodel , start , end ,
mins , maxs , MASK_PLAYERSOLID ,
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ent - > origin , angles ) ;
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if ( trace . allsolid | | trace . startsolid | | trace . fraction < tr - > fraction )
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{
trace . ent = ( struct edict_s * ) ent ;
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* tr = trace ;
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}
}
}
/*
= = = = = = = = = = = = = = = =
CL_PMTrace
= = = = = = = = = = = = = = = =
*/
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q2trace_t VARGS CLQ2_PMTrace ( vec3_t start , vec3_t mins , vec3_t maxs , vec3_t end )
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{
q2trace_t q2t ;
trace_t t ;
// check against world
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t = CM_BoxTrace ( cl . worldmodel , start , end , mins , maxs , MASK_PLAYERSOLID ) ;
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if ( t . fraction < 1.0 )
t . ent = ( struct edict_s * ) 1 ;
// check all other solid models
CLQ2_ClipMoveToEntities ( start , mins , maxs , end , & t ) ;
q2t . allsolid = t . allsolid ;
q2t . contents = t . contents ;
VectorCopy ( t . endpos , q2t . endpos ) ;
q2t . ent = t . ent ;
q2t . fraction = t . fraction ;
q2t . plane = t . plane ;
q2t . startsolid = t . startsolid ;
q2t . surface = t . surface ;
return q2t ;
}
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int VARGS CLQ2_PMpointcontents ( vec3_t point )
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{
int i ;
entity_state_t * ent ;
int num ;
model_t * cmodel ;
int contents ;
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contents = CM_PointContents ( cl . worldmodel , point ) ;
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for ( i = 0 ; i < cl . q2frame . num_entities ; i + + )
{
num = ( cl . q2frame . parse_entities + i ) & ( MAX_PARSE_ENTITIES - 1 ) ;
ent = & cl_parse_entities [ num ] ;
if ( ent - > solid ! = 31 ) // special value for bmodel
continue ;
cmodel = cl . model_precache [ ent - > modelindex ] ;
if ( ! cmodel )
continue ;
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contents | = CM_TransformedPointContents ( cl . worldmodel , point , cmodel - > hulls [ 0 ] . firstclipnode , ent - > origin , ent - > angles ) ;
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}
return contents ;
}
# endif
/*
= = = = = = = = = = = = = = = = =
CL_PredictMovement
Sets cl . predicted_origin and cl . predicted_angles
= = = = = = = = = = = = = = = = =
*/
void CLQ2_PredictMovement ( void ) //q2 doesn't support split clients.
{
# ifdef Q2BSPS
int ack , current ;
int frame ;
int oldframe ;
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q2usercmd_t * cmd ;
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q2pmove_t pm ;
int step ;
int oldz ;
# endif
int i ;
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int pnum = 0 ;
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if ( cls . state ! = ca_active )
return ;
// if (cl_paused->value)
// return;
# ifdef Q2BSPS
if ( cl_nopred . value | | ( cl . q2frame . playerstate . pmove . pm_flags & Q2PMF_NO_PREDICTION ) )
# endif
{ // just set angles
for ( i = 0 ; i < 3 ; i + + )
{
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cl . predicted_angles [ i ] = cl . playerview [ pnum ] . viewangles [ i ] + SHORT2ANGLE ( cl . q2frame . playerstate . pmove . delta_angles [ i ] ) ;
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}
return ;
}
# ifdef Q2BSPS
ack = cls . netchan . incoming_acknowledged ;
current = cls . netchan . outgoing_sequence ;
// if we are too far out of date, just freeze
if ( current - ack > = UPDATE_MASK )
{
// if (cl_showmiss->value)
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// Con_Printf ("exceeded CMD_BACKUP\n");
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return ;
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}
// copy current state to pmove
memset ( & pm , 0 , sizeof ( pm ) ) ;
pm . trace = CLQ2_PMTrace ;
pm . pointcontents = CLQ2_PMpointcontents ;
pm_airaccelerate = atof ( Get_Q2ConfigString ( Q2CS_AIRACCEL ) ) ;
pm . s = cl . q2frame . playerstate . pmove ;
// SCR_DebugGraph (current - ack - 1, 0);
frame = 0 ;
// run frames
while ( + + ack < current )
{
frame = ack & ( UPDATE_MASK ) ;
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cmd = ( q2usercmd_t * ) & cl . outframes [ frame ] . cmd [ 0 ] ;
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pm . cmd = * cmd ;
Q2_Pmove ( & pm ) ;
// save for debug checking
VectorCopy ( pm . s . origin , cl_predicted_origins [ frame ] ) ;
}
if ( independantphysics [ 0 ] . msec )
{
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cmd = ( q2usercmd_t * ) & independantphysics [ 0 ] ;
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pm . cmd = * cmd ;
Q2_Pmove ( & pm ) ;
}
oldframe = ( ack - 2 ) & ( UPDATE_MASK ) ;
oldz = cl_predicted_origins [ oldframe ] [ 2 ] ;
step = pm . s . origin [ 2 ] - oldz ;
if ( step > 63 & & step < 160 & & ( pm . s . pm_flags & Q2PMF_ON_GROUND ) )
{
cl . predicted_step = step * 0.125 ;
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cl . predicted_step_time = realtime - host_frametime * 0.5 ;
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}
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cl . playerview [ 0 ] . onground = ! ! ( pm . s . pm_flags & Q2PMF_ON_GROUND ) ;
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// copy results out for rendering
cl . predicted_origin [ 0 ] = pm . s . origin [ 0 ] * 0.125 ;
cl . predicted_origin [ 1 ] = pm . s . origin [ 1 ] * 0.125 ;
cl . predicted_origin [ 2 ] = pm . s . origin [ 2 ] * 0.125 ;
VectorCopy ( pm . viewangles , cl . predicted_angles ) ;
# endif
}
/*
= = = = = = = = = = = = = = = = =
CL_NudgePosition
If pmove . origin is in a solid position ,
try nudging slightly on all axis to
allow for the cut precision of the net coordinates
= = = = = = = = = = = = = = = = =
*/
void CL_NudgePosition ( void )
{
vec3_t base ;
int x , y ;
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if ( cl . worldmodel - > funcs . PointContents ( cl . worldmodel , NULL , pmove . origin ) = = FTECONTENTS_EMPTY )
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return ;
VectorCopy ( pmove . origin , base ) ;
for ( x = - 1 ; x < = 1 ; x + + )
{
for ( y = - 1 ; y < = 1 ; y + + )
{
pmove . origin [ 0 ] = base [ 0 ] + x * 1.0 / 8 ;
pmove . origin [ 1 ] = base [ 1 ] + y * 1.0 / 8 ;
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if ( cl . worldmodel - > funcs . PointContents ( cl . worldmodel , NULL , pmove . origin ) = = FTECONTENTS_EMPTY )
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return ;
}
}
Con_DPrintf ( " CL_NudgePosition: stuck \n " ) ;
}
# endif
/*
= = = = = = = = = = = = = =
CL_PredictUsercmd
= = = = = = = = = = = = = =
*/
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void CL_PredictUsercmd ( int pnum , int entnum , player_state_t * from , player_state_t * to , usercmd_t * u )
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{
extern vec3_t player_mins ;
extern vec3_t player_maxs ;
// split up very long moves
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
if ( u - > msec > 50 )
{
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player_state_t temp ;
usercmd_t split ;
split = * u ;
split . msec / = 2 ;
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CL_PredictUsercmd ( pnum , entnum , from , & temp , & split ) ;
CL_PredictUsercmd ( pnum , entnum , & temp , to , & split ) ;
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return ;
}
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if ( ! cl . worldmodel | | cl . worldmodel - > needload )
return ;
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VectorCopy ( from - > origin , pmove . origin ) ;
VectorCopy ( u - > angles , pmove . angles ) ;
VectorCopy ( from - > velocity , pmove . velocity ) ;
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VectorCopy ( from - > gravitydir , pmove . gravitydir ) ;
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if ( ! ( pmove . velocity [ 0 ] = = 0 ) & & ! ( pmove . velocity [ 0 ] ! = 0 ) )
{
Con_Printf ( " nan velocity! \n " ) ;
pmove . velocity [ 0 ] = 0 ;
pmove . velocity [ 1 ] = 0 ;
pmove . velocity [ 2 ] = 0 ;
}
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pmove . jump_msec = ( cls . z_ext & Z_EXT_PM_TYPE ) ? 0 : from - > jump_msec ;
pmove . jump_held = from - > jump_held ;
pmove . waterjumptime = from - > waterjumptime ;
pmove . pm_type = from - > pm_type ;
pmove . cmd = * u ;
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pmove . skipent = entnum ;
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movevars . entgravity = cl . playerview [ pnum ] . entgravity ;
movevars . maxspeed = cl . playerview [ pnum ] . maxspeed ;
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movevars . bunnyspeedcap = cl . bunnyspeedcap ;
pmove . onladder = false ;
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VectorCopy ( from - > szmins , player_mins ) ;
VectorCopy ( from - > szmaxs , player_maxs ) ;
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PM_PlayerMove ( cl . gamespeed ) ;
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to - > waterjumptime = pmove . waterjumptime ;
to - > jump_held = pmove . jump_held ;
to - > jump_msec = pmove . jump_msec ;
pmove . jump_msec = 0 ;
VectorCopy ( pmove . origin , to - > origin ) ;
VectorCopy ( pmove . angles , to - > viewangles ) ;
VectorCopy ( pmove . velocity , to - > velocity ) ;
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VectorCopy ( pmove . gravitydir , to - > gravitydir ) ;
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to - > onground = pmove . onground ;
to - > weaponframe = from - > weaponframe ;
to - > pm_type = from - > pm_type ;
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VectorCopy ( player_mins , to - > szmins ) ;
VectorCopy ( player_maxs , to - > szmaxs ) ;
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}
//Used when cl_nopred is 1 to determine whether we are on ground, otherwise stepup smoothing code produces ugly jump physics
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void CL_CatagorizePosition ( playerview_t * pv )
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{
if ( cl . spectator )
{
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pv - > onground = false ; // in air
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return ;
}
VectorClear ( pmove . velocity ) ;
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VectorCopy ( pv - > simorg , pmove . origin ) ;
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pmove . numtouch = 0 ;
PM_CategorizePosition ( ) ;
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pv - > onground = pmove . onground ;
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}
//Smooth out stair step ups.
//Called before CL_EmitEntities so that the player's lightning model origin is updated properly
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void CL_CalcCrouch ( playerview_t * pv , float stepchange )
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{
qboolean teleported ;
vec3_t delta ;
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float orgz = DotProduct ( pv - > simorg , pv - > gravitydir ) ; //compensate for running on walls.
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VectorSubtract ( pv - > simorg , pv - > oldorigin , delta ) ;
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teleported = Length ( delta ) > 48 ;
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VectorCopy ( pv - > simorg , pv - > oldorigin ) ;
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if ( teleported )
{
// possibly teleported or respawned
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pv - > oldz = orgz ;
pv - > extracrouch = 0 ;
pv - > crouchspeed = 100 ;
pv - > crouch = 0 ;
VectorCopy ( pv - > simorg , pv - > oldorigin ) ;
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return ;
}
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if ( pv - > onground & & orgz - pv - > oldz > 0 )
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{
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if ( orgz - pv - > oldz > movevars . stepheight + 2 )
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{
// if on steep stairs, increase speed
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if ( pv - > crouchspeed < 160 )
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{
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pv - > extracrouch = orgz - pv - > oldz - host_frametime * 200 - 15 ;
pv - > extracrouch = min ( pv - > extracrouch , 5 ) ;
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}
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pv - > crouchspeed = 160 ;
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}
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pv - > oldz + = host_frametime * pv - > crouchspeed ;
if ( pv - > oldz > orgz )
pv - > oldz = orgz ;
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if ( orgz - pv - > oldz > 15 + pv - > extracrouch )
pv - > oldz = orgz - 15 - pv - > extracrouch ;
pv - > extracrouch - = host_frametime * 200 ;
pv - > extracrouch = max ( pv - > extracrouch , 0 ) ;
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pv - > crouch = pv - > oldz - orgz ;
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}
else
{
// in air or moving down
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pv - > oldz = orgz ;
pv - > crouch + = host_frametime * 150 ;
if ( pv - > crouch > 0 )
pv - > crouch = 0 ;
pv - > crouchspeed = 100 ;
pv - > extracrouch = 0 ;
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}
}
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float LerpAngles360 ( float to , float from , float frac )
{
int delta ;
delta = ( from - to ) ;
if ( delta > 180 )
delta - = 360 ;
if ( delta < - 180 )
delta + = 360 ;
return to + frac * delta ;
}
//shamelessly ripped from zquake
extern cvar_t cl_nolerp ;
static void CL_LerpMove ( int pnum , float msgtime )
{
static int lastsequence = 0 ;
static vec3_t lerp_angles [ 3 ] ;
static vec3_t lerp_origin [ 3 ] ;
static float lerp_times [ 3 ] ;
static qboolean nolerp [ 2 ] ;
static float demo_latency = 0.01 ;
float frac ;
float simtime ;
int i ;
int from , to ;
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if ( ! CL_MayLerp ( ) | | cls . demoplayback = = DPB_MVD | | cls . demoplayback = = DPB_EZTV )
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return ;
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# ifdef NQPROT
if ( cls . demoplayback = = DPB_NETQUAKE )
return ;
# endif
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
if ( cls . netchan . outgoing_sequence < lastsequence )
{
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// reset
lastsequence = - 1 ;
lerp_times [ 0 ] = - 1 ;
demo_latency = 0.01 ;
}
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
if ( cls . netchan . outgoing_sequence > lastsequence )
{
2005-10-01 03:09:17 +00:00
lastsequence = cls . netchan . outgoing_sequence ;
// move along
lerp_times [ 2 ] = lerp_times [ 1 ] ;
lerp_times [ 1 ] = lerp_times [ 0 ] ;
lerp_times [ 0 ] = msgtime ;
VectorCopy ( lerp_origin [ 1 ] , lerp_origin [ 2 ] ) ;
VectorCopy ( lerp_origin [ 0 ] , lerp_origin [ 1 ] ) ;
2012-07-05 19:42:36 +00:00
VectorCopy ( cl . playerview [ pnum ] . simorg , lerp_origin [ 0 ] ) ;
2005-10-01 03:09:17 +00:00
VectorCopy ( lerp_angles [ 1 ] , lerp_angles [ 2 ] ) ;
VectorCopy ( lerp_angles [ 0 ] , lerp_angles [ 1 ] ) ;
2012-07-05 19:42:36 +00:00
VectorCopy ( cl . playerview [ pnum ] . simangles , lerp_angles [ 0 ] ) ;
2005-10-01 03:09:17 +00:00
nolerp [ 1 ] = nolerp [ 0 ] ;
nolerp [ 0 ] = false ;
for ( i = 0 ; i < 3 ; i + + )
if ( fabs ( lerp_origin [ 0 ] [ i ] - lerp_origin [ 1 ] [ i ] ) > 40 )
break ;
if ( i < 3 )
nolerp [ 0 ] = true ; // a teleport or something
}
simtime = realtime - demo_latency ;
// adjust latency
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
if ( simtime > lerp_times [ 0 ] )
{
2005-10-01 03:09:17 +00:00
// Com_DPrintf ("HIGH clamp\n");
demo_latency = realtime - lerp_times [ 0 ] ;
}
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
else if ( simtime < lerp_times [ 2 ] )
{
2005-10-01 03:09:17 +00:00
// Com_DPrintf (" low clamp\n");
demo_latency = realtime - lerp_times [ 2 ] ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
}
else
{
2005-10-01 03:09:17 +00:00
// drift towards ideal latency
float ideal_latency = ( lerp_times [ 0 ] - lerp_times [ 2 ] ) * 0.6 ;
if ( demo_latency > ideal_latency )
demo_latency = max ( demo_latency - host_frametime * 0.1 , ideal_latency ) ;
}
// decide where to lerp from
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
if ( simtime > lerp_times [ 1 ] )
{
2005-10-01 03:09:17 +00:00
from = 1 ;
to = 0 ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
}
else
{
2005-10-01 03:09:17 +00:00
from = 2 ;
to = 1 ;
}
if ( nolerp [ to ] )
return ;
frac = ( simtime - lerp_times [ from ] ) / ( lerp_times [ to ] - lerp_times [ from ] ) ;
frac = bound ( 0 , frac , 1 ) ;
for ( i = 0 ; i < 3 ; i + + )
{
2012-07-05 19:42:36 +00:00
cl . playerview [ pnum ] . simorg [ i ] = lerp_origin [ from ] [ i ] +
2005-10-01 03:09:17 +00:00
frac * ( lerp_origin [ to ] [ i ] - lerp_origin [ from ] [ i ] ) ;
2012-07-05 19:42:36 +00:00
cl . playerview [ pnum ] . simangles [ i ] = LerpAngles360 ( lerp_angles [ from ] [ i ] , lerp_angles [ to ] [ i ] , frac ) ;
2005-10-01 03:09:17 +00:00
}
// LerpVector (lerp_origin[from], lerp_origin[to], frac, cl.simorg);
// LerpAngles (lerp_angles[from], lerp_angles[to], frac, cl.simangles);
}
short LerpAngles16 ( short to , short from , float frac )
{
int delta ;
delta = ( from - to ) ;
if ( delta > 32767 )
delta - = 65535 ;
if ( delta < - 32767 )
delta + = 65535 ;
return to + frac * delta ;
}
void CL_CalcClientTime ( void )
{
2012-10-08 04:36:10 +00:00
if ( cls . protocol ! = CP_QUAKE3 )
2005-10-01 03:09:17 +00:00
{
2009-11-04 21:16:50 +00:00
float oldst = realtime ;
2008-05-31 10:31:47 +00:00
2013-03-12 22:44:00 +00:00
if ( cls . protocol = = CP_QUAKEWORLD & & cls . demoplayback = = DPB_MVD & & ! ( cls . fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS ) )
2010-03-14 14:35:56 +00:00
{
extern float nextdemotime , olddemotime , demtime ;
float f ;
f = ( demtime - olddemotime ) / ( nextdemotime - olddemotime ) ;
f = bound ( 0 , f , 1 ) ;
2012-04-24 07:59:11 +00:00
cl . servertime = cl . gametime * f + cl . oldgametime * ( 1 - f ) ;
}
else if ( 0 )
{
float f ;
f = cl . gametime - cl . oldgametime ;
if ( f > 0.1 )
f = 0.1 ;
f = ( realtime - cl . gametimemark ) / ( f ) ;
f = bound ( 0 , f , 1 ) ;
cl . servertime = cl . gametime * f + cl . oldgametime * ( 1 - f ) ;
2010-03-14 14:35:56 +00:00
}
2009-11-04 21:16:50 +00:00
else
{
2011-12-05 15:23:40 +00:00
float min , max ;
2011-10-27 15:46:36 +00:00
oldst = cl . servertime ;
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max = cl . gametime ;
min = cl . oldgametime ;
2013-06-23 02:17:02 +00:00
if ( max < min )
max = min ;
2011-12-05 15:23:40 +00:00
2012-08-04 01:35:52 +00:00
if ( max )
cl . servertime + = host_frametime ;
else
cl . servertime = 0 ;
2009-11-04 21:16:50 +00:00
2011-12-05 15:23:40 +00:00
if ( cl . servertime > max )
2011-10-27 15:46:36 +00:00
{
2013-06-23 02:17:02 +00:00
if ( cl . servertime > max )
2011-12-05 15:23:40 +00:00
{
2013-06-23 02:17:02 +00:00
cl . servertime = max ;
2011-12-05 15:23:40 +00:00
// Con_Printf("clamped to new time\n");
}
else
{
2013-06-23 02:17:02 +00:00
cl . servertime - = 0.02 * ( max - cl . servertime ) ;
2011-12-05 15:23:40 +00:00
}
2011-10-27 15:46:36 +00:00
}
2011-12-05 15:23:40 +00:00
if ( cl . servertime < min )
2011-10-27 15:46:36 +00:00
{
2011-12-05 15:23:40 +00:00
if ( cl . servertime < min - 0.5 )
2011-10-27 15:46:36 +00:00
{
2011-12-05 15:23:40 +00:00
cl . servertime = min - 0.5 ;
2011-10-27 15:46:36 +00:00
// Con_Printf("clamped to old time\n");
}
2011-12-05 15:23:40 +00:00
else if ( cl . servertime < min - 0.3 )
2011-10-27 15:46:36 +00:00
{
2011-12-05 15:23:40 +00:00
cl . servertime + = 0.02 * ( min - cl . servertime ) ;
2011-10-27 15:46:36 +00:00
// Con_Printf("running really slow\n");
}
else
{
2011-12-05 15:23:40 +00:00
cl . servertime + = 0.01 * ( min - cl . servertime ) ;
2011-10-27 15:46:36 +00:00
// Con_Printf("running slow\n");
}
}
2009-11-04 21:16:50 +00:00
}
2011-10-27 15:46:36 +00:00
cl . time = cl . servertime ;
2008-05-31 10:31:47 +00:00
if ( oldst = = 0 )
{
int i ;
for ( i = 0 ; i < MAX_CLIENTS ; i + + )
{
cl . players [ i ] . entertime + = cl . servertime ;
}
}
2011-10-27 15:46:36 +00:00
return ;
2005-10-01 03:09:17 +00:00
}
2008-01-09 00:52:31 +00:00
if ( cls . protocol = = CP_NETQUAKE | | ( cls . demoplayback & & cls . demoplayback ! = DPB_MVD & & cls . demoplayback ! = DPB_EZTV ) )
2005-10-01 03:09:17 +00:00
{
float want ;
// float off;
want = cl . oldgametime + realtime - cl . gametimemark ;
// off = (want - cl.time);
if ( want > cl . time ) //don't decrease
cl . time = want ;
// Con_Printf("Drifted to %f off by %f\n", cl.time, off);
2005-11-26 03:02:55 +00:00
2005-10-01 03:09:17 +00:00
// Con_Printf("\n");
if ( cl . time > cl . gametime )
{
cl . time = cl . gametime ;
// Con_Printf("max TimeClamp\n");
}
if ( cl . time < cl . oldgametime )
{
cl . time = cl . oldgametime ;
// Con_Printf("old TimeClamp\n");
}
2005-11-26 03:02:55 +00:00
2005-10-01 03:09:17 +00:00
}
else
{
cl . time = realtime - cls . latency - cl_pushlatency . value * 0.001 ;
if ( cl . time > realtime )
cl . time = realtime ;
}
}
2012-02-12 05:18:31 +00:00
static void CL_DecodeStateSize ( unsigned short solid , int modelindex , vec3_t mins , vec3_t maxs )
{
if ( solid = = ES_SOLID_BSP )
{
if ( modelindex < MAX_MODELS & & cl . model_precache [ modelindex ] & & ! cl . model_precache [ modelindex ] - > needload )
{
VectorCopy ( cl . model_precache [ modelindex ] - > mins , mins ) ;
VectorCopy ( cl . model_precache [ modelindex ] - > maxs , maxs ) ;
}
else
{
VectorClear ( mins ) ;
VectorClear ( maxs ) ;
}
}
else if ( solid )
{
mins [ 0 ] = - 8 * ( solid & 31 ) ;
mins [ 1 ] = - 8 * ( solid & 31 ) ;
mins [ 2 ] = - 8 * ( ( solid > > 5 ) & 31 ) ;
maxs [ 0 ] = 8 * ( solid & 31 ) ;
maxs [ 1 ] = 8 * ( solid & 31 ) ;
maxs [ 2 ] = 8 * ( ( solid > > 10 ) & 63 ) - 32 ;
}
else
{
VectorClear ( mins ) ;
VectorClear ( maxs ) ;
}
}
/*called on packet reception*/
2012-02-12 05:33:16 +00:00
# include "pr_common.h"
2012-02-12 05:18:31 +00:00
void CL_PlayerFrameUpdated ( player_state_t * plstate , entity_state_t * state , int sequence )
{
/*update the prediction info*/
2012-07-05 19:42:36 +00:00
vec3_t a ;
2012-02-14 15:50:34 +00:00
int pmtype , i ;
2012-02-15 13:53:30 +00:00
switch ( state - > u . q1 . pmovetype )
2012-02-12 05:18:31 +00:00
{
2012-02-15 13:53:30 +00:00
case MOVETYPE_NOCLIP :
2012-02-12 05:18:31 +00:00
if ( cls . z_ext & Z_EXT_PM_TYPE_NEW )
pmtype = PM_SPECTATOR ;
else
pmtype = PM_OLD_SPECTATOR ;
2012-02-15 13:53:30 +00:00
break ;
case MOVETYPE_FLY :
2012-02-12 05:18:31 +00:00
pmtype = PM_FLY ;
2012-02-15 13:53:30 +00:00
break ;
case MOVETYPE_NONE :
2012-02-12 05:18:31 +00:00
pmtype = PM_NONE ;
2012-02-15 13:53:30 +00:00
break ;
case MOVETYPE_BOUNCE :
case MOVETYPE_TOSS :
2012-02-12 05:18:31 +00:00
pmtype = PM_DEAD ;
2012-02-15 13:53:30 +00:00
break ;
case MOVETYPE_WALLWALK :
pmtype = PM_WALLWALK ;
break ;
default :
2012-02-12 05:18:31 +00:00
pmtype = PM_NORMAL ;
2012-02-15 13:53:30 +00:00
break ;
}
2012-02-12 05:18:31 +00:00
plstate - > pm_type = pmtype ;
VectorCopy ( state - > origin , plstate - > origin ) ;
2012-02-27 12:23:15 +00:00
plstate - > command . angles [ 0 ] = state - > angles [ 0 ] * - 3 * 65536 / 360.0 ;
plstate - > command . angles [ 1 ] = state - > angles [ 1 ] * 65536 / 360.0 ;
plstate - > command . angles [ 2 ] = state - > angles [ 2 ] * 65536 / 360.0 ;
2012-02-12 05:18:31 +00:00
VectorScale ( state - > u . q1 . velocity , 1 / 8.0 , plstate - > velocity ) ;
plstate - > messagenum = sequence ;
2012-07-05 19:42:36 +00:00
a [ 0 ] = ( ( - 192 - state - > u . q1 . gravitydir [ 0 ] ) / 256.0f ) * 360 ;
a [ 1 ] = ( state - > u . q1 . gravitydir [ 1 ] / 256.0f ) * 360 ;
a [ 2 ] = 0 ;
AngleVectors ( a , plstate - > gravitydir , NULL , NULL ) ;
2012-02-14 15:50:34 +00:00
cl . players [ state - > number - 1 ] . stats [ STAT_WEAPONFRAME ] = state - > u . q1 . weaponframe ;
cl . players [ state - > number - 1 ] . statsf [ STAT_WEAPONFRAME ] = state - > u . q1 . weaponframe ;
for ( i = 0 ; i < cl . splitclients ; i + + )
{
2013-06-23 02:17:02 +00:00
if ( cl . playerview [ i ] . playernum = = state - > number - 1 )
2012-02-14 15:50:34 +00:00
{
2012-07-05 19:42:36 +00:00
cl . playerview [ i ] . stats [ STAT_WEAPONFRAME ] = state - > u . q1 . weaponframe ;
cl . playerview [ i ] . statsf [ STAT_WEAPONFRAME ] = state - > u . q1 . weaponframe ;
2012-02-14 15:50:34 +00:00
}
}
2012-02-12 05:18:31 +00:00
CL_DecodeStateSize ( state - > solid , state - > modelindex , plstate - > szmins , plstate - > szmaxs ) ;
}
/*called once every rendered frame*/
qboolean CL_PredictPlayer ( lerpents_t * le , entity_state_t * state , int sequence )
{
int msec , oldphysent ;
usercmd_t cmd ;
player_state_t start , exact ;
int pnum ;
if ( state - > number - 1 > cl . allocated_client_slots | | cl . intermission )
return false ;
/*local players just interpolate for now. the prediction code will move it to the right place afterwards*/
for ( pnum = 0 ; pnum < cl . splitclients ; pnum + + )
{
2013-06-23 02:17:02 +00:00
if ( state - > number - 1 = = cl . playerview [ pnum ] . playernum )
2012-02-12 05:18:31 +00:00
return false ;
}
memset ( & cmd , 0 , sizeof ( cmd ) ) ;
memset ( & start , 0 , sizeof ( start ) ) ;
CL_PlayerFrameUpdated ( & start , state , sequence ) ;
2013-03-12 22:53:23 +00:00
msec = 500 * ( realtime - cls . latency + 0.02 - cl . inframes [ sequence & UPDATE_MASK ] . receivedtime ) ;
2012-02-12 05:18:31 +00:00
cmd . msec = bound ( 0 , msec , 255 ) ;
cmd . forwardmove = state - > u . q1 . movement [ 0 ] ;
cmd . sidemove = state - > u . q1 . movement [ 1 ] ;
cmd . upmove = state - > u . q1 . movement [ 2 ] ;
oldphysent = pmove . numphysent ;
2012-04-24 07:59:11 +00:00
CL_PredictUsercmd ( 0 , state - > number , & start , & exact , & cmd ) ; //uses player 0's maxspeed/grav...
2012-02-12 05:18:31 +00:00
pmove . numphysent = oldphysent ;
/*need to update the entity's angles and origin so the linkentities function puts it in the correct predicted place*/
le - > angles [ 0 ] = state - > angles [ 0 ] ;
le - > angles [ 1 ] = state - > angles [ 1 ] ;
le - > angles [ 2 ] = state - > angles [ 2 ] ;
VectorCopy ( exact . origin , le - > origin ) ;
return true ;
}
2004-08-23 00:15:46 +00:00
/*
= = = = = = = = = = = = = =
CL_PredictMove
= = = = = = = = = = = = = =
*/
2013-06-23 02:17:02 +00:00
void CL_PredictMovePNum ( int seat )
2004-08-23 00:15:46 +00:00
{
2013-06-23 02:17:02 +00:00
playerview_t * pv = & cl . playerview [ seat ] ;
2013-03-12 22:53:23 +00:00
inframe_t indstate ;
outframe_t indcmd ;
2004-08-23 00:15:46 +00:00
int i ;
float f ;
2013-03-12 22:53:23 +00:00
inframe_t * from , * to = NULL ;
outframe_t * cmdfrom , * cmdto ;
2004-08-23 00:15:46 +00:00
int oldphysent ;
2012-01-24 04:24:14 +00:00
vec3_t lrp , lrpv ;
2013-03-12 22:53:23 +00:00
double simtime ;
extern cvar_t cl_netfps ;
2004-08-23 00:15:46 +00:00
//these are to make svc_viewentity work better
float * vel ;
float * org ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
float stepheight = 0 ;
2013-03-12 22:53:23 +00:00
float netfps = cl_netfps . value ;
if ( ! netfps )
{
//every video frame has its own input frame.
simtime = realtime ;
}
else
{
netfps = bound ( 6.7 , netfps , cls . maxfps ) ;
if ( netfps < 30 )
{
//extrapolate if we've a low net rate. This should reduce apparent lag, but will be jerky if the net rate is not an (inverse) multiple of the monitor rate.
//this is in addition to any monitor desync.
simtime = realtime ;
}
else
{
//interpolate. The input rate is completely smoothed out, at the cost of some latency.
//You can still get juddering if the video rate doesn't match the monitor refresh rate (and isn't so high that it doesn't matter).
//note that the code below will back-date input frames if the server acks too fast.
netfps = bound ( 6.7 , netfps , cls . maxfps ) ;
simtime = realtime - ( 1 / netfps ) ;
}
}
2009-04-01 22:03:56 +00:00
2013-06-23 02:17:02 +00:00
pv - > nolocalplayer = ! ! ( cls . fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS ) | | ( cls . protocol ! = CP_QUAKEWORLD ) ;
2009-04-01 22:03:56 +00:00
2004-08-23 00:15:46 +00:00
# ifdef Q2CLIENT
2005-05-26 12:55:34 +00:00
if ( cls . protocol = = CP_QUAKE2 )
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{
2006-09-17 00:59:22 +00:00
if ( ! cl . worldmodel | | cl . worldmodel - > needload )
return ;
2013-06-23 02:17:02 +00:00
pv - > crouch = 0 ;
2004-08-23 00:15:46 +00:00
CLQ2_PredictMovement ( ) ;
return ;
}
# endif
if ( cl_pushlatency . value > 0 )
Cvar_Set ( & cl_pushlatency , " 0 " ) ;
2013-06-23 02:17:02 +00:00
if ( cl . paused & & ! ( cls . demoplayback ! = DPB_MVD & & cls . demoplayback ! = DPB_EZTV ) & & ( ! cl . spectator | | ! pv - > cam_auto ) )
2004-08-23 00:15:46 +00:00
return ;
2005-05-26 12:55:34 +00:00
2012-02-27 12:23:15 +00:00
if ( cl . intermission = = 1 & & cls . protocol = = CP_QUAKEWORLD )
2004-08-23 00:15:46 +00:00
{
2013-06-23 02:17:02 +00:00
pv - > crouch = 0 ;
2004-08-23 00:15:46 +00:00
return ;
}
2008-01-16 06:36:24 +00:00
# ifdef NQPROT
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if ( cls . protocol = = CP_NETQUAKE & & ! ( cls . fteprotocolextensions2 & PEXT2_PREDINFO ) )
2008-01-09 00:52:31 +00:00
{
2013-03-12 22:53:23 +00:00
cl . ackedmovesequence = cl . movesequence ;
2008-01-09 00:52:31 +00:00
}
2008-01-16 06:36:24 +00:00
# endif
2008-01-09 00:52:31 +00:00
2013-03-12 22:53:23 +00:00
if ( ! cl . validsequence )
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{
return ;
}
2013-03-12 22:53:23 +00:00
if ( cl . movesequence - cl . ackedmovesequence > = UPDATE_BACKUP - 1 )
2005-02-28 07:16:19 +00:00
{ //lagging like poo.
if ( ! cl . intermission ) //keep the angles working though.
2013-06-23 02:17:02 +00:00
VectorCopy ( pv - > viewangles , pv - > simangles ) ;
2004-08-23 00:15:46 +00:00
return ;
}
// this is the last frame received from the server
2013-03-12 22:53:23 +00:00
from = & cl . inframes [ cl . validsequence & UPDATE_MASK ] ;
cmdfrom = & cl . outframes [ cl . ackedmovesequence & UPDATE_MASK ] ;
2004-08-23 00:15:46 +00:00
2004-10-19 16:10:14 +00:00
if ( ! cl . intermission )
{
2013-06-23 02:17:02 +00:00
VectorCopy ( pv - > viewangles , pv - > simangles ) ;
2004-10-19 16:10:14 +00:00
}
2004-08-27 00:48:49 +00:00
2013-06-23 02:17:02 +00:00
vel = from - > playerstate [ pv - > playernum ] . velocity ;
org = from - > playerstate [ pv - > playernum ] . origin ;
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# ifdef PEXT_SETVIEW
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//if the view is attached to an arbitary entity...
if ( pv - > viewentity & & ( pv - > viewentity ! = pv - > playernum + 1 | | cl . ackedmovesequence = = cl . movesequence ) )
2004-08-23 00:15:46 +00:00
{
2013-06-23 02:17:02 +00:00
if ( pv - > viewentity > = 0 & & pv - > viewentity < = cl . allocated_client_slots & & from - > playerstate [ pv - > viewentity - 1 ] . messagenum = = cl . validsequence )
2005-11-26 03:02:55 +00:00
{
2013-06-23 02:17:02 +00:00
}
else if ( pv - > viewentity < cl . maxlerpents )
{
pv - > nolocalplayer = true ;
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// Con_Printf("Using lerped pos\n");
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org = cl . lerpents [ pv - > viewentity ] . origin ;
2005-11-26 03:02:55 +00:00
vel = vec3_origin ;
goto fixedorg ;
}
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
}
2004-08-23 00:15:46 +00:00
# endif
2013-06-23 02:17:02 +00:00
if ( ! from - > playerstate [ pv - > playernum ] . messagenum )
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{
//no player states?? put the view on an ent
2013-06-23 02:17:02 +00:00
if ( pv - > playernum < cl . maxlerpents )
2009-03-03 01:52:30 +00:00
{
2013-06-23 02:17:02 +00:00
pv - > nolocalplayer = true ;
2009-03-03 01:52:30 +00:00
// Con_Printf("Using lerped pos\n");
2013-06-23 02:17:02 +00:00
org = cl . lerpents [ pv - > playernum + 1 ] . origin ;
2009-03-03 01:52:30 +00:00
vel = vec3_origin ;
goto fixedorg ;
}
}
2013-06-23 02:17:02 +00:00
if ( ( ( cl_nopred . value & & cls . demoplayback ! = DPB_MVD & & cls . demoplayback ! = DPB_EZTV ) | | pv - > fixangle | | cl . paused ) )
2004-08-23 00:15:46 +00:00
{
2011-12-23 03:12:29 +00:00
if ( cl_lerp_players . ival & & ! cls . demoplayback )
{
Android: fat presses, vibrator, onscreen keyboard, keep-screen-on, console scaling, touch-based console scrolling, additional bindables.
Some memory leaks fixed.
latency with the nq protocol over loopback is much reduced.
Terrain: now mostly a property of a (q1 for now) bsp map, file format changed, glsl now built in, terrain editor builtin improved/changed, holes supported.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4067 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-07-14 16:25:18 +00:00
lerpents_t * le ;
2013-06-23 02:17:02 +00:00
if ( pv - > nolocalplayer )
le = & cl . lerpents [ pv - > cam_spec_track + 1 ] ;
Android: fat presses, vibrator, onscreen keyboard, keep-screen-on, console scaling, touch-based console scrolling, additional bindables.
Some memory leaks fixed.
latency with the nq protocol over loopback is much reduced.
Terrain: now mostly a property of a (q1 for now) bsp map, file format changed, glsl now built in, terrain editor builtin improved/changed, holes supported.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4067 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-07-14 16:25:18 +00:00
else
2013-06-23 02:17:02 +00:00
le = & cl . lerpplayers [ pv - > cam_spec_track ] ;
2011-12-23 03:12:29 +00:00
org = le - > origin ;
vel = vec3_origin ;
}
2004-11-27 08:16:25 +00:00
fixedorg :
2013-06-23 02:17:02 +00:00
VectorCopy ( vel , pv - > simvel ) ;
VectorCopy ( org , pv - > simorg ) ;
2004-08-23 00:15:46 +00:00
2013-03-12 22:53:23 +00:00
// to = &cl.inframes[cl.ackedinputsequence & UPDATE_MASK];
2004-08-23 00:15:46 +00:00
2013-06-23 02:17:02 +00:00
CL_CatagorizePosition ( pv ) ;
2004-08-23 00:15:46 +00:00
goto out ;
}
// predict forward until cl.time <= to->senttime
oldphysent = pmove . numphysent ;
2012-02-12 05:18:31 +00:00
CL_SetSolidPlayers ( ) ;
2013-06-23 02:17:02 +00:00
pmove . skipent = pv - > playernum + 1 ;
2004-08-23 00:15:46 +00:00
2013-03-12 22:53:23 +00:00
// Con_Printf("%i<%i %i\n", cl.ackedmovesequence, cl.movesequence, cl.validsequence);
2004-08-23 00:15:46 +00:00
2013-03-12 22:53:23 +00:00
to = & cl . inframes [ cl . validsequence & UPDATE_MASK ] ;
cmdto = & cl . outframes [ cl . ackedmovesequence & UPDATE_MASK ] ;
2013-06-23 02:17:02 +00:00
if ( pv - > viewentity & & pv - > viewentity ! = pv - > playernum + 1 & & CL_MayLerp ( ) )
2004-08-23 00:15:46 +00:00
{
2005-10-01 03:09:17 +00:00
float f ;
2012-01-24 04:24:14 +00:00
if ( cl_lerp_players . ival & & ( cls . demoplayback = = DPB_MVD | | cls . demoplayback = = DPB_EZTV ) )
2011-12-05 15:23:40 +00:00
{
2013-06-23 02:17:02 +00:00
lerpents_t * le = & cl . lerpplayers [ pv - > cam_spec_track ] ;
2011-12-05 15:23:40 +00:00
org = le - > origin ;
vel = vec3_origin ;
2013-06-23 02:17:02 +00:00
VectorCopy ( le - > angles , pv - > simangles ) ;
2011-12-05 15:23:40 +00:00
goto fixedorg ;
}
2004-08-23 00:15:46 +00:00
2013-03-12 22:53:23 +00:00
to = & cl . inframes [ cl . validsequence & UPDATE_MASK ] ;
from = & cl . inframes [ cl . oldvalidsequence & UPDATE_MASK ] ;
2005-10-01 03:09:17 +00:00
//figure out the lerp factor
2011-09-03 03:49:43 +00:00
if ( cl . gametime = = cl . servertime )
f = 0 ;
else
2012-07-21 04:43:31 +00:00
{
f = ( cl . gametime - cl . servertime ) / ( cl . gametime - cl . oldgametime ) ;
//f = (cl.time-cl.lerpents[state->number].lerptime)/cl.lerpents[state->number].lerprate;
}
2005-10-01 03:09:17 +00:00
if ( f < 0 )
f = 0 ;
if ( f > 1 )
f = 1 ;
// f = 1-f;
2004-08-23 00:15:46 +00:00
2005-10-01 03:09:17 +00:00
2011-12-05 15:23:40 +00:00
// calculate origin
2005-10-01 03:09:17 +00:00
for ( i = 0 ; i < 3 ; i + + )
{
2013-06-23 02:17:02 +00:00
lrp [ i ] = to - > playerstate [ pv - > cam_spec_track ] . origin [ i ] +
f * ( from - > playerstate [ pv - > cam_spec_track ] . origin [ i ] - to - > playerstate [ pv - > cam_spec_track ] . origin [ i ] ) ;
2005-10-01 03:09:17 +00:00
2013-06-23 02:17:02 +00:00
lrpv [ i ] = to - > playerstate [ pv - > cam_spec_track ] . velocity [ i ] +
f * ( from - > playerstate [ pv - > cam_spec_track ] . velocity [ i ] - to - > playerstate [ pv - > cam_spec_track ] . velocity [ i ] ) ;
2012-01-24 04:24:14 +00:00
2013-06-23 02:17:02 +00:00
pv - > simangles [ i ] = LerpAngles16 ( to - > playerstate [ pv - > cam_spec_track ] . command . angles [ i ] , from - > playerstate [ pv - > cam_spec_track ] . command . angles [ i ] , f ) * 360.0f / 65535 ;
2005-10-01 03:09:17 +00:00
}
org = lrp ;
2012-01-24 04:24:14 +00:00
vel = lrpv ;
2005-10-01 03:09:17 +00:00
2013-06-23 02:17:02 +00:00
pv - > pmovetype = PM_NONE ;
2005-10-01 03:09:17 +00:00
goto fixedorg ;
2004-08-23 00:15:46 +00:00
}
2005-10-01 03:09:17 +00:00
else
2004-08-23 00:15:46 +00:00
{
2012-01-24 04:24:14 +00:00
if ( cls . demoplayback = = DPB_MVD | | cls . demoplayback = = DPB_EZTV )
2005-10-01 03:09:17 +00:00
{
2013-03-12 22:55:38 +00:00
from = & cl . inframes [ ( cl . ackedmovesequence - 1 ) & UPDATE_MASK ] ;
to = & cl . inframes [ ( cl . ackedmovesequence ) & UPDATE_MASK ] ;
cmdto = & cl . outframes [ ( cl . ackedmovesequence ) & UPDATE_MASK ] ;
2012-01-24 04:24:14 +00:00
to - > playerstate - > pm_type = PM_SPECTATOR ;
2013-03-12 22:55:38 +00:00
simtime = cmdto - > senttime ;
2004-08-23 00:15:46 +00:00
2013-06-23 02:17:02 +00:00
VectorCopy ( pv - > simvel , from - > playerstate [ pv - > playernum ] . velocity ) ;
VectorCopy ( pv - > simorg , from - > playerstate [ pv - > playernum ] . origin ) ;
2005-10-01 03:09:17 +00:00
2013-06-23 02:17:02 +00:00
CL_PredictUsercmd ( seat , 0 , & from - > playerstate [ pv - > playernum ] , & to - > playerstate [ pv - > playernum ] , & cmdto - > cmd [ seat ] ) ;
2012-01-24 04:24:14 +00:00
}
else
{
2013-03-12 22:53:23 +00:00
for ( i = 1 ; i < UPDATE_BACKUP - 1 & & cl . ackedmovesequence + i <
cl . movesequence ; i + + )
2012-01-24 04:24:14 +00:00
{
2013-03-12 22:53:23 +00:00
to = & cl . inframes [ ( cl . validsequence + i ) & UPDATE_MASK ] ;
cmdto = & cl . outframes [ ( cl . ackedmovesequence + i ) & UPDATE_MASK ] ;
2013-06-23 02:17:02 +00:00
CL_PredictUsercmd ( seat , pv - > playernum + 1 , & from - > playerstate [ pv - > playernum ] , & to - > playerstate [ pv - > playernum ] , & cmdto - > cmd [ seat ] ) ;
2012-01-24 04:24:14 +00:00
2013-03-12 22:53:23 +00:00
if ( cmdto - > senttime > = simtime )
2012-01-24 04:24:14 +00:00
break ;
from = to ;
2013-03-12 22:53:23 +00:00
cmdfrom = cmdto ;
2012-01-24 04:24:14 +00:00
}
2005-10-01 03:09:17 +00:00
}
2005-11-26 03:02:55 +00:00
2013-03-12 22:53:23 +00:00
if ( simtime > cmdto - > senttime )
2005-10-01 03:09:17 +00:00
{
2013-03-12 22:53:23 +00:00
float msec ;
cmdfrom = cmdto ;
2005-10-01 03:09:17 +00:00
from = to ;
2013-03-12 22:53:23 +00:00
to = & indstate ;
cmdto = & indcmd ;
2013-06-23 02:17:02 +00:00
if ( independantphysics [ seat ] . msec & & ! cls . demoplayback )
cmdto - > cmd [ seat ] = independantphysics [ seat ] ;
2013-03-12 22:53:23 +00:00
else
2013-06-23 02:17:02 +00:00
cmdto - > cmd [ seat ] = cmdfrom - > cmd [ seat ] ;
2013-03-12 22:53:23 +00:00
cmdto - > senttime = simtime ;
msec = ( ( cmdto - > senttime - cmdfrom - > senttime ) * 1000 ) + 0.5 ;
2013-06-23 02:17:02 +00:00
cmdto - > cmd [ seat ] . msec = bound ( 0 , msec , 250 ) ;
2012-02-12 05:18:31 +00:00
2013-06-23 02:17:02 +00:00
CL_PredictUsercmd ( seat , pv - > playernum + 1 , & from - > playerstate [ pv - > playernum ]
, & to - > playerstate [ pv - > playernum ] , & cmdto - > cmd [ seat ] ) ;
2012-02-12 05:18:31 +00:00
}
2013-06-23 02:17:02 +00:00
pv - > onground = pmove . onground ;
pv - > pmovetype = to - > playerstate [ pv - > playernum ] . pm_type ;
stepheight = to - > playerstate [ pv - > playernum ] . origin [ 2 ] - from - > playerstate [ pv - > playernum ] . origin [ 2 ] ;
2013-03-12 22:53:23 +00:00
}
//backdate it if our simulation time is in the past. this will happen on localhost, but not on 300-ping servers.
for ( i = 0 ; cmdfrom - > senttime > simtime & & i < 16 ; i + + )
{
to = from ;
cmdto = cmdfrom ;
from = & cl . inframes [ ( cl . validsequence - i ) & UPDATE_MASK ] ;
cmdfrom = & cl . outframes [ ( cl . ackedmovesequence - i ) & UPDATE_MASK ] ;
2004-08-23 00:15:46 +00:00
}
pmove . numphysent = oldphysent ;
2013-03-12 22:53:23 +00:00
// Con_Printf("%f %f %f\n", cmdfrom->senttime, simtime, cmdto->senttime);
if ( cmdto - > senttime = = cmdfrom - > senttime )
2004-08-23 00:15:46 +00:00
{
2013-06-23 02:17:02 +00:00
VectorCopy ( to - > playerstate [ pv - > playernum ] . velocity , pv - > simvel ) ;
VectorCopy ( to - > playerstate [ pv - > playernum ] . origin , pv - > simorg ) ;
2004-08-23 00:15:46 +00:00
}
else
{
2013-06-23 02:17:02 +00:00
int pnum = pv - > playernum ;
2004-08-23 00:15:46 +00:00
// now interpolate some fraction of the final frame
2013-03-12 22:53:23 +00:00
f = ( simtime - cmdfrom - > senttime ) / ( cmdto - > senttime - cmdfrom - > senttime ) ;
2004-08-23 00:15:46 +00:00
2013-03-12 22:53:23 +00:00
if ( f < 0 )
f = 0 ;
if ( f > 1 )
f = 1 ;
2004-08-23 00:15:46 +00:00
for ( i = 0 ; i < 3 ; i + + )
2013-03-12 22:53:23 +00:00
if ( fabs ( from - > playerstate [ pnum ] . origin [ i ] - to - > playerstate [ pnum ] . origin [ i ] ) > 128 )
2004-08-23 00:15:46 +00:00
{ // teleported, so don't lerp
2013-06-23 02:17:02 +00:00
VectorCopy ( to - > playerstate [ pnum ] . velocity , pv - > simvel ) ;
VectorCopy ( to - > playerstate [ pnum ] . origin , pv - > simorg ) ;
2004-08-23 00:15:46 +00:00
goto out ;
}
2005-11-26 03:02:55 +00:00
2004-08-23 00:15:46 +00:00
for ( i = 0 ; i < 3 ; i + + )
{
2013-06-23 02:17:02 +00:00
pv - > simorg [ i ] = ( 1 - f ) * from - > playerstate [ pnum ] . origin [ i ] + f * to - > playerstate [ pnum ] . origin [ i ] ;
pv - > simvel [ i ] = ( 1 - f ) * from - > playerstate [ pnum ] . velocity [ i ] + f * to - > playerstate [ pnum ] . velocity [ i ] ;
2013-03-12 22:53:23 +00:00
2013-03-12 22:55:38 +00:00
/* if (cl.spectator && Cam_TrackNum(vnum) >= 0)
2013-06-23 02:17:02 +00:00
pv - > simangles [ i ] = LerpAngles16 ( from - > playerstate [ pnum ] . command . angles [ i ] , to - > playerstate [ pnum ] . command . angles [ i ] , f ) * ( 360.0 / 65535 ) ;
2013-03-12 22:53:23 +00:00
else if ( cls . demoplayback = = DPB_QUAKEWORLD )
2013-06-23 02:17:02 +00:00
pv - > simangles [ i ] = LerpAngles16 ( cmdfrom - > cmd [ vnum ] . angles [ i ] , cmdto - > cmd [ vnum ] . angles [ i ] , f ) * ( 360.0 / 65535 ) ;
2013-03-12 22:55:38 +00:00
*/ }
2013-06-23 02:17:02 +00:00
CL_CatagorizePosition ( pv ) ;
2004-08-23 00:15:46 +00:00
}
2005-10-01 03:09:17 +00:00
2013-06-23 02:17:02 +00:00
if ( pv - > nolocalplayer & & cl . maxlerpents > pv - > playernum + 1 )
2013-03-12 22:53:23 +00:00
{
//keep the entity tracking the prediction position, so mirrors don't go all weird
2013-06-23 02:17:02 +00:00
VectorCopy ( to - > playerstate [ pv - > playernum ] . origin , cl . lerpents [ pv - > playernum + 1 ] . origin ) ;
VectorScale ( pv - > simangles , 1 , cl . lerpents [ pv - > playernum + 1 ] . angles ) ;
cl . lerpents [ pv - > playernum + 1 ] . angles [ 0 ] * = - 0.333 ;
2013-03-12 22:53:23 +00:00
}
2005-10-01 03:09:17 +00:00
if ( cls . demoplayback )
2013-06-23 02:17:02 +00:00
CL_LerpMove ( seat , cmdto - > senttime ) ;
2005-10-01 03:09:17 +00:00
2004-08-23 00:15:46 +00:00
out :
2013-06-23 02:17:02 +00:00
CL_CalcCrouch ( pv , stepheight ) ;
pv - > waterlevel = pmove . waterlevel ;
VectorCopy ( pmove . gravitydir , pv - > gravitydir ) ;
2004-08-23 00:15:46 +00:00
}
void CL_PredictMove ( void )
{
int i ;
2012-01-17 07:57:46 +00:00
//work out which packet entities are solid
CL_SetSolidEntities ( ) ;
// Set up prediction for other players
CL_SetUpPlayerPrediction ( false ) ;
// do client side motion prediction
2004-08-23 00:15:46 +00:00
for ( i = 0 ; i < cl . splitclients ; i + + )
CL_PredictMovePNum ( i ) ;
2012-01-17 07:57:46 +00:00
// Set up prediction for other players
CL_SetUpPlayerPrediction ( true ) ;
2004-08-23 00:15:46 +00:00
}
/*
= = = = = = = = = = = = = =
CL_InitPrediction
= = = = = = = = = = = = = =
*/
void CL_InitPrediction ( void )
{
extern char cl_predictiongroup [ ] ;
Cvar_Register ( & cl_pushlatency , cl_predictiongroup ) ;
Cvar_Register ( & cl_nopred , cl_predictiongroup ) ;
}