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1512 lines
42 KiB
C
1512 lines
42 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_predict.c -- this file generates cg.predictedPlayerState by either
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// interpolating between snapshots from the server or locally predicting
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// ahead the client's movement.
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// It also handles local physics interaction, like fragments bouncing off walls
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#include "cg_local.h"
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static pmove_t cg_pmove;
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static int cg_numSolidEntities;
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static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
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static int cg_numTriggerEntities;
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static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];
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//is this client piloting this veh?
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static CGAME_INLINE qboolean CG_Piloting(int vehNum)
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{
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centity_t *veh;
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if (!vehNum)
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{
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return qfalse;
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}
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veh = &cg_entities[vehNum];
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if (veh->currentState.owner != cg.predictedPlayerState.clientNum)
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{ //the owner should be the current pilot
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return qfalse;
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}
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return qtrue;
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}
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/*
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====================
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CG_BuildSolidList
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When a new cg.snap has been set, this function builds a sublist
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of the entities that are actually solid, to make for more
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efficient collision detection
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====================
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*/
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void CG_BuildSolidList( void ) {
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int i;
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centity_t *cent;
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snapshot_t *snap;
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entityState_t *ent;
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vec3_t difference;
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float dsquared;
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cg_numSolidEntities = 0;
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cg_numTriggerEntities = 0;
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if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
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snap = cg.nextSnap;
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} else {
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snap = cg.snap;
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}
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for ( i = 0 ; i < snap->numEntities ; i++ ) {
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cent = &cg_entities[ snap->entities[ i ].number ];
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ent = ¢->currentState;
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if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) {
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cg_triggerEntities[cg_numTriggerEntities] = cent;
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cg_numTriggerEntities++;
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continue;
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}
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if ( cent->nextState.solid ) {
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cg_solidEntities[cg_numSolidEntities] = cent;
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cg_numSolidEntities++;
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continue;
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}
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}
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//rww - Horrible, terrible, awful hack.
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//We don't send your client entity from the server,
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//so it isn't added into the solid list from the snapshot,
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//and in addition, it has no solid data. So we will force
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//adding it in based on a hardcoded player bbox size.
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//This will cause issues if the player box size is ever
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//changed..
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if (cg_numSolidEntities < MAX_ENTITIES_IN_SNAPSHOT)
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{
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vec3_t playerMins = {-15, -15, DEFAULT_MINS_2};
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vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2};
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int i, j, k;
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i = playerMaxs[0];
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if (i<1)
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i = 1;
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if (i>255)
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i = 255;
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// z is not symetric
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j = (-playerMins[2]);
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if (j<1)
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j = 1;
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if (j>255)
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j = 255;
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// and z playerMaxs can be negative...
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k = (playerMaxs[2]+32);
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if (k<1)
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k = 1;
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if (k>255)
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k = 255;
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cg_solidEntities[cg_numSolidEntities] = &cg_entities[cg.predictedPlayerState.clientNum];
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cg_solidEntities[cg_numSolidEntities]->currentState.solid = (k<<16) | (j<<8) | i;
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cg_numSolidEntities++;
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}
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dsquared = /*RMG_distancecull.value*/5000+500;
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dsquared *= dsquared;
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for(i=0;i<cg_numpermanents;i++)
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{
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cent = cg_permanents[i];
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VectorSubtract(cent->lerpOrigin, snap->ps.origin, difference);
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if (cent->currentState.eType == ET_TERRAIN ||
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((difference[0]*difference[0]) + (difference[1]*difference[1]) + (difference[2]*difference[2])) <= dsquared)
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{
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cent->currentValid = qtrue;
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if ( cent->nextState.solid )
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{
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cg_solidEntities[cg_numSolidEntities] = cent;
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cg_numSolidEntities++;
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}
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}
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else
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{
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cent->currentValid = qfalse;
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}
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}
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}
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static CGAME_INLINE qboolean CG_VehicleClipCheck(centity_t *ignored, trace_t *trace)
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{
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if (!trace || trace->entityNum < 0 || trace->entityNum >= ENTITYNUM_WORLD)
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{ //it's alright then
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return qtrue;
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}
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if (ignored->currentState.eType != ET_PLAYER &&
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ignored->currentState.eType != ET_NPC)
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{ //can't possibly be valid then
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return qtrue;
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}
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if (ignored->currentState.m_iVehicleNum)
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{ //see if the ignore ent is a vehicle/rider - if so, see if the ent we supposedly hit is a vehicle/rider.
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//if they belong to each other, we don't want to collide them.
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centity_t *otherguy = &cg_entities[trace->entityNum];
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if (otherguy->currentState.eType != ET_PLAYER &&
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otherguy->currentState.eType != ET_NPC)
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{ //can't possibly be valid then
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return qtrue;
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}
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if (otherguy->currentState.m_iVehicleNum)
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{ //alright, both of these are either a vehicle or a player who is on a vehicle
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int index;
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if (ignored->currentState.eType == ET_PLAYER
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|| (ignored->currentState.eType == ET_NPC && ignored->currentState.NPC_class != CLASS_VEHICLE) )
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{ //must be a player or NPC riding a vehicle
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index = ignored->currentState.m_iVehicleNum;
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}
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else
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{ //a vehicle
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index = ignored->currentState.m_iVehicleNum-1;
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}
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if (index == otherguy->currentState.number)
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{ //this means we're riding or being ridden by this guy, so don't collide
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return qfalse;
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}
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else
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{//see if I'm hitting one of my own passengers
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if (otherguy->currentState.eType == ET_PLAYER
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|| (otherguy->currentState.eType == ET_NPC && otherguy->currentState.NPC_class != CLASS_VEHICLE) )
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{ //must be a player or NPC riding a vehicle
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if (otherguy->currentState.m_iVehicleNum==ignored->currentState.number)
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{ //this means we're other guy is riding the ignored ent
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return qfalse;
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}
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}
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}
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}
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}
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return qtrue;
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}
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//rww - I'm disabling this warning for this function. It complains about oldTrace but as you can see it
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//always gets set before use, and I am not wasting CPU memsetting it to shut the compiler up.
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#pragma warning(disable : 4701) //local variable may be used without having been initialized
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/*
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====================
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CG_ClipMoveToEntities
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====================
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*/
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#include "../namespace_begin.h"
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extern void BG_VehicleAdjustBBoxForOrientation( Vehicle_t *veh, vec3_t origin, vec3_t mins, vec3_t maxs,
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int clientNum, int tracemask,
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void (*localTrace)(trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask)); // bg_pmove.c
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#include "../namespace_end.h"
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static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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int skipNumber, int mask, trace_t *tr, qboolean g2Check ) {
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int i, x, zd, zu;
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trace_t trace, oldTrace;
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entityState_t *ent;
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clipHandle_t cmodel;
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vec3_t bmins, bmaxs;
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vec3_t origin, angles;
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centity_t *cent;
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centity_t *ignored = NULL;
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if (skipNumber != -1 && skipNumber != ENTITYNUM_NONE)
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{
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ignored = &cg_entities[skipNumber];
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}
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for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
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cent = cg_solidEntities[ i ];
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ent = ¢->currentState;
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if ( ent->number == skipNumber ) {
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continue;
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}
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if ( ent->number > MAX_CLIENTS &&
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(ent->genericenemyindex-MAX_GENTITIES==cg.predictedPlayerState.clientNum || ent->genericenemyindex-MAX_GENTITIES==cg.predictedVehicleState.clientNum) )
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// if (ent->number > MAX_CLIENTS && cg.snap && ent->genericenemyindex && (ent->genericenemyindex-MAX_GENTITIES) == cg.snap->ps.clientNum)
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{ //rww - method of keeping objects from colliding in client-prediction (in case of ownership)
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continue;
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}
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if ( ent->solid == SOLID_BMODEL ) {
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// special value for bmodel
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cmodel = trap_CM_InlineModel( ent->modelindex );
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VectorCopy( cent->lerpAngles, angles );
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BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin );
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} else {
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// encoded bbox
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x = (ent->solid & 255);
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zd = ((ent->solid>>8) & 255);
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zu = ((ent->solid>>16) & 255) - 32;
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bmins[0] = bmins[1] = -x;
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bmaxs[0] = bmaxs[1] = x;
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bmins[2] = -zd;
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bmaxs[2] = zu;
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if (ent->eType == ET_NPC && ent->NPC_class == CLASS_VEHICLE &&
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cent->m_pVehicle)
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{ //try to dynamically adjust his bbox dynamically, if possible
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float *old = cent->m_pVehicle->m_vOrientation;
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cent->m_pVehicle->m_vOrientation = ¢->lerpAngles[0];
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BG_VehicleAdjustBBoxForOrientation(cent->m_pVehicle, cent->lerpOrigin, bmins, bmaxs,
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cent->currentState.number, MASK_PLAYERSOLID, NULL);
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cent->m_pVehicle->m_vOrientation = old;
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}
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cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
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VectorCopy( vec3_origin, angles );
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VectorCopy( cent->lerpOrigin, origin );
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}
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trap_CM_TransformedBoxTrace ( &trace, start, end,
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mins, maxs, cmodel, mask, origin, angles);
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trace.entityNum = trace.fraction != 1.0 ? ent->number : ENTITYNUM_NONE;
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if (g2Check || (ignored && ignored->currentState.m_iVehicleNum))
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{
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//keep these older variables around for a bit, incase we need to replace them in the Ghoul2 Collision check
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//or in the vehicle owner trace check
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oldTrace = *tr;
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}
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if (trace.allsolid || trace.fraction < tr->fraction) {
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trace.entityNum = ent->number;
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*tr = trace;
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} else if (trace.startsolid) {
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tr->startsolid = qtrue;
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//rww 12-02-02
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tr->entityNum = trace.entityNum = ent->number;
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}
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if ( tr->allsolid )
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{
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if (ignored && ignored->currentState.m_iVehicleNum)
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{
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trace.entityNum = ent->number;
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if (CG_VehicleClipCheck(ignored, &trace))
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{ //this isn't our vehicle, we're really stuck
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return;
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}
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else
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{ //it's alright, keep going
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trace = oldTrace;
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*tr = trace;
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}
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}
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else
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{
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return;
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}
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}
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if (g2Check)
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{
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if (trace.entityNum == ent->number && cent->ghoul2)
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{
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CG_G2TraceCollide(&trace, mins, maxs, start, end);
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if (trace.entityNum == ENTITYNUM_NONE)
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{ //g2 trace failed, so put it back where it was.
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trace = oldTrace;
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*tr = trace;
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}
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}
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}
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if (ignored && ignored->currentState.m_iVehicleNum)
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{ //see if this is the vehicle we hit
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centity_t *hit = &cg_entities[trace.entityNum];
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if (!CG_VehicleClipCheck(ignored, &trace))
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{ //looks like it
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trace = oldTrace;
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*tr = trace;
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}
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else if (hit->currentState.eType == ET_MISSILE &&
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hit->currentState.owner == ignored->currentState.number)
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{ //hack, don't hit own missiles
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trace = oldTrace;
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*tr = trace;
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}
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}
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}
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}
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#pragma warning(default : 4701) //local variable may be used without having been initialized
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/*
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================
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CG_Trace
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================
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*/
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void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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int skipNumber, int mask ) {
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trace_t t;
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trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
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t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
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// check all other solid models
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CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t, qfalse);
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*result = t;
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}
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/*
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================
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CG_G2Trace
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================
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*/
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void CG_G2Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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int skipNumber, int mask ) {
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trace_t t;
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trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
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t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
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// check all other solid models
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CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t, qtrue);
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*result = t;
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}
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/*
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================
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CG_PointContents
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================
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*/
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int CG_PointContents( const vec3_t point, int passEntityNum ) {
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int i;
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entityState_t *ent;
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centity_t *cent;
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clipHandle_t cmodel;
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int contents;
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contents = trap_CM_PointContents (point, 0);
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for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
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cent = cg_solidEntities[ i ];
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ent = ¢->currentState;
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if ( ent->number == passEntityNum ) {
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continue;
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}
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if (ent->solid != SOLID_BMODEL) { // special value for bmodel
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continue;
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}
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cmodel = trap_CM_InlineModel( ent->modelindex );
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if ( !cmodel ) {
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continue;
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}
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contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles );
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}
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return contents;
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}
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/*
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========================
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CG_InterpolatePlayerState
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Generates cg.predictedPlayerState by interpolating between
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cg.snap->player_state and cg.nextFrame->player_state
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========================
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*/
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static void CG_InterpolatePlayerState( qboolean grabAngles ) {
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float f;
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int i;
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playerState_t *out;
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snapshot_t *prev, *next;
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out = &cg.predictedPlayerState;
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prev = cg.snap;
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next = cg.nextSnap;
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*out = cg.snap->ps;
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// if we are still allowing local input, short circuit the view angles
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if ( grabAngles ) {
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usercmd_t cmd;
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int cmdNum;
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cmdNum = trap_GetCurrentCmdNumber();
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trap_GetUserCmd( cmdNum, &cmd );
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PM_UpdateViewAngles( out, &cmd );
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}
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// if the next frame is a teleport, we can't lerp to it
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if ( cg.nextFrameTeleport ) {
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return;
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}
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if ( !next || next->serverTime <= prev->serverTime ) {
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return;
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}
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f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime );
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i = next->ps.bobCycle;
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if ( i < prev->ps.bobCycle ) {
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i += 256; // handle wraparound
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}
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out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle );
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for ( i = 0 ; i < 3 ; i++ ) {
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out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] );
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if ( !grabAngles ) {
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out->viewangles[i] = LerpAngle(
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prev->ps.viewangles[i], next->ps.viewangles[i], f );
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}
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out->velocity[i] = prev->ps.velocity[i] +
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f * (next->ps.velocity[i] - prev->ps.velocity[i] );
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}
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}
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static void CG_InterpolateVehiclePlayerState( qboolean grabAngles ) {
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float f;
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int i;
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playerState_t *out;
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snapshot_t *prev, *next;
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out = &cg.predictedVehicleState;
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prev = cg.snap;
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next = cg.nextSnap;
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*out = cg.snap->vps;
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// if we are still allowing local input, short circuit the view angles
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if ( grabAngles ) {
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usercmd_t cmd;
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int cmdNum;
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cmdNum = trap_GetCurrentCmdNumber();
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trap_GetUserCmd( cmdNum, &cmd );
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PM_UpdateViewAngles( out, &cmd );
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}
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// if the next frame is a teleport, we can't lerp to it
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if ( cg.nextFrameTeleport ) {
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return;
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}
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|
|
if ( !next || next->serverTime <= prev->serverTime ) {
|
|
return;
|
|
}
|
|
|
|
f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime );
|
|
|
|
i = next->vps.bobCycle;
|
|
if ( i < prev->vps.bobCycle ) {
|
|
i += 256; // handle wraparound
|
|
}
|
|
out->bobCycle = prev->vps.bobCycle + f * ( i - prev->vps.bobCycle );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
out->origin[i] = prev->vps.origin[i] + f * (next->vps.origin[i] - prev->vps.origin[i] );
|
|
if ( !grabAngles ) {
|
|
out->viewangles[i] = LerpAngle(
|
|
prev->vps.viewangles[i], next->vps.viewangles[i], f );
|
|
}
|
|
out->velocity[i] = prev->vps.velocity[i] +
|
|
f * (next->vps.velocity[i] - prev->vps.velocity[i] );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_TouchItem
|
|
===================
|
|
*/
|
|
static void CG_TouchItem( centity_t *cent ) {
|
|
gitem_t *item;
|
|
|
|
if ( !cg_predictItems.integer ) {
|
|
return;
|
|
}
|
|
if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, ¢->currentState, cg.time ) ) {
|
|
return;
|
|
}
|
|
|
|
if (cent->currentState.brokenLimbs)
|
|
{ //dropped item
|
|
return;
|
|
}
|
|
|
|
if (cent->currentState.eFlags & EF_ITEMPLACEHOLDER)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cent->currentState.eFlags & EF_NODRAW)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// never pick an item up twice in a prediction
|
|
if ( cent->miscTime == cg.time ) {
|
|
return;
|
|
}
|
|
|
|
if ( !BG_CanItemBeGrabbed( cgs.gametype, ¢->currentState, &cg.predictedPlayerState ) ) {
|
|
return; // can't hold it
|
|
}
|
|
|
|
item = &bg_itemlist[ cent->currentState.modelindex ];
|
|
|
|
//Currently there is no reliable way of knowing if the client has touched a certain item before another if they are next to each other, or rather
|
|
//if the server has touched them in the same order. This results often in grabbing an item in the prediction and the server giving you the other
|
|
//item. So for now prediction of armor, health, and ammo is disabled.
|
|
/*
|
|
if (item->giType == IT_ARMOR)
|
|
{ //rww - this will be stomped next update, but it's set so that we don't try to pick up two shields in one prediction and have the server cancel one
|
|
// cg.predictedPlayerState.stats[STAT_ARMOR] += item->quantity;
|
|
|
|
//FIXME: This can't be predicted properly at the moment
|
|
return;
|
|
}
|
|
|
|
if (item->giType == IT_HEALTH)
|
|
{ //same as above, for health
|
|
// cg.predictedPlayerState.stats[STAT_HEALTH] += item->quantity;
|
|
|
|
//FIXME: This can't be predicted properly at the moment
|
|
return;
|
|
}
|
|
|
|
if (item->giType == IT_AMMO)
|
|
{ //same as above, for ammo
|
|
// cg.predictedPlayerState.ammo[item->giTag] += item->quantity;
|
|
|
|
//FIXME: This can't be predicted properly at the moment
|
|
return;
|
|
}
|
|
|
|
if (item->giType == IT_HOLDABLE)
|
|
{ //same as above, for holdables
|
|
// cg.predictedPlayerState.stats[STAT_HOLDABLE_ITEMS] |= (1 << item->giTag);
|
|
}
|
|
*/
|
|
// Special case for flags.
|
|
// We don't predict touching our own flag
|
|
if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) {
|
|
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;
|
|
}
|
|
|
|
if (item->giType == IT_POWERUP &&
|
|
(item->giTag == PW_FORCE_ENLIGHTENED_LIGHT || item->giTag == PW_FORCE_ENLIGHTENED_DARK))
|
|
{
|
|
if (item->giTag == PW_FORCE_ENLIGHTENED_LIGHT)
|
|
{
|
|
if (cg.predictedPlayerState.fd.forceSide != FORCE_LIGHTSIDE)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (cg.predictedPlayerState.fd.forceSide != FORCE_DARKSIDE)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// grab it
|
|
BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.number , &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 its a weapon, give them some predicted ammo so the autoswitch will work
|
|
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 && cg.predictedPlayerState.pm_type != PM_JETPACK && cg.predictedPlayerState.pm_type != PM_FLOAT && !spectator ) {
|
|
return;
|
|
}
|
|
|
|
for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) {
|
|
cent = cg_triggerEntities[ i ];
|
|
ent = ¢->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;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
static ID_INLINE void CG_EntityStateToPlayerState( entityState_t *s, playerState_t *ps )
|
|
{
|
|
//currently unused vars commented out for speed.. only uncomment if you need them.
|
|
ps->clientNum = s->number;
|
|
VectorCopy( s->pos.trBase, ps->origin );
|
|
VectorCopy( s->pos.trDelta, ps->velocity );
|
|
ps->saberLockFrame = s->forceFrame;
|
|
ps->legsAnim = s->legsAnim;
|
|
ps->torsoAnim = s->torsoAnim;
|
|
ps->legsFlip = s->legsFlip;
|
|
ps->torsoFlip = s->torsoFlip;
|
|
ps->clientNum = s->clientNum;
|
|
ps->saberMove = s->saberMove;
|
|
|
|
/*
|
|
VectorCopy( s->apos.trBase, ps->viewangles );
|
|
|
|
ps->fd.forceMindtrickTargetIndex = s->trickedentindex;
|
|
ps->fd.forceMindtrickTargetIndex2 = s->trickedentindex2;
|
|
ps->fd.forceMindtrickTargetIndex3 = s->trickedentindex3;
|
|
ps->fd.forceMindtrickTargetIndex4 = s->trickedentindex4;
|
|
|
|
ps->electrifyTime = s->emplacedOwner;
|
|
|
|
ps->speed = s->speed;
|
|
|
|
ps->genericEnemyIndex = s->genericenemyindex;
|
|
|
|
ps->activeForcePass = s->activeForcePass;
|
|
|
|
ps->movementDir = s->angles2[YAW];
|
|
|
|
ps->eFlags = s->eFlags;
|
|
|
|
ps->saberInFlight = s->saberInFlight;
|
|
ps->saberEntityNum = s->saberEntityNum;
|
|
|
|
ps->fd.forcePowersActive = s->forcePowersActive;
|
|
|
|
if (s->bolt1)
|
|
{
|
|
ps->duelInProgress = qtrue;
|
|
}
|
|
else
|
|
{
|
|
ps->duelInProgress = qfalse;
|
|
}
|
|
|
|
if (s->bolt2)
|
|
{
|
|
ps->dualBlade = qtrue;
|
|
}
|
|
else
|
|
{
|
|
ps->dualBlade = qfalse;
|
|
}
|
|
|
|
ps->emplacedIndex = s->otherEntityNum2;
|
|
|
|
ps->saberHolstered = s->saberHolstered; //reuse bool in entitystate for players differently
|
|
|
|
ps->genericEnemyIndex = -1; //no real option for this
|
|
|
|
//The client has no knowledge of health levels (except for the client entity)
|
|
if (s->eFlags & EF_DEAD)
|
|
{
|
|
ps->stats[STAT_HEALTH] = 0;
|
|
}
|
|
else
|
|
{
|
|
ps->stats[STAT_HEALTH] = 100;
|
|
}
|
|
|
|
if ( ps->externalEvent ) {
|
|
s->event = ps->externalEvent;
|
|
s->eventParm = ps->externalEventParm;
|
|
} else if ( ps->entityEventSequence < ps->eventSequence ) {
|
|
int seq;
|
|
|
|
if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
|
|
ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
|
|
}
|
|
seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
|
|
s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
|
|
s->eventParm = ps->eventParms[ seq ];
|
|
ps->entityEventSequence++;
|
|
}
|
|
|
|
ps->weapon = s->weapon;
|
|
ps->groundEntityNum = s->groundEntityNum;
|
|
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
if (s->powerups & (1 << i))
|
|
{
|
|
ps->powerups[i] = 30;
|
|
}
|
|
else
|
|
{
|
|
ps->powerups[i] = 0;
|
|
}
|
|
}
|
|
|
|
ps->loopSound = s->loopSound;
|
|
ps->generic1 = s->generic1;
|
|
*/
|
|
}
|
|
#endif
|
|
|
|
// This many playerState_t structures is painfully large. And we
|
|
// don't need that many. So we just use a small pool of them.
|
|
// PC gets to keep one per entity, just in case.
|
|
#ifdef _XBOX
|
|
|
|
struct psLinkedNode_t
|
|
{
|
|
playerState_t ps;
|
|
psLinkedNode_t *next;
|
|
};
|
|
|
|
#define CG_SEND_PS_POOL_SIZE 64
|
|
psLinkedNode_t cgSendPSPool[ CG_SEND_PS_POOL_SIZE ];
|
|
psLinkedNode_t *cgSendPSFreeList;
|
|
|
|
#else
|
|
playerState_t cgSendPSPool[ MAX_GENTITIES ];
|
|
#endif
|
|
|
|
playerState_t *cgSendPS[MAX_GENTITIES];
|
|
|
|
#ifdef _XBOX
|
|
void AllocSendPlayerstate(int entNum)
|
|
{
|
|
if (cgSendPS[entNum])
|
|
{
|
|
//Com_Printf( S_COLOR_RED "ERROR: Entity %d already has a playerstate!\n", entNum );
|
|
return;
|
|
}
|
|
|
|
if (!cgSendPSFreeList)
|
|
Com_Error( ERR_DROP, "ERROR: No free playerstates! Increase CG_SEND_PS_POOL_SIZE\n" );
|
|
|
|
cgSendPS[entNum] = &cgSendPSFreeList->ps;
|
|
cgSendPSFreeList = cgSendPSFreeList->next;
|
|
}
|
|
#endif
|
|
|
|
//#define _PROFILE_ES_TO_PS
|
|
|
|
#ifdef _PROFILE_ES_TO_PS
|
|
int g_cgEStoPSTime = 0;
|
|
#endif
|
|
|
|
//Assign all the entity playerstate pointers to the corresponding one
|
|
//so that we can access playerstate stuff in bg code (and then translate
|
|
//it back to entitystate data)
|
|
void CG_PmoveClientPointerUpdate()
|
|
{
|
|
int i;
|
|
|
|
memset(&cgSendPSPool[0], 0, sizeof(cgSendPSPool));
|
|
|
|
for ( i = 0 ; i < MAX_GENTITIES ; i++ )
|
|
{
|
|
#ifdef _XBOX
|
|
cgSendPS[i] = NULL;
|
|
#else
|
|
cgSendPS[i] = &cgSendPSPool[i];
|
|
#endif
|
|
|
|
// These will be invalid at this point on Xbox
|
|
cg_entities[i].playerState = cgSendPS[i];
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
for ( i = 0; i < CG_SEND_PS_POOL_SIZE - 1; i++ )
|
|
{
|
|
cgSendPSPool[i].next = &cgSendPSPool[i+1];
|
|
}
|
|
|
|
// Last .next is already NULL from memset above
|
|
cgSendPSFreeList = &cgSendPSPool[0];
|
|
#endif
|
|
|
|
//Set up bg entity data
|
|
cg_pmove.baseEnt = (bgEntity_t *)cg_entities;
|
|
cg_pmove.entSize = sizeof(centity_t);
|
|
|
|
cg_pmove.ghoul2 = NULL;
|
|
}
|
|
|
|
//check if local client is on an eweb
|
|
qboolean CG_UsingEWeb(void)
|
|
{
|
|
if (cg.predictedPlayerState.weapon == WP_EMPLACED_GUN && cg.predictedPlayerState.emplacedIndex &&
|
|
cg_entities[cg.predictedPlayerState.emplacedIndex].currentState.weapon == WP_NONE)
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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.
|
|
=================
|
|
*/
|
|
extern void CG_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha );
|
|
extern vmCvar_t cg_showVehBounds;
|
|
pmove_t cg_vehPmove;
|
|
qboolean cg_vehPmoveSet = qfalse;
|
|
|
|
#pragma warning(disable : 4701) //local variable may be used without having been initialized
|
|
void CG_PredictPlayerState( void ) {
|
|
int cmdNum, current, i;
|
|
playerState_t oldPlayerState;
|
|
playerState_t oldVehicleState;
|
|
qboolean moved;
|
|
usercmd_t oldestCmd;
|
|
usercmd_t latestCmd;
|
|
centity_t *pEnt;
|
|
clientInfo_t *ci;
|
|
|
|
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;
|
|
if (CG_Piloting(cg.snap->ps.m_iVehicleNum))
|
|
{
|
|
cg.predictedVehicleState = cg.snap->vps;
|
|
}
|
|
}
|
|
|
|
// demo playback just copies the moves
|
|
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
|
|
CG_InterpolatePlayerState( qfalse );
|
|
if (CG_Piloting(cg.predictedPlayerState.m_iVehicleNum))
|
|
{
|
|
CG_InterpolateVehiclePlayerState(qfalse);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// non-predicting local movement will grab the latest angles
|
|
if ( cg_nopredict.integer || cg_synchronousClients.integer || CG_UsingEWeb() ) {
|
|
CG_InterpolatePlayerState( qtrue );
|
|
if (CG_Piloting(cg.predictedPlayerState.m_iVehicleNum))
|
|
{
|
|
CG_InterpolateVehiclePlayerState(qtrue);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// prepare for pmove
|
|
cg_pmove.ps = &cg.predictedPlayerState;
|
|
cg_pmove.trace = CG_Trace;
|
|
cg_pmove.pointcontents = CG_PointContents;
|
|
|
|
pEnt = &cg_entities[cg.predictedPlayerState.clientNum];
|
|
//rww - bgghoul2
|
|
if (cg_pmove.ghoul2 != pEnt->ghoul2) //only update it if the g2 instance has changed
|
|
{
|
|
if (cg.snap &&
|
|
pEnt->ghoul2 &&
|
|
!(cg.snap->ps.pm_flags & PMF_FOLLOW) &&
|
|
cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR)
|
|
{
|
|
cg_pmove.ghoul2 = pEnt->ghoul2;
|
|
cg_pmove.g2Bolts_LFoot = trap_G2API_AddBolt(pEnt->ghoul2, 0, "*l_leg_foot");
|
|
cg_pmove.g2Bolts_RFoot = trap_G2API_AddBolt(pEnt->ghoul2, 0, "*r_leg_foot");
|
|
}
|
|
else
|
|
{
|
|
cg_pmove.ghoul2 = NULL;
|
|
}
|
|
}
|
|
|
|
ci = &cgs.clientinfo[cg.predictedPlayerState.clientNum];
|
|
|
|
//I'll just do this every frame in case the scale changes in realtime (don't need to update the g2 inst for that)
|
|
VectorCopy(pEnt->modelScale, cg_pmove.modelScale);
|
|
//rww end bgghoul2
|
|
|
|
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;
|
|
if (CG_Piloting(cg.predictedPlayerState.m_iVehicleNum))
|
|
{
|
|
oldVehicleState = cg.predictedVehicleState;
|
|
}
|
|
|
|
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.nextSnap->ps.slopeRecalcTime = cg.predictedPlayerState.slopeRecalcTime; //this is the only value we want to maintain seperately on server/client
|
|
cg.predictedPlayerState = cg.nextSnap->ps;
|
|
if (CG_Piloting(cg.nextSnap->ps.m_iVehicleNum))
|
|
{
|
|
cg.predictedVehicleState = cg.nextSnap->vps;
|
|
}
|
|
cg.physicsTime = cg.nextSnap->serverTime;
|
|
} else {
|
|
cg.snap->ps.slopeRecalcTime = cg.predictedPlayerState.slopeRecalcTime; //this is the only value we want to maintain seperately on server/client
|
|
cg.predictedPlayerState = cg.snap->ps;
|
|
if (CG_Piloting(cg.snap->ps.m_iVehicleNum))
|
|
{
|
|
cg.predictedVehicleState = cg.snap->vps;
|
|
}
|
|
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;
|
|
|
|
for ( i = 0 ; i < MAX_GENTITIES ; i++ )
|
|
{
|
|
//Written this way for optimal speed, even though it doesn't look pretty.
|
|
//(we don't want to spend the time assigning pointers as it does take
|
|
//a small precious fraction of time and adds up in the loop.. so says
|
|
//the precision timer!)
|
|
|
|
if (cg_entities[i].currentState.eType == ET_PLAYER ||
|
|
cg_entities[i].currentState.eType == ET_NPC)
|
|
{
|
|
// Need a new playerState_t on Xbox
|
|
#ifdef _XBOX
|
|
AllocSendPlayerstate(i);
|
|
#endif
|
|
VectorCopy( cg_entities[i].currentState.pos.trBase, cgSendPS[i]->origin );
|
|
VectorCopy( cg_entities[i].currentState.pos.trDelta, cgSendPS[i]->velocity );
|
|
cgSendPS[i]->saberLockFrame = cg_entities[i].currentState.forceFrame;
|
|
cgSendPS[i]->legsAnim = cg_entities[i].currentState.legsAnim;
|
|
cgSendPS[i]->torsoAnim = cg_entities[i].currentState.torsoAnim;
|
|
cgSendPS[i]->legsFlip = cg_entities[i].currentState.legsFlip;
|
|
cgSendPS[i]->torsoFlip = cg_entities[i].currentState.torsoFlip;
|
|
cgSendPS[i]->clientNum = cg_entities[i].currentState.clientNum;
|
|
cgSendPS[i]->saberMove = cg_entities[i].currentState.saberMove;
|
|
}
|
|
}
|
|
|
|
if (CG_Piloting(cg.predictedPlayerState.m_iVehicleNum))
|
|
{
|
|
cg_entities[cg.predictedPlayerState.clientNum].playerState = &cg.predictedPlayerState;
|
|
cg_entities[cg.predictedPlayerState.m_iVehicleNum].playerState = &cg.predictedVehicleState;
|
|
|
|
//use the player command time, because we are running with the player cmds (this is even the case
|
|
//on the server)
|
|
cg.predictedVehicleState.commandTime = cg.predictedPlayerState.commandTime;
|
|
}
|
|
|
|
// 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_Piloting(oldPlayerState.m_iVehicleNum) &&
|
|
cg.predictedVehicleState.commandTime == oldVehicleState.commandTime )
|
|
{
|
|
vec3_t delta;
|
|
float len;
|
|
|
|
if ( cg.thisFrameTeleport ) {
|
|
// a teleport will not cause an error decay
|
|
VectorClear( cg.predictedError );
|
|
if ( cg_showVehMiss.integer ) {
|
|
CG_Printf( "VEH PredictionTeleport\n" );
|
|
}
|
|
cg.thisFrameTeleport = qfalse;
|
|
} else {
|
|
vec3_t adjusted;
|
|
CG_AdjustPositionForMover( cg.predictedVehicleState.origin,
|
|
cg.predictedVehicleState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted );
|
|
|
|
if ( cg_showVehMiss.integer ) {
|
|
if (!VectorCompare( oldVehicleState.origin, adjusted )) {
|
|
CG_Printf("VEH prediction error\n");
|
|
}
|
|
}
|
|
VectorSubtract( oldVehicleState.origin, adjusted, delta );
|
|
len = VectorLength( delta );
|
|
if ( len > 0.1 ) {
|
|
if ( cg_showVehMiss.integer ) {
|
|
CG_Printf("VEH 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_showVehMiss.integer ) {
|
|
CG_Printf("VEH 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;
|
|
}
|
|
//
|
|
if ( cg_showVehMiss.integer ) {
|
|
if (!VectorCompare( oldVehicleState.vehOrientation, cg.predictedVehicleState.vehOrientation )) {
|
|
CG_Printf("VEH orient prediction error\n");
|
|
CG_Printf("VEH pitch prediction miss: %f\n", AngleSubtract( oldVehicleState.vehOrientation[0], cg.predictedVehicleState.vehOrientation[0] ) );
|
|
CG_Printf("VEH yaw prediction miss: %f\n", AngleSubtract( oldVehicleState.vehOrientation[1], cg.predictedVehicleState.vehOrientation[1] ) );
|
|
CG_Printf("VEH roll prediction miss: %f\n", AngleSubtract( oldVehicleState.vehOrientation[2], cg.predictedVehicleState.vehOrientation[2] ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !oldPlayerState.m_iVehicleNum && //don't do pred err on ps while riding veh
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( cg_pmove.pmove_fixed ) {
|
|
cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
|
|
}
|
|
|
|
cg_pmove.animations = bgAllAnims[pEnt->localAnimIndex].anims;
|
|
cg_pmove.gametype = cgs.gametype;
|
|
|
|
cg_pmove.debugMelee = cgs.debugMelee;
|
|
cg_pmove.stepSlideFix = cgs.stepSlideFix;
|
|
cg_pmove.noSpecMove = cgs.noSpecMove;
|
|
|
|
cg_pmove.nonHumanoid = (pEnt->localAnimIndex > 0);
|
|
|
|
if (cg.snap && cg.snap->ps.saberLockTime > cg.time)
|
|
{
|
|
centity_t *blockOpp = &cg_entities[cg.snap->ps.saberLockEnemy];
|
|
|
|
if (blockOpp)
|
|
{
|
|
vec3_t lockDir, lockAng;
|
|
|
|
VectorSubtract( blockOpp->lerpOrigin, cg.snap->ps.origin, lockDir );
|
|
vectoangles(lockDir, lockAng);
|
|
|
|
VectorCopy(lockAng, cg_pmove.ps->viewangles);
|
|
}
|
|
}
|
|
|
|
//THIS is pretty much bad, but...
|
|
cg_pmove.ps->fd.saberAnimLevelBase = cg_pmove.ps->fd.saberAnimLevel;
|
|
if ( cg_pmove.ps->saberHolstered == 1 )
|
|
{
|
|
if ( ci->saber[0].numBlades > 0 )
|
|
{
|
|
cg_pmove.ps->fd.saberAnimLevelBase = SS_STAFF;
|
|
}
|
|
else if ( ci->saber[1].model[0] )
|
|
{
|
|
cg_pmove.ps->fd.saberAnimLevelBase = SS_DUAL;
|
|
}
|
|
}
|
|
|
|
Pmove (&cg_pmove);
|
|
|
|
if (CG_Piloting(cg.predictedPlayerState.m_iVehicleNum) &&
|
|
cg.predictedPlayerState.pm_type != PM_INTERMISSION)
|
|
{ //we're riding a vehicle, let's predict it
|
|
centity_t *veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum];
|
|
int x, zd, zu;
|
|
|
|
if (veh->m_pVehicle)
|
|
{ //make sure pointer is set up to go to our predicted state
|
|
veh->m_pVehicle->m_vOrientation = &cg.predictedVehicleState.vehOrientation[0];
|
|
|
|
//keep this updated based on what the playerstate says
|
|
veh->m_pVehicle->m_iRemovedSurfaces = cg.predictedVehicleState.vehSurfaces;
|
|
|
|
trap_GetUserCmd( cmdNum, &veh->m_pVehicle->m_ucmd );
|
|
|
|
if ( veh->m_pVehicle->m_ucmd.buttons & BUTTON_TALK )
|
|
{ //forced input if "chat bubble" is up
|
|
veh->m_pVehicle->m_ucmd.buttons = BUTTON_TALK;
|
|
veh->m_pVehicle->m_ucmd.forwardmove = 0;
|
|
veh->m_pVehicle->m_ucmd.rightmove = 0;
|
|
veh->m_pVehicle->m_ucmd.upmove = 0;
|
|
}
|
|
cg_vehPmove.ps = &cg.predictedVehicleState;
|
|
cg_vehPmove.animations = bgAllAnims[veh->localAnimIndex].anims;
|
|
|
|
memcpy(&cg_vehPmove.cmd, &veh->m_pVehicle->m_ucmd, sizeof(usercmd_t));
|
|
/*
|
|
cg_vehPmove.cmd.rightmove = 0; //no vehicle can move right/left
|
|
cg_vehPmove.cmd.upmove = 0; //no vehicle can move up/down
|
|
*/
|
|
|
|
cg_vehPmove.gametype = cgs.gametype;
|
|
cg_vehPmove.ghoul2 = veh->ghoul2;
|
|
|
|
cg_vehPmove.nonHumanoid = (veh->localAnimIndex > 0);
|
|
|
|
/*
|
|
x = (veh->currentState.solid & 255);
|
|
zd = (veh->currentState.solid & 255);
|
|
zu = (veh->currentState.solid & 255) - 32;
|
|
|
|
cg_vehPmove.mins[0] = cg_vehPmove.mins[1] = -x;
|
|
cg_vehPmove.maxs[0] = cg_vehPmove.maxs[1] = x;
|
|
cg_vehPmove.mins[2] = -zd;
|
|
cg_vehPmove.maxs[2] = zu;
|
|
*/
|
|
//I think this was actually wrong.. just copy-pasted from id code. Oh well.
|
|
x = (veh->currentState.solid)&255;
|
|
zd = (veh->currentState.solid>>8)&255;
|
|
zu = (veh->currentState.solid>>15)&255;
|
|
|
|
zu -= 32; //I don't quite get the reason for this.
|
|
zd = -zd;
|
|
|
|
//z/y must be symmetrical (blah)
|
|
cg_vehPmove.mins[0] = cg_vehPmove.mins[1] = -x;
|
|
cg_vehPmove.maxs[0] = cg_vehPmove.maxs[1] = x;
|
|
cg_vehPmove.mins[2] = zd;
|
|
cg_vehPmove.maxs[2] = zu;
|
|
|
|
VectorCopy(veh->modelScale, cg_vehPmove.modelScale);
|
|
|
|
if (!cg_vehPmoveSet)
|
|
{ //do all the one-time things
|
|
cg_vehPmove.trace = CG_Trace;
|
|
cg_vehPmove.pointcontents = CG_PointContents;
|
|
cg_vehPmove.tracemask = MASK_PLAYERSOLID;
|
|
cg_vehPmove.debugLevel = 0;
|
|
cg_vehPmove.g2Bolts_LFoot = -1;
|
|
cg_vehPmove.g2Bolts_RFoot = -1;
|
|
|
|
cg_vehPmove.baseEnt = (bgEntity_t *)cg_entities;
|
|
cg_vehPmove.entSize = sizeof(centity_t);
|
|
|
|
cg_vehPmoveSet = qtrue;
|
|
}
|
|
|
|
cg_vehPmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;
|
|
cg_vehPmove.pmove_fixed = pmove_fixed.integer;
|
|
cg_vehPmove.pmove_msec = pmove_msec.integer;
|
|
|
|
cg_entities[cg.predictedPlayerState.clientNum].playerState = &cg.predictedPlayerState;
|
|
veh->playerState = &cg.predictedVehicleState;
|
|
|
|
//update boarding value sent from server. boarding is not predicted, but no big deal
|
|
veh->m_pVehicle->m_iBoarding = cg.predictedVehicleState.vehBoarding;
|
|
|
|
Pmove(&cg_vehPmove);
|
|
/*
|
|
if ( !cg_paused.integer )
|
|
{
|
|
Com_Printf( "%d - PITCH change %4.2f\n", cg.time, AngleSubtract(veh->m_pVehicle->m_vOrientation[0],veh->m_pVehicle->m_vPrevOrientation[0]) );
|
|
}
|
|
*/
|
|
if ( cg_showVehBounds.integer )
|
|
{
|
|
vec3_t NPCDEBUG_RED = {1.0, 0.0, 0.0};
|
|
vec3_t absmin, absmax;
|
|
VectorAdd( cg_vehPmove.ps->origin, cg_vehPmove.mins, absmin );
|
|
VectorAdd( cg_vehPmove.ps->origin, cg_vehPmove.maxs, absmax );
|
|
CG_Cube( absmin, absmax, NPCDEBUG_RED, 0.25 );
|
|
}
|
|
}
|
|
}
|
|
|
|
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" );
|
|
}
|
|
goto revertES;
|
|
}
|
|
|
|
if (CG_Piloting(cg.predictedPlayerState.m_iVehicleNum))
|
|
{
|
|
CG_AdjustPositionForMover( cg.predictedVehicleState.origin,
|
|
cg.predictedVehicleState.groundEntityNum,
|
|
cg.physicsTime, cg.time, cg.predictedVehicleState.origin );
|
|
}
|
|
else
|
|
{
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
if (cg.predictedPlayerState.m_iVehicleNum &&
|
|
!CG_Piloting(cg.predictedPlayerState.m_iVehicleNum))
|
|
{ //a passenger on this vehicle, bolt them in
|
|
centity_t *veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum];
|
|
//VectorCopy(veh->lerpAngles, cg.predictedPlayerState.viewangles);
|
|
VectorCopy(veh->lerpOrigin, cg.predictedPlayerState.origin);
|
|
}
|
|
|
|
revertES:
|
|
if (CG_Piloting(cg.predictedPlayerState.m_iVehicleNum))
|
|
{
|
|
centity_t *veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum];
|
|
|
|
if (veh->m_pVehicle)
|
|
{
|
|
//switch ptr back for this ent in case we stop riding it
|
|
veh->m_pVehicle->m_vOrientation = &cgSendPS[veh->currentState.number]->vehOrientation[0];
|
|
}
|
|
|
|
cg_entities[cg.predictedPlayerState.clientNum].playerState = cgSendPS[cg.predictedPlayerState.clientNum];
|
|
veh->playerState = cgSendPS[veh->currentState.number];
|
|
}
|
|
|
|
//copy some stuff back into the entstates to help actually "predict" them if applicable
|
|
for ( i = 0 ; i < MAX_GENTITIES ; i++ )
|
|
{
|
|
if (cg_entities[i].currentState.eType == ET_PLAYER ||
|
|
cg_entities[i].currentState.eType == ET_NPC)
|
|
{
|
|
cg_entities[i].currentState.torsoAnim = cgSendPS[i]->torsoAnim;
|
|
cg_entities[i].currentState.legsAnim = cgSendPS[i]->legsAnim;
|
|
cg_entities[i].currentState.forceFrame = cgSendPS[i]->saberLockFrame;
|
|
cg_entities[i].currentState.saberMove = cgSendPS[i]->saberMove;
|
|
}
|
|
}
|
|
}
|
|
#pragma warning(default : 4701) //local variable may be used without having been initialized
|