ioq3/code/cgame/cg_predict.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_predict.c -- this file generates cg.predictedPlayerState by either
// interpolating between snapshots from the server or locally predicting
// ahead the client's movement.
// It also handles local physics interaction, like fragments bouncing off walls
#include "cg_local.h"
static pmove_t cg_pmove;
static int cg_numSolidEntities;
static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
static int cg_numTriggerEntities;
static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];
/*
====================
CG_BuildSolidList
When a new cg.snap has been set, this function builds a sublist
of the entities that are actually solid, to make for more
efficient collision detection
====================
*/
void CG_BuildSolidList( void ) {
int i;
centity_t *cent;
snapshot_t *snap;
entityState_t *ent;
cg_numSolidEntities = 0;
cg_numTriggerEntities = 0;
if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
snap = cg.nextSnap;
} else {
snap = cg.snap;
}
for ( i = 0 ; i < snap->numEntities ; i++ ) {
cent = &cg_entities[ snap->entities[ i ].number ];
ent = &cent->currentState;
if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) {
cg_triggerEntities[cg_numTriggerEntities] = cent;
cg_numTriggerEntities++;
continue;
}
if ( cent->nextState.solid ) {
cg_solidEntities[cg_numSolidEntities] = cent;
cg_numSolidEntities++;
continue;
}
}
}
/*
====================
CG_ClipMoveToEntities
====================
*/
static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask, trace_t *tr ) {
int i, x, zd, zu;
trace_t trace;
entityState_t *ent;
clipHandle_t cmodel;
vec3_t bmins, bmaxs;
vec3_t origin, angles;
centity_t *cent;
for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
cent = cg_solidEntities[ i ];
ent = &cent->currentState;
if ( ent->number == skipNumber ) {
continue;
}
if ( ent->solid == SOLID_BMODEL ) {
// special value for bmodel
cmodel = trap_CM_InlineModel( ent->modelindex );
VectorCopy( cent->lerpAngles, angles );
BG_EvaluateTrajectory( &cent->currentState.pos, cg.physicsTime, origin );
} else {
// encoded bbox
x = (ent->solid & 255);
zd = ((ent->solid>>8) & 255);
zu = ((ent->solid>>16) & 255) - 32;
bmins[0] = bmins[1] = -x;
bmaxs[0] = bmaxs[1] = x;
bmins[2] = -zd;
bmaxs[2] = zu;
cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
VectorCopy( vec3_origin, angles );
VectorCopy( cent->lerpOrigin, origin );
}
trap_CM_TransformedBoxTrace ( &trace, start, end,
mins, maxs, cmodel, mask, origin, angles);
if (trace.allsolid || trace.fraction < tr->fraction) {
trace.entityNum = ent->number;
*tr = trace;
} else if (trace.startsolid) {
tr->startsolid = qtrue;
}
if ( tr->allsolid ) {
return;
}
}
}
/*
================
CG_Trace
================
*/
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
int skipNumber, int mask ) {
trace_t t;
trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
// check all other solid models
CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t);
*result = t;
}
/*
================
CG_PointContents
================
*/
int CG_PointContents( const vec3_t point, int passEntityNum ) {
int i;
entityState_t *ent;
centity_t *cent;
clipHandle_t cmodel;
int contents;
contents = trap_CM_PointContents (point, 0);
for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
cent = cg_solidEntities[ i ];
ent = &cent->currentState;
if ( ent->number == passEntityNum ) {
continue;
}
if (ent->solid != SOLID_BMODEL) { // special value for bmodel
continue;
}
cmodel = trap_CM_InlineModel( ent->modelindex );
if ( !cmodel ) {
continue;
}
contents |= trap_CM_TransformedPointContents( point, cmodel, cent->lerpOrigin, cent->lerpAngles );
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}
return contents;
}
/*
========================
CG_InterpolatePlayerState
Generates cg.predictedPlayerState by interpolating between
cg.snap->player_state and cg.nextFrame->player_state
========================
*/
static void CG_InterpolatePlayerState( qboolean grabAngles ) {
float f;
int i;
playerState_t *out;
snapshot_t *prev, *next;
out = &cg.predictedPlayerState;
prev = cg.snap;
next = cg.nextSnap;
*out = cg.snap->ps;
// if we are still allowing local input, short circuit the view angles
if ( grabAngles ) {
usercmd_t cmd;
int cmdNum;
cmdNum = trap_GetCurrentCmdNumber();
trap_GetUserCmd( cmdNum, &cmd );
PM_UpdateViewAngles( out, &cmd );
}
// if the next frame is a teleport, we can't lerp to it
if ( cg.nextFrameTeleport ) {
return;
}
if ( !next || next->serverTime <= prev->serverTime ) {
return;
}
f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime );
i = next->ps.bobCycle;
if ( i < prev->ps.bobCycle ) {
i += 256; // handle wraparound
}
out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle );
for ( i = 0 ; i < 3 ; i++ ) {
out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] );
if ( !grabAngles ) {
out->viewangles[i] = LerpAngle(
prev->ps.viewangles[i], next->ps.viewangles[i], f );
}
out->velocity[i] = prev->ps.velocity[i] +
f * (next->ps.velocity[i] - prev->ps.velocity[i] );
}
}
/*
===================
CG_TouchItem
===================
*/
static void CG_TouchItem( centity_t *cent ) {
gitem_t *item;
if ( !cg_predictItems.integer ) {
return;
}
if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, &cent->currentState, cg.time ) ) {
return;
}
// never pick an item up twice in a prediction
if ( cent->miscTime == cg.time ) {
return;
}
if ( !BG_CanItemBeGrabbed( cgs.gametype, &cent->currentState, &cg.predictedPlayerState ) ) {
return; // can't hold it
}
item = &bg_itemlist[ cent->currentState.modelindex ];
// Special case for flags.
// We don't predict touching our own flag
#ifdef MISSIONPACK
if( cgs.gametype == GT_1FCTF ) {
if( item->giTag != PW_NEUTRALFLAG ) {
return;
}
}
#endif
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
if( cgs.gametype == GT_CTF ) {
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if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
item->giTag == PW_REDFLAG)
return;
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
item->giTag == PW_BLUEFLAG)
return;
}
// grab it
BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);
// remove it from the frame so it won't be drawn
cent->currentState.eFlags |= EF_NODRAW;
// don't touch it again this prediction
cent->miscTime = cg.time;
// if it's a weapon, give them some predicted ammo so the autoswitch will work
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if ( item->giType == IT_WEAPON ) {
cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag;
if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) {
cg.predictedPlayerState.ammo[ item->giTag ] = 1;
}
}
}
/*
=========================
CG_TouchTriggerPrediction
Predict push triggers and items
=========================
*/
static void CG_TouchTriggerPrediction( void ) {
int i;
trace_t trace;
entityState_t *ent;
clipHandle_t cmodel;
centity_t *cent;
qboolean spectator;
// dead clients don't activate triggers
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
return;
}
spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR );
if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) {
return;
}
for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) {
cent = cg_triggerEntities[ i ];
ent = &cent->currentState;
if ( ent->eType == ET_ITEM && !spectator ) {
CG_TouchItem( cent );
continue;
}
if ( ent->solid != SOLID_BMODEL ) {
continue;
}
cmodel = trap_CM_InlineModel( ent->modelindex );
if ( !cmodel ) {
continue;
}
trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin,
cg_pmove.mins, cg_pmove.maxs, cmodel, -1 );
if ( !trace.startsolid ) {
continue;
}
if ( ent->eType == ET_TELEPORT_TRIGGER ) {
cg.hyperspace = qtrue;
} else if ( ent->eType == ET_PUSH_TRIGGER ) {
BG_TouchJumpPad( &cg.predictedPlayerState, ent );
}
}
// if we didn't touch a jump pad this pmove frame
if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) {
cg.predictedPlayerState.jumppad_frame = 0;
cg.predictedPlayerState.jumppad_ent = 0;
}
}
/*
=================
CG_PredictPlayerState
Generates cg.predictedPlayerState for the current cg.time
cg.predictedPlayerState is guaranteed to be valid after exiting.
For demo playback, this will be an interpolation between two valid
playerState_t.
For normal gameplay, it will be the result of predicted usercmd_t on
top of the most recent playerState_t received from the server.
Each new snapshot will usually have one or more new usercmd over the last,
but we simulate all unacknowledged commands each time, not just the new ones.
This means that on an internet connection, quite a few pmoves may be issued
each frame.
OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t
differs from the predicted one. Would require saving all intermediate
playerState_t during prediction.
We detect prediction errors and allow them to be decayed off over several frames
to ease the jerk.
=================
*/
void CG_PredictPlayerState( void ) {
int cmdNum, current;
playerState_t oldPlayerState;
qboolean moved;
usercmd_t oldestCmd;
usercmd_t latestCmd;
cg.hyperspace = qfalse; // will be set if touching a trigger_teleport
// if this is the first frame we must guarantee
// predictedPlayerState is valid even if there is some
// other error condition
if ( !cg.validPPS ) {
cg.validPPS = qtrue;
cg.predictedPlayerState = cg.snap->ps;
}
// demo playback just copies the moves
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
CG_InterpolatePlayerState( qfalse );
return;
}
// non-predicting local movement will grab the latest angles
if ( cg_nopredict.integer || cg_synchronousClients.integer ) {
CG_InterpolatePlayerState( qtrue );
return;
}
// prepare for pmove
cg_pmove.ps = &cg.predictedPlayerState;
cg_pmove.trace = CG_Trace;
cg_pmove.pointcontents = CG_PointContents;
if ( cg_pmove.ps->pm_type == PM_DEAD ) {
cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
}
else {
cg_pmove.tracemask = MASK_PLAYERSOLID;
}
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies
}
cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;
// save the state before the pmove so we can detect transitions
oldPlayerState = cg.predictedPlayerState;
current = trap_GetCurrentCmdNumber();
// if we don't have the commands right after the snapshot, we
// can't accurately predict a current position, so just freeze at
// the last good position we had
cmdNum = current - CMD_BACKUP + 1;
trap_GetUserCmd( cmdNum, &oldestCmd );
if ( oldestCmd.serverTime > cg.snap->ps.commandTime
&& oldestCmd.serverTime < cg.time ) { // special check for map_restart
if ( cg_showmiss.integer ) {
CG_Printf ("exceeded PACKET_BACKUP on commands\n");
}
return;
}
// get the latest command so we can know which commands are from previous map_restarts
trap_GetUserCmd( current, &latestCmd );
// get the most recent information we have, even if
// the server time is beyond our current cg.time,
// because predicted player positions are going to
// be ahead of everything else anyway
if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
cg.predictedPlayerState = cg.nextSnap->ps;
cg.physicsTime = cg.nextSnap->serverTime;
} else {
cg.predictedPlayerState = cg.snap->ps;
cg.physicsTime = cg.snap->serverTime;
}
if ( pmove_msec.integer < 8 ) {
trap_Cvar_Set("pmove_msec", "8");
}
else if (pmove_msec.integer > 33) {
trap_Cvar_Set("pmove_msec", "33");
}
cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer;
cg_pmove.pmove_msec = pmove_msec.integer;
// run cmds
moved = qfalse;
for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) {
// get the command
trap_GetUserCmd( cmdNum, &cg_pmove.cmd );
if ( cg_pmove.pmove_fixed ) {
PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd );
}
// don't do anything if the time is before the snapshot player time
if ( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) {
continue;
}
// don't do anything if the command was from a previous map_restart
if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) {
continue;
}
// check for a prediction error from last frame
// on a lan, this will often be the exact value
// from the snapshot, but on a wan we will have
// to predict several commands to get to the point
// we want to compare
if ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) {
vec3_t delta;
float len;
if ( cg.thisFrameTeleport ) {
// a teleport will not cause an error decay
VectorClear( cg.predictedError );
if ( cg_showmiss.integer ) {
CG_Printf( "PredictionTeleport\n" );
}
cg.thisFrameTeleport = qfalse;
} else {
vec3_t adjusted;
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted );
if ( cg_showmiss.integer ) {
if (!VectorCompare( oldPlayerState.origin, adjusted )) {
CG_Printf("prediction error\n");
}
}
VectorSubtract( oldPlayerState.origin, adjusted, delta );
len = VectorLength( delta );
if ( len > 0.1 ) {
if ( cg_showmiss.integer ) {
CG_Printf("Prediction miss: %f\n", len);
}
if ( cg_errorDecay.integer ) {
int t;
float f;
t = cg.time - cg.predictedErrorTime;
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
if ( f < 0 ) {
f = 0;
}
if ( f > 0 && cg_showmiss.integer ) {
CG_Printf("Double prediction decay: %f\n", f);
}
VectorScale( cg.predictedError, f, cg.predictedError );
} else {
VectorClear( cg.predictedError );
}
VectorAdd( delta, cg.predictedError, cg.predictedError );
cg.predictedErrorTime = cg.oldTime;
}
}
}
// don't predict gauntlet firing, which is only supposed to happen
// when it actually inflicts damage
cg_pmove.gauntletHit = qfalse;
if ( cg_pmove.pmove_fixed ) {
cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
}
Pmove (&cg_pmove);
moved = qtrue;
// add push trigger movement effects
CG_TouchTriggerPrediction();
// check for predictable events that changed from previous predictions
//CG_CheckChangedPredictableEvents(&cg.predictedPlayerState);
}
if ( cg_showmiss.integer > 1 ) {
CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time );
}
if ( !moved ) {
if ( cg_showmiss.integer ) {
CG_Printf( "not moved\n" );
}
return;
}
// adjust for the movement of the groundentity
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
cg.predictedPlayerState.groundEntityNum,
cg.physicsTime, cg.time, cg.predictedPlayerState.origin );
if ( cg_showmiss.integer ) {
if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {
CG_Printf("WARNING: dropped event\n");
}
}
// fire events and other transition triggered things
CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState );
if ( cg_showmiss.integer ) {
if (cg.eventSequence > cg.predictedPlayerState.eventSequence) {
CG_Printf("WARNING: double event\n");
cg.eventSequence = cg.predictedPlayerState.eventSequence;
}
}
}