fteqw/engine/client/cl_pred.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include "winquake.h"
cvar_t cl_predict_extrapolate = CVARD("cl_predict_extrapolate", "", "If 1, enables prediction based upon partial input frames which can change over time resulting in a swimmy feel but does not need to interpolate. If 0, prediction will stay in the past and thus use only completed frames. Interpolation will then be used to smooth movement.\nThis cvar only applies when video and input frames are independant (ie: cl_netfps is set).");
static cvar_t cl_predict_timenudge = CVARD("cl_predict_timenudge", "0", "A debug feature. You should normally leave this as 0. Nudges local player prediction into the future if positive (resulting in extrapolation), or into the past if negative (resulting in laggy interpolation). Value is in seconds, so small decimals are required. This cvar applies even if input frames are tied to video frames.");
cvar_t cl_lerp_smooth = CVARD("cl_lerp_smooth", "2", "If 2, will act as 1 when playing demos/singleplayer and otherwise act as if set to 0 (ie: deathmatch).\nIf 1, interpolation will run in the past, resulting in really smooth movement at the cost of latency (even on bunchy german ISDNs).\nIf 0, interpolation will be based upon packet arrival times and may judder due to packet loss.");
static cvar_t cl_lerp_driftbias = CVARD("cl_lerp_driftbias", "0", "Additional bias, can be set to a negative value to hold interpolation in the past.");
static cvar_t cl_lerp_driftfrac = CVARD("cl_lerp_driftfrac", "0", "Proportion of the latest time vs the older time to favour drifting towards.");
cvar_t cl_nopred = CVARD("cl_nopred","0", "Disables clientside movement prediction.");
static cvar_t cl_pushlatency = CVAR("pushlatency","-999");
extern float pm_airaccelerate;
extern usercmd_t cl_pendingcmd[MAX_SPLITS];
#ifdef Q2CLIENT
#define MAX_PARSE_ENTITIES 1024
extern entity_state_t clq2_parse_entities[MAX_PARSE_ENTITIES];
char *Get_Q2ConfigString(int i);
#ifdef Q2BSPS
void VARGS Q2_Pmove (q2pmove_t *pmove);
#define Q2PMF_DUCKED 1
#define Q2PMF_JUMP_HELD 2
#define Q2PMF_ON_GROUND 4
#define Q2PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define Q2PMF_TIME_LAND 16 // pm_time is time before rejump
#define Q2PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
#endif
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
vec3_t cl_predicted_origins[MAX_SPLITS][UPDATE_BACKUP];
/*
===================
CL_CheckPredictionError
===================
*/
#ifdef Q2BSPS
void CLQ2_CheckPredictionError (void)
{
int frame;
int delta[3];
int i;
int len;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
int seat;
q2player_state_t *ps;
playerview_t *pv;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
for (seat = 0; seat < cl.splitclients; seat++)
{
ps = &cl.q2frame.playerstate[seat];
pv = &cl.playerview[seat];
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (cl_nopred.value || (ps->pmove.pm_flags & Q2PMF_NO_PREDICTION))
continue;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
// calculate the last usercmd_t we sent that the server has processed
frame = cls.netchan.incoming_acknowledged;
frame &= (UPDATE_MASK);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
// compare what the server returned with what we had predicted it to be
VectorSubtract (ps->pmove.origin, cl_predicted_origins[seat][frame], delta);
// save the prediction error for interpolation
len = abs(delta[0]) + abs(delta[1]) + abs(delta[2]);
if (len > 640) // 80 world units
{ // a teleport or something
VectorClear (pv->prediction_error);
}
else
{
// if (/*cl_showmiss->value && */(delta[0] || delta[1] || delta[2]) )
// Con_Printf ("prediction miss on %i: %i\n", cl.q2frame.serverframe,
// delta[0] + delta[1] + delta[2]);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
VectorCopy (ps->pmove.origin, cl_predicted_origins[seat][frame]);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
// save for error itnerpolation
for (i=0 ; i<3 ; i++)
pv->prediction_error[i] = delta[i]*0.125;
}
}
}
/*
====================
CL_ClipMoveToEntities
====================
*/
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
int predignoreentitynum;
void CLQ2_ClipMoveToEntities ( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, trace_t *tr )
{
int i;
trace_t trace;
float *angles;
entity_state_t *ent;
int num;
model_t *cmodel;
vec3_t bmins, bmaxs;
for (i=0 ; i<cl.q2frame.num_entities ; i++)
{
num = (cl.q2frame.parse_entities + i)&(MAX_PARSE_ENTITIES-1);
ent = &clq2_parse_entities[num];
if (ent->solidsize == ES_SOLID_NOT)
continue;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (ent->number == predignoreentitynum)
continue;
if (ent->solidsize == ES_SOLID_BSP)
{ // special value for bmodel
cmodel = cl.model_precache[ent->modelindex];
if (!cmodel)
continue;
angles = ent->angles;
}
else
{ // encoded bbox
COM_DecodeSize(ent->solidsize, bmins, bmaxs);
cmodel = CM_TempBoxModel (bmins, bmaxs);
angles = vec3_origin; // boxes don't rotate
}
if (tr->allsolid)
return;
World_TransformedTrace (cmodel, 0, 0, start, end, mins, maxs, false, &trace, ent->origin, angles, MASK_PLAYERSOLID);
if (trace.allsolid || trace.startsolid || trace.fraction < tr->fraction)
{
trace.ent = (struct edict_s *)ent;
*tr = trace;
}
}
}
/*
================
CL_PMTrace
================
*/
q2trace_t VARGS CLQ2_PMTrace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
{
q2trace_t q2t;
trace_t t;
// check against world
cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, NULLFRAMESTATE, NULL, start, end, mins, maxs, false, MASK_PLAYERSOLID, &t);
if (t.fraction < 1.0)
t.ent = (struct edict_s *)1;
// check all other solid models
CLQ2_ClipMoveToEntities (start, mins, maxs, end, &t);
q2t.allsolid = t.allsolid;
q2t.contents = t.contents;
VectorCopy(t.endpos, q2t.endpos);
q2t.ent = t.ent;
q2t.fraction = t.fraction;
q2t.plane = t.plane;
q2t.startsolid = t.startsolid;
q2t.surface = t.surface;
return q2t;
}
int VARGS CLQ2_PMpointcontents (vec3_t point)
{
int i;
entity_state_t *ent;
int num;
model_t *cmodel;
int contents;
contents = CM_PointContents (cl.worldmodel, point);
for (i=0 ; i<cl.q2frame.num_entities ; i++)
{
num = (cl.q2frame.parse_entities + i)&(MAX_PARSE_ENTITIES-1);
ent = &clq2_parse_entities[num];
if (ent->solidsize != ES_SOLID_BSP) // special value for bmodel
continue;
cmodel = cl.model_precache[ent->modelindex];
if (!cmodel)
continue;
contents |= CM_TransformedPointContents (cl.worldmodel, point, cmodel->hulls[0].firstclipnode, ent->origin, ent->angles);
}
return contents;
}
#endif
/*
=================
CL_PredictMovement
Sets cl.predicted_origin and cl.predicted_angles
=================
*/
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
static void CLQ2_PredictMovement (int seat) //q2 doesn't support split clients.
{
#ifdef Q2BSPS
int ack, current;
int frame;
int oldframe;
q2usercmd_t *cmd;
q2pmove_t pm;
int step;
int oldz;
#endif
int i;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
q2player_state_t *ps = &cl.q2frame.playerstate[seat];
playerview_t *pv = &cl.playerview[seat];
if (cls.state != ca_active)
return;
// if (cl_paused->value)
// return;
#ifdef Q2BSPS
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (cl_nopred.value || cls.demoplayback || (ps->pmove.pm_flags & Q2PMF_NO_PREDICTION))
#endif
{ // just set angles
for (i=0 ; i<3 ; i++)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->predicted_angles[i] = pv->viewangles[i] + SHORT2ANGLE(ps->pmove.delta_angles[i]);
}
return;
}
#ifdef Q2BSPS
ack = cls.netchan.incoming_acknowledged;
current = cls.netchan.outgoing_sequence;
// if we are too far out of date, just freeze
if (current - ack >= UPDATE_MASK)
{
// if (cl_showmiss->value)
// Con_Printf ("exceeded CMD_BACKUP\n");
return;
}
// copy current state to pmove
memset (&pm, 0, sizeof(pm));
pm.trace = CLQ2_PMTrace;
pm.pointcontents = CLQ2_PMpointcontents;
pm_airaccelerate = atof(Get_Q2ConfigString(Q2CS_AIRACCEL));
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pm.s = ps->pmove;
// SCR_DebugGraph (current - ack - 1, 0);
frame = 0;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
predignoreentitynum = cl.q2frame.clientnum[seat]+1;//cl.playerview[seat].playernum+1;
// run frames
while (++ack < current)
{
frame = ack & (UPDATE_MASK);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
cmd = (q2usercmd_t*)&cl.outframes[frame].cmd[seat];
cmd->msec = cl.outframes[frame].cmd[seat].msec;
pm.cmd = *cmd;
Q2_Pmove (&pm);
// save for debug checking
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
VectorCopy (pm.s.origin, cl_predicted_origins[seat][frame]);
}
if (cl_pendingcmd[seat].msec)
{
cmd = (q2usercmd_t*)&cl_pendingcmd[seat];
cmd->msec = cl_pendingcmd[seat].msec;
pm.cmd = *cmd;
Q2_Pmove (&pm);
}
oldframe = (ack-1) & (UPDATE_MASK);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
oldz = cl_predicted_origins[seat][oldframe][2];
step = pm.s.origin[2] - oldz;
if (step > 63 && step < 160 && (pm.s.pm_flags & Q2PMF_ON_GROUND) )
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->predicted_step = step * 0.125;
pv->predicted_step_time = realtime;// - host_frametime;// * 0.5;
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->onground = !!(pm.s.pm_flags & Q2PMF_ON_GROUND);
// copy results out for rendering
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->predicted_origin[0] = pm.s.origin[0]*0.125;
pv->predicted_origin[1] = pm.s.origin[1]*0.125;
pv->predicted_origin[2] = pm.s.origin[2]*0.125;
VectorScale (pm.s.velocity, 0.125, pv->simvel);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
VectorCopy (pm.viewangles, pv->predicted_angles);
#endif
}
/*
=================
CL_NudgePosition
If pmove.origin is in a solid position,
try nudging slightly on all axis to
allow for the cut precision of the net coordinates
=================
*/
void CL_NudgePosition (void)
{
vec3_t base;
int x, y;
if (cl.worldmodel->funcs.PointContents (cl.worldmodel, NULL, pmove.origin) == FTECONTENTS_EMPTY)
return;
VectorCopy (pmove.origin, base);
for (x=-1 ; x<=1 ; x++)
{
for (y=-1 ; y<=1 ; y++)
{
pmove.origin[0] = base[0] + x * 1.0/8;
pmove.origin[1] = base[1] + y * 1.0/8;
if (cl.worldmodel->funcs.PointContents (cl.worldmodel, NULL, pmove.origin) == FTECONTENTS_EMPTY)
return;
}
}
Con_DPrintf ("CL_NudgePosition: stuck\n");
}
#endif
/*
==============
CL_PredictUsercmd
==============
*/
void CL_PredictUsercmd (int pnum, int entnum, player_state_t *from, player_state_t *to, usercmd_t *u)
{
// split up very long moves
if (u->msec > 50)
{
player_state_t temp;
usercmd_t split;
split = *u;
split.msec = u->msec / 2; //special care to avoid forgetting an msec here and there
if (split.msec > 500)
{
split.msec = 500;
CL_PredictUsercmd (pnum, entnum, from, to, &split);
}
else
{
CL_PredictUsercmd (pnum, entnum, from, &temp, &split);
split.msec = u->msec - split.msec;
CL_PredictUsercmd (pnum, entnum, &temp, to, &split);
}
return;
}
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
return;
VectorCopy (from->origin, pmove.origin);
VectorCopy (u->angles, pmove.angles);
VectorCopy (from->velocity, pmove.velocity);
VectorCopy (from->gravitydir, pmove.gravitydir);
if (IS_NAN(pmove.velocity[0]))
{
Con_DPrintf("nan velocity!\n");
pmove.velocity[0] = 0;
pmove.velocity[1] = 0;
pmove.velocity[2] = 0;
}
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
pmove.onground = from->onground;
pmove.jump_msec = (cls.z_ext & Z_EXT_PM_TYPE) ? 0 : from->jump_msec;
pmove.jump_held = from->jump_held;
pmove.waterjumptime = from->waterjumptime;
pmove.pm_type = from->pm_type;
pmove.cmd = *u;
pmove.skipent = entnum;
movevars.entgravity = cl.playerview[pnum].entgravity;
movevars.maxspeed = cl.playerview[pnum].maxspeed;
movevars.bunnyspeedcap = cl.bunnyspeedcap;
pmove.onladder = false;
pmove.safeorigin_known = false;
pmove.capsule = false; //FIXME
VectorCopy(from->szmins, pmove.player_mins);
VectorCopy(from->szmaxs, pmove.player_maxs);
PM_PlayerMove (cl.gamespeed);
to->waterjumptime = pmove.waterjumptime;
to->jump_held = pmove.jump_held;
to->jump_msec = pmove.jump_msec;
pmove.jump_msec = 0;
VectorCopy (pmove.origin, to->origin);
VectorCopy (pmove.angles, to->viewangles);
VectorCopy (pmove.velocity, to->velocity);
VectorCopy (pmove.gravitydir, to->gravitydir);
to->onground = pmove.onground;
to->weaponframe = from->weaponframe;
to->pm_type = from->pm_type;
VectorCopy(pmove.player_mins, to->szmins);
VectorCopy(pmove.player_maxs, to->szmaxs);
}
//Used when cl_nopred is 1 to determine whether we are on ground, otherwise stepup smoothing code produces ugly jump physics
void CL_CatagorizePosition (playerview_t *pv, float *org)
{
//fixme: in nq, we are told by the server and should skip this, which avoids needing to know the player's size.
if (pv->spectator && !CAM_ISLOCKED(pv))
{
pv->onground = false; // in air
return;
}
VectorClear (pmove.velocity);
VectorCopy (org, pmove.origin);
pmove.numtouch = 0;
PM_CategorizePosition ();
pv->onground = pmove.onground;
}
//Smooth out stair step ups.
//Called before CL_EmitEntities so that the player's lightning model origin is updated properly
void CL_CalcCrouch (playerview_t *pv)
{
qboolean teleported;
vec3_t delta;
float orgz = -DotProduct(pv->simorg, pv->gravitydir); //compensate for running on walls.
VectorSubtract(pv->simorg, pv->oldorigin, delta);
teleported = Length(delta)>48;
if (teleported)
{
// possibly teleported or respawned
pv->oldz = orgz;
pv->extracrouch = 0;
pv->crouchspeed = 100;
pv->crouch = 0;
VectorCopy (pv->simorg, pv->oldorigin);
return;
}
VectorCopy (pv->simorg, pv->oldorigin);
if (pv->onground && orgz - pv->oldz)
{
if (pv->oldz > orgz)
{ //stepping down should be a little faster than stepping up.
//so steps will still feel a little juddery. my knees hate walking down steep hills, so I guess this is similar.
if (pv->crouchspeed > 0)
pv->crouchspeed = -pv->crouchspeed*2;
if (orgz - pv->oldz < -movevars.stepheight-2)
{
// if on steep stairs, increase speed
if (pv->crouchspeed > -160*2)
{
pv->extracrouch = orgz - pv->oldz + host_frametime * 400 + 15;
pv->extracrouch = max(pv->extracrouch, -5);
}
pv->crouchspeed = -160*2;
}
pv->oldz += host_frametime * pv->crouchspeed;
if (pv->oldz < orgz)
pv->oldz = orgz;
if (pv->oldz > orgz + 15 - pv->extracrouch)
pv->oldz = orgz + 15 + pv->extracrouch;
if (pv->extracrouch < -host_frametime*400)
pv->extracrouch += host_frametime * 400;
else if (pv->extracrouch < 0)
pv->extracrouch = 0;
}
else
{
if (pv->crouchspeed < 0)
pv->crouchspeed = -pv->crouchspeed/2;
if (orgz - pv->oldz > movevars.stepheight+2)
{
// if on steep stairs, increase speed
if (pv->crouchspeed < 160)
{
pv->extracrouch = orgz - pv->oldz - host_frametime * 200 - 15;
pv->extracrouch = min(pv->extracrouch, 5);
}
pv->crouchspeed = 160;
}
pv->oldz += host_frametime * pv->crouchspeed;
if (pv->oldz > orgz)
pv->oldz = orgz;
// if (orgz - pv->oldz > 15 + pv->extracrouch)
if (pv->oldz < orgz - 15 + pv->extracrouch)
pv->oldz = orgz - 15 - pv->extracrouch;
if (pv->extracrouch >= host_frametime * 200)
pv->extracrouch -= host_frametime * 200;
else if (pv->extracrouch > 0)
pv->extracrouch = 0;
}
pv->crouch = pv->oldz - orgz;
}
else
{
// in air or moving down
pv->oldz = orgz;
if (pv->crouch > 0)
{
//step-down
pv->crouch -= host_frametime * 150;
if (orgz - pv->oldz > 0)
pv->crouch += orgz - pv->oldz; //if the view moved down, remove that amount from our crouching to avoid unneeded bobbing
if (pv->crouch > 0)
pv->crouch = 0;
pv->crouchspeed = -100;
}
else
{ //step-up
pv->crouch += host_frametime * 150;
if (orgz - pv->oldz < 0)
pv->crouch -= orgz - pv->oldz; //if the view moved down, remove that amount from our crouching to avoid unneeded bobbing
if (pv->crouch > 0)
pv->crouch = 0;
pv->crouchspeed = 100;
}
pv->extracrouch = 0;
}
}
float LerpAngles360(float to, float from, float frac)
{
float delta;
delta = (from-to);
if (delta > 180)
delta -= 360;
if (delta < -180)
delta += 360;
return to + frac*delta;
}
short LerpAngles16(short to, short from, float frac)
{
int delta;
delta = (from-to);
if (delta > 32767)
delta -= 65535;
if (delta < -32767)
delta += 65535;
return to + frac*delta;
}
void CL_CalcClientTime(void)
{
if (!cls.state)
{
cl.servertime += host_frametime;
cl.time = cl.servertime;
return;
}
else// if (cls.protocol != CP_QUAKE3)
{
// float oldst = realtime;
if (cls.demoplayback && cls.timedemo)
{ //more deterministic. one frame is drawn per demo packet parsed. so sync to it as closely as possible.
/*NOTE: this also has the effect of speeding up particles etc*/
extern float olddemotime;
cl.servertime = olddemotime;
}
//q2 has no drifting (our code can't cope with picking anything beyond old/new snapshots, and frankly its 10fps which is horrendous enough as it is).
//q3 always drifts (gamecode does snapshot selection).
//qw code can drift (but oh noes! my latency!)
//FIXME: nq code should be able to drift, but is apparently buggy somewhere and ends up uncomfortably stuttery right now.
//default is to drift in demos+SP but not live (oh noes! added latency!)
if (cls.protocol == CP_QUAKE2 || cls.protocol==CP_NETQUAKE/*FIXME*/ || (cls.protocol != CP_QUAKE3 && (!cl_lerp_smooth.ival || (cl_lerp_smooth.ival == 2 && !(cls.demoplayback || cl.allocated_client_slots == 1 || cl.playerview[0].spectator))) && cls.demoplayback != DPB_MVD))
{ //no drift logic
float f;
f = cl.gametime - cl.oldgametime;
if (f > 0.1)
f = 0.1;
f = (realtime - cl.gametimemark) / (f);
f = bound(0, f, 1);
cl.servertime = cl.gametime*f + cl.oldgametime*(1-f);
}
else
{ //funky magic drift logic. we be behind the most recent frame in order to attempt to cover network congestions (which is apparently common in germany).
float min, max;
// oldst = cl.servertime;
max = cl.gametime;
min = cl.oldgametime;
FloatInterpolate(min, cl_lerp_driftfrac.value, max, min);
min += cl_lerp_driftbias.value;
if (max < min)
max = min;
if (max)
{
extern cvar_t cl_demospeed;
if (cls.demoplayback && cl_demospeed.value > 0 && cls.state == ca_active)
cl.servertime += host_frametime*cl_demospeed.value;
else
cl.servertime += host_frametime;
}
else
cl.servertime = 0;
if (!cl.oldgametime)
cl.servertime = max; //map start (or reload/connect or something). snap to current.
else if (cl.servertime > min)
{
if (cl.servertime > max)
{
cl.servertime = max;
// Con_Printf("clamped to new time\n");
}
else
{
cl.servertime -= 0.02*(max - cl.servertime);
if (cl.servertime < cl.time)
cl.servertime = cl.time;
}
}
if (cl.servertime < min)
{
if (cl.servertime < min-0.5)
{
cl.servertime = min-0.5;
// Con_Printf("clamped to old time\n");
}
else if (cl.servertime < min-0.3)
{
cl.servertime += 0.02*(min - cl.servertime);
// Con_Printf("running really slow\n");
}
else
{
cl.servertime += 0.01*(min - cl.servertime);
// Con_Printf("running slow\n");
}
}
}
cl.time = cl.servertime;
/* if (oldst == 0)
{
int i;
for (i = 0; i < cl.allocated_client_slots; i++)
{
cl.players[i].entertime += cl.servertime;
}
}
*/
return;
}
#if 0
if (cls.protocol == CP_NETQUAKE || (cls.demoplayback && cls.demoplayback != DPB_MVD && cls.demoplayback != DPB_EZTV))
{
float want;
// float off;
want = cl.oldgametime + realtime - cl.gametimemark;
// off = (want - cl.time);
if (want>cl.time) //don't decrease
cl.time = want;
// Con_Printf("Drifted to %f off by %f\n", cl.time, off);
// Con_Printf("\n");
if (cl.time > cl.gametime)
{
cl.time = cl.gametime;
// Con_Printf("max TimeClamp\n");
}
if (cl.time < cl.oldgametime)
{
cl.time = cl.oldgametime;
// Con_Printf("old TimeClamp\n");
}
}
else
{
if (cl_pushlatency.value > 0)
Cvar_Set (&cl_pushlatency, "0");
cl.time = realtime - cls.latency - cl_pushlatency.value*0.001;
if (cl.time > realtime)
cl.time = realtime;
}
#endif
}
static void CL_DecodeStateSize(unsigned int solid, int modelindex, vec3_t mins, vec3_t maxs)
{
if (solid == ES_SOLID_BSP)
{
if (modelindex < MAX_PRECACHE_MODELS && cl.model_precache[modelindex] && cl.model_precache[modelindex]->loadstate == MLS_LOADED)
{
VectorCopy(cl.model_precache[modelindex]->mins, mins);
VectorCopy(cl.model_precache[modelindex]->maxs, maxs);
}
else
{
VectorClear(mins);
VectorClear(maxs);
}
}
else if (solid)
COM_DecodeSize(solid, mins, maxs);
else
{
VectorClear(mins);
VectorClear(maxs);
}
}
/*called on packet reception*/
#include "pr_common.h"
static void CL_EntStateToPlayerState(player_state_t *plstate, entity_state_t *state)
{
vec3_t a;
int pmtype;
unsigned int flags = plstate->flags;
qboolean onground = plstate->onground;
qboolean jumpheld = plstate->jump_held;
vec3_t vel;
VectorCopy(plstate->velocity, vel);
memset(plstate, 0, sizeof(*plstate));
plstate->jump_held = jumpheld;
switch(state->u.q1.pmovetype & 0x3f)
{
case MOVETYPE_NOCLIP:
if (cls.z_ext & Z_EXT_PM_TYPE_NEW)
pmtype = PM_SPECTATOR;
else
pmtype = PM_OLD_SPECTATOR;
break;
case MOVETYPE_FLY:
pmtype = PM_FLY;
break;
case MOVETYPE_NONE:
pmtype = PM_NONE;
break;
case MOVETYPE_BOUNCE:
case MOVETYPE_TOSS:
pmtype = PM_DEAD;
break;
case MOVETYPE_WALLWALK:
pmtype = PM_WALLWALK;
break;
case MOVETYPE_6DOF:
pmtype = PM_6DOF;
break;
default:
pmtype = PM_NORMAL;
break;
}
VectorCopy(state->origin, plstate->origin);
if (cls.protocol == CP_NETQUAKE && !(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS))
{ //nq is annoying, this stuff wasn't part of the entity state, so don't break it
VectorCopy(vel, plstate->velocity);
pmtype = PM_NORMAL;
plstate->onground = onground;
}
else
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
{
VectorScale(state->u.q1.velocity, 1/8.0, plstate->velocity);
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
plstate->onground = !!(state->u.q1.pmovetype&128);
plstate->jump_held = !!(state->u.q1.pmovetype&64);
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
}
plstate->pm_type = pmtype;
plstate->flags = flags & PF_INWATER;
plstate->viewangles[0] = SHORT2ANGLE(state->u.q1.vangle[0]);
plstate->viewangles[1] = SHORT2ANGLE(state->u.q1.vangle[1]);
plstate->viewangles[2] = SHORT2ANGLE(state->u.q1.vangle[2]);
if (!state->u.q1.gravitydir[0] && !state->u.q1.gravitydir[1])
VectorSet(plstate->gravitydir, 0, 0, -1);
else
{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
a[0] = ((192+state->u.q1.gravitydir[0])/256.0f) * 360;
a[1] = (state->u.q1.gravitydir[1]/256.0f) * 360;
a[2] = 0;
AngleVectors(a, plstate->gravitydir, NULL, NULL);
}
if (!state->solidsize || !(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS))
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
{
VectorSet(plstate->szmins, -16, -16, -24);
VectorSet(plstate->szmaxs, 16, 16, 32);
}
else
CL_DecodeStateSize(state->solidsize, state->modelindex, plstate->szmins, plstate->szmaxs);
}
static void CL_EntStateToPlayerCommand(usercmd_t *cmd, entity_state_t *state, float age)
{
int msec;
float extra;
memset(cmd, 0, sizeof(*cmd));
extra = /*-cls.latency + */ 0.02; //network latency
extra += age; //if the state is not exactly current
// extra += realtime - cl.inframes[cl.validsequence&UPDATE_MASK].receivedtime;
// extra += (cl.inframes[cl.validsequence&UPDATE_MASK].receivedtime - cl.inframes[cl.oldvalidsequence&UPDATE_MASK].receivedtime)*4;
msec = 1000*extra;
// Con_DPrintf("%i: age = %i, stale=%i\n", state->number, msec, state->u.q1.msec);
msec += state->u.q1.msec; //this is the age on the server
cmd->msec = bound(0, msec, 250);
cmd->forwardmove = state->u.q1.movement[0];
cmd->sidemove = state->u.q1.movement[1];
cmd->upmove = state->u.q1.movement[2];
cmd->angles[0] = state->u.q1.vangle[0];// * -3 *65536/360.0;
cmd->angles[1] = state->u.q1.vangle[1];// * 65536/360.0;
cmd->angles[2] = state->u.q1.vangle[2];// * 65536/360.0;
}
void CL_PredictEntityMovement(entity_state_t *estate, float age)
{
player_state_t startstate, resultstate;
usercmd_t cmd;
int oldphysent;
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
extern cvar_t cl_predict_players;
//build the entitystate state into a player state for prediction to use
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
if (!estate->u.q1.pmovetype || !cl_predict_players.ival || age <= 0)
VectorCopy(estate->origin, estate->u.q1.predorg);
else
{
VectorClear(startstate.velocity);
startstate.onground = false;
startstate.jump_held = false;
startstate.flags = 0;
CL_EntStateToPlayerState(&startstate, estate);
CL_EntStateToPlayerCommand(&cmd, estate, age);
// cmd.forwardmove = 5000;
// cmd.msec = sin(realtime*6) * 128 + 128;
oldphysent = pmove.numphysent;
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
pmove.onground = startstate.onground;
CL_PredictUsercmd(0, estate->number, &startstate, &resultstate, &cmd); //uses player 0's maxspeed/grav...
pmove.numphysent = oldphysent;
VectorCopy(resultstate.origin, estate->u.q1.predorg);
}
}
/*
==============
CL_PredictMove
==============
*/
void CL_PredictMovePNum (int seat)
{
//when this is called, the entity states have been interpolated.
//interpolation state should be updated to match prediction state, so entities move correctly in mirrors/portals.
//this entire function is pure convolouted bollocks.
struct {
int frame;
double time;
player_state_t *state;
usercmd_t *cmd;
} from, to;
playerview_t *pv = &cl.playerview[seat];
int i;
float f;
outframe_t *backdate;
player_state_t framebuf[2]; //need two framebufs so we can interpolate between two states.
static player_state_t nullstate;
int oldphysent;
double simtime; //this is server time if nopred is set (lerp-only), and local time if we're predicting
extern cvar_t cl_netfps;
lerpents_t *le;
qboolean nopred;
qboolean lerpangles = false;
int trackent;
qboolean cam_nowlocked = false;
usercmd_t indcmd;
//these are to make svc_viewentity work better
float netfps = cl_netfps.value;
if (!netfps)
{
//every video frame has its own input frame.
simtime = realtime;
}
else
{
qboolean extrap = cl_predict_extrapolate.ival;
// float fps = 1/host_frametime;
// fps = bound(6.7, fps, cls.maxfps);
netfps = bound(6.7, netfps, cls.maxfps);
// if (netfps > fps)
// netfps = fps;
if (!*cl_predict_extrapolate.string)
extrap = netfps < 30;
if (cls.protocol == CP_NETQUAKE && CPNQ_IS_DP)
extrap = true; //DP servers do a nasty thing where they send packets without any entities. This messes with our timings. Its much smoother to just always use extrapolation in this case (otherwise we'd have to backdate too much for prediction to do much).
if (!extrap)
{
//interpolate. The input rate is completely smoothed out, at the cost of some latency.
//You can still get juddering if the video rate doesn't match the monitor refresh rate (and isn't so high that it doesn't matter).
//note that the code below will back-date input frames if the server acks too fast.
simtime = realtime - (1.0/netfps);
}
else
{
//extrapolate if we've a low net rate. This should reduce apparent lag, but will be jerky if the net rate is not an (inverse) multiple of the monitor rate.
//this is in addition to any monitor desync.
simtime = realtime;
}
}
if (cls.demoplayback == DPB_QUAKEWORLD || pv->cam_state == CAM_EYECAM)
simtime -= cls.latency; //push back when playing demos.
simtime += bound(-0.5, cl_predict_timenudge.value, 0.5);
pv->nolocalplayer = !!(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS) || (cls.protocol != CP_QUAKEWORLD);
if (!pv->spectator && (pv->cam_state != CAM_FREECAM || pv->cam_spec_track != -1)) //just in case
{
if (pv->cam_state != CAM_FREECAM)
pv->viewentity = (cls.demoplayback)?0:(pv->playernum+1);
pv->cam_state = CAM_FREECAM;
pv->cam_spec_track = -1;
}
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
if (!cl.worldmodel || cl.worldmodel->loadstate != MLS_LOADED)
return;
pv->crouch = 0;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
CLQ2_PredictMovement(seat);
return;
}
#endif
if (cl.paused && !(cls.demoplayback!=DPB_MVD && cls.demoplayback!=DPB_EZTV) && pv->cam_state == CAM_FREECAM)
return;
if (!cl.validsequence)
{
return;
}
if (cl.intermissionmode == IM_QWSCORES)
{
//quakeworld locks view position once you hit intermission.
VectorCopy (pv->intermissionangles, pv->simangles);
return;
}
else if (cl.intermissionmode != IM_NONE)
lerpangles = false; //will do angles later.
else
{
if (cl.currentpackentities && cl.currentpackentities->fixangles[seat])
{
if (cl.previouspackentities && cl.previouspackentities->fixangles[seat]==cl.currentpackentities->fixangles[seat])
{
for (i = 0; i < 3; i++)
pv->simangles[i] = LerpAngles360(cl.currentpackentities->fixedangles[seat][i], cl.previouspackentities->fixedangles[seat][i], 1-(cl.previouspackentities->fixangles[seat]?cl.packfrac:1));
}
else
VectorCopy(cl.currentpackentities->fixedangles[seat], pv->simangles);
if (cls.demoplayback)
VectorCopy(pv->simangles, pv->viewangles);
if (cl.currentpackentities->fixangles[seat] == 2)
lerpangles = (cls.demoplayback == DPB_QUAKEWORLD);
}
else
{
lerpangles = (cls.demoplayback == DPB_QUAKEWORLD);
VectorCopy (pv->viewangles, pv->simangles);
}
}
//if we now know where our target player is, we can finally lock on to them.
if (pv->cam_state == CAM_PENDING && pv->cam_spec_track >= 0 && pv->cam_spec_track < cl.allocated_client_slots && pv->viewentity != pv->cam_spec_track+1)
{
if ((cl.inframes[cl.validsequence & UPDATE_MASK].playerstate[pv->cam_spec_track].messagenum == cl.validsequence) ||
(pv->cam_spec_track+1 < cl.maxlerpents && cl.lerpents[pv->cam_spec_track+1].sequence == cl.lerpentssequence))
{
pv->cam_state = CAM_EYECAM;
pv->viewentity = pv->cam_spec_track+1;
cam_nowlocked = true;
}
}
if (pv->cam_state == CAM_WALLCAM)
trackent = pv->cam_spec_track+1;
else
trackent = pv->viewentity;
nopred = cl_nopred.ival;
//don't wrap
if (!cl.ackedmovesequence)
nopred = true;
else if (cl.movesequence - cl.ackedmovesequence >= UPDATE_BACKUP-1)
nopred = true;
//these things also force-disable prediction
if ((cls.demoplayback==DPB_MVD || cls.demoplayback == DPB_EZTV) ||
cl.intermissionmode != IM_NONE || cl.paused || pv->pmovetype == PM_NONE || pv->pmovetype == PM_FREEZE || CAM_ISLOCKED(pv))
{
nopred = true;
}
// figure out the first frame to lerp from.
// we generate one new input frame every 1/72th of a second, with a refresh rate of 60hz that's blatently obvious
// if we live in the present, we'll only have half a frame. in order to avoid extrapolation (which can give a swimmy feel), we live in the past by one frame time period
// if we're running somewhere with a low latency, we can get a reply from the server before our next input frame is even generated, so we need to go backwards beyond the current state
if (nopred)
{
lerpangles = false;
//match interpolation info
from.frame = ((char*)cl.previouspackentities - (char*)&cl.inframes[0].packet_entities) / sizeof(inframe_t);
from.time = cl.inframes[from.frame & UPDATE_MASK].packet_entities.servertime;
to.frame = ((char*)cl.currentpackentities - (char*)&cl.inframes[0].packet_entities) / sizeof(inframe_t);
to.time = cl.inframes[to.frame & UPDATE_MASK].packet_entities.servertime;
simtime = cl.currentpacktime;
to.cmd = from.cmd = NULL;
}
else
{
to.frame = from.frame = 0;
to.time = from.time = 0;
to.cmd = from.cmd = NULL;
//try to find the inbound frame that sandwiches the realtime that we're trying to simulate.
//if we're predicting, this will be some time in the future, and thus we'll be forced to pick the most recent frame.
//if we're interpolating, we'll need to grab the frame before that.
//we're only interested in inbound frames, not outbound, but its outbound frames that contain the prediction timing, so we need to look that up
//(note that in qw, inframe[i].ack==i holds true, but this code tries to be generic for unsyncronised protocols)
//(note that in nq, using outbound times means we'll skip over dupe states without noticing, and input packets with dupes should also be handled gracefully)
// Con_DPrintf("in:%i:%i out:%i:%i ack:%i\n", cls.netchan.incoming_sequence, cl.validsequence, cls.netchan.outgoing_sequence,cl.movesequence, cl.ackedmovesequence);
for (i = cl.validsequence; i >= cls.netchan.incoming_sequence - UPDATE_MASK; i--)
{
int out;
//skip frames which were not received, or are otherwise invalid. yay packetloss
if (cl.inframes[i & UPDATE_MASK].frameid != i || cl.inframes[i & UPDATE_MASK].invalid)
{
// Con_DPrintf("stale incoming command %i\n", i);
continue;
}
//each inbound frame tracks the outgoing frame that was last applied to it, and its outgoing frames that contain our timing info
out = cl.inframes[i&UPDATE_MASK].ackframe;
backdate = &cl.outframes[out & UPDATE_MASK];
if (backdate->cmd_sequence != out)
{
// Con_DPrintf("stale outgoing command %i (%i:%i:%i)\n", i, out, backdate->cmd_sequence, backdate->server_message_num);
continue;
}
//okay, looks valid
//if this is the first one we found, make sure both from+to are set properly
if (!from.frame)
{
from.frame = i;
from.time = backdate->senttime;
}
to = from;
to.state = NULL;
from.frame = i;
from.time = backdate->senttime;
from.cmd = &backdate->cmd[seat];
if (cl.inframes[to.frame&UPDATE_MASK].ackframe > pv->prop.sequence)
continue; //if we didn't predict to this frame yet, then the waterjump etc state will be invalid, so try to go for an older frame so that it actually propagates properly.
if (from.time < simtime && from.frame != to.frame)
break; //okay, we found the first frame that is older, no need to continue looking
}
}
// Con_DPrintf("sim%f, %i(%i-%i): old%f, cur%f\n", simtime, cl.ackedmovesequence, fromframe, toframe, fromtime, totime);
if ((pv->cam_state == CAM_WALLCAM || pv->cam_state == CAM_EYECAM) && trackent && trackent <= cl.allocated_client_slots)
{
from.state = &cl.inframes[from.frame & UPDATE_MASK].playerstate[trackent-1];
to.state = &cl.inframes[to.frame & UPDATE_MASK].playerstate[trackent-1];
}
else
{
if (cls.demoplayback==DPB_MVD || cls.demoplayback == DPB_EZTV)
{
pv->nolocalplayer = false;
from.state = &cl.inframes[cl.ackedmovesequence & UPDATE_MASK].playerstate[pv->playernum];
to.state = &cl.inframes[cl.movesequence & UPDATE_MASK].playerstate[pv->playernum];
}
else
{
from.state = &cl.inframes[from.frame & UPDATE_MASK].playerstate[pv->playernum];
to.state = &cl.inframes[to.frame & UPDATE_MASK].playerstate[pv->playernum];
}
}
pv->pmovetype = to.state->pm_type;
le = &cl.lerpplayers[pv->playernum];
if (!from.cmd)
from.cmd = &cl.outframes[from.frame & UPDATE_MASK].cmd[pv->playernum];
if (!to.cmd)
to.cmd = &cl.outframes[to.frame & UPDATE_MASK].cmd[pv->playernum];
//if our network protocol doesn't have a concept of separate players, make sure our player states are updated from those entities
//fixme: use entity states instead of player states to avoid the extra work here
if (pv->nolocalplayer)
{
packet_entities_t *pe;
pe = &cl.inframes[from.frame & UPDATE_MASK].packet_entities;
if (!pe->num_entities && !from.frame)
pe = &cl.inframes[to.frame & UPDATE_MASK].packet_entities;
for (i = 0; i < pe->num_entities; i++)
{
if (pe->entities[i].number == trackent)
{
CL_EntStateToPlayerState(from.state, &pe->entities[i]);
if (nopred)
from.time -= (pe->entities[i].u.q1.msec / 1000.0f); //correct the time to match stale players
break;
}
}
if (i == pe->num_entities && pv->nolocalplayer)
{
if (cls.state >= ca_active)
return; //no player, nothing makes sense any more.
from.state = &nullstate;
nopred = true;
}
pe = &cl.inframes[to.frame & UPDATE_MASK].packet_entities;
for (i = 0; i < pe->num_entities; i++)
{
if (pe->entities[i].number == trackent)
{
CL_EntStateToPlayerState(to.state, &pe->entities[i]);
if (nopred)
to.time -= (pe->entities[i].u.q1.msec / 1000.0f); //correct the time to match stale players. FIXME: this can push the simtime into the 'future' resulting in stuttering
if (cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
{
#ifdef QUAKESTATS
//putting weapon frames in there was a stupid idea. qwisms I guess.
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
if (!(cls.fteprotocolextensions2 & PEXT2_PREDINFO))
{
pv->stats[STAT_WEAPONFRAME] = cl.players[pv->playernum].stats[STAT_WEAPONFRAME] = pe->entities[i].u.q1.weaponframe;
pv->statsf[STAT_WEAPONFRAME] = cl.players[pv->playernum].statsf[STAT_WEAPONFRAME] = pe->entities[i].u.q1.weaponframe;
}
#endif
pv->pmovetype = to.state->pm_type;
}
break;
}
}
if (i == pe->num_entities && pv->nolocalplayer)
{
to.state = &nullstate;
nopred = true;
}
if (pv->nolocalplayer && trackent < cl.maxlerpents)
{
le = &cl.lerpents[trackent];
if (le->sequence != cl.lerpentssequence)
nopred = true; //err, guys, this guy ain't valid... we don't know who we are! no point predicting.
}
}
// predict forward until cl.time <= to->senttime
oldphysent = pmove.numphysent;
CL_SetSolidPlayers();
pmove.skipent = trackent;
//just in case we don't run any prediction
VectorCopy(to.state->gravitydir, pmove.gravitydir);
//if all else fails...
pmove.pm_type = to.state->pm_type;
pmove.onground = to.state->onground;
VectorCopy(to.state->szmins, pmove.player_mins);
VectorCopy(to.state->szmaxs, pmove.player_maxs);
if (!nopred)
{
int stopframe;
//Con_Printf("Pred %i to %i\n", to.frame+1, min(from.frame+UPDATE_BACKUP, cl.movesequence));
//fix up sequence numbers for nq
int validsequence = cl.inframes[cl.validsequence&UPDATE_MASK].ackframe;
from.frame = cl.inframes[from.frame&UPDATE_MASK].ackframe;
to.frame = cl.inframes[to.frame&UPDATE_MASK].ackframe;
for (i=to.frame+1, stopframe=min(from.frame+UPDATE_BACKUP, cl.movesequence) ; i < stopframe; i++)
{
outframe_t *of = &cl.outframes[i & UPDATE_MASK];
if (to.time >= simtime)
break;
if (of->cmd_sequence != i)
{
// Con_DPrintf("trying to predict a frame which is no longer valid\n");
break;
}
//okay, move it forward a frame.
from = to;
to.cmd = &of->cmd[seat];
to.time = of->senttime;
to.frame = i;//qw debug
to.state = &framebuf[to.frame&1];
if (from.frame == pv->prop.sequence && pv->prop.sequence)
{
if (!(cls.z_ext & Z_EXT_PF_ONGROUND))
from.state->onground = pv->prop.onground;
if (!(cls.z_ext & Z_EXT_PM_TYPE))
from.state->jump_held = pv->prop.jump_held;
from.state->jump_msec = pv->prop.jump_msec;
from.state->waterjumptime = pv->prop.waterjumptime;
if (!(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS))
VectorCopy(pv->prop.gravitydir, from.state->gravitydir);
}
CL_PredictUsercmd (seat, trackent, from.state, to.state, to.cmd);
if (i <= validsequence && simtime >= to.time)
{ //this frame is final keep track of our propagated values.
pv->prop.onground = pmove.onground;
pv->prop.jump_held = pmove.jump_held;
pv->prop.jump_msec = pmove.jump_msec;
pv->prop.waterjumptime = pmove.waterjumptime;
VectorCopy(pmove.gravitydir, pv->prop.gravitydir);
pv->prop.sequence = i;
}
}
if (simtime > to.time)
{
//extrapolate X extra seconds
float msec;
msec = ((simtime - to.time) * 1000);
if (msec >= 1)
{
from = to;
if (cl_pendingcmd[seat].msec && !cls.demoplayback)
indcmd = cl_pendingcmd[seat];
else
indcmd = *to.cmd;
to.cmd = &indcmd;
to.time = simtime;
to.frame+=1;
to.state = &framebuf[to.frame&1];
if (cls.demoplayback)
{
extern cvar_t cl_demospeed;
msec *= cl_demospeed.value;
}
to.cmd->msec = bound(0, msec, 250);
if (from.frame == pv->prop.sequence && pv->prop.sequence)
{ //overwrite non-networked state, to propagate it as required.
if (!(cls.z_ext & Z_EXT_PF_ONGROUND))
from.state->onground = pv->prop.onground;
if (!(cls.z_ext & Z_EXT_PM_TYPE))
from.state->jump_held = pv->prop.jump_held;
from.state->jump_msec = pv->prop.jump_msec;
from.state->waterjumptime = pv->prop.waterjumptime;
if (!(cls.fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS))
VectorCopy(pv->prop.gravitydir, from.state->gravitydir);
}
// Con_DPrintf(" extrap %i: %f-%f (%g)\n", toframe, fromtime, simtime, simtime-fromtime);
CL_PredictUsercmd (seat, trackent, from.state, to.state, to.cmd);
}
}
pv->onground = pmove.onground;
pv->pmovetype = to.state->pm_type;
}
pmove.numphysent = oldphysent;
if (to.time == from.time)
{
VectorCopy (to.state->velocity, pv->simvel);
VectorCopy (to.state->origin, pv->simorg);
if (trackent && trackent != pv->playernum+1 && pv->cam_state == CAM_EYECAM)
VectorCopy(to.state->viewangles, pv->simangles);
//Con_DPrintf("%f %f %f\n", fromtime, simtime, totime);
}
else
{
vec3_t move;
// now interpolate some fraction of the final frame
f = (simtime - from.time) / (to.time - from.time);
if (f < 0)
f = 0;
if (f > 1)
f = 1;
//Con_DPrintf("%i:%f %f %i:%f (%f)\n", fromframe, fromtime, simtime, toframe, totime, f);
VectorSubtract(to.state->origin, from.state->origin, move);
if (DotProduct(move, move) > 128*128)
{
// teleported, so don't lerp
VectorCopy (to.state->velocity, pv->simvel);
VectorCopy (to.state->origin, pv->simorg);
}
else
{
for (i=0 ; i<3 ; i++)
{
pv->simorg[i] = (1-f)*from.state->origin[i] + f*to.state->origin[i];
pv->simvel[i] = (1-f)*from.state->velocity[i] + f*to.state->velocity[i];
if (trackent && trackent != pv->playernum+1 && pv->cam_state == CAM_EYECAM)
{
pv->simangles[i] = LerpAngles360(from.state->viewangles[i], to.state->viewangles[i], f);// * (360.0/65535);
// pv->viewangles[i] = LerpAngles16(fromstate->command.angles[i], tostate->command.angles[i], f) * (360.0/65535);
}
else if (lerpangles)
pv->simangles[i] = LerpAngles16(from.cmd->angles[i], to.cmd->angles[i], f) * (360.0/65535);
}
}
}
if (cls.protocol == CP_NETQUAKE && nopred)
{
pv->onground = to.state->onground;
if (to.state->flags & PF_INWATER)
{
pmove.watertype = FTECONTENTS_WATER; //don't really know.
pmove.waterlevel = 3; //pick one at random.
}
else
{
pmove.watertype = FTECONTENTS_EMPTY;
pmove.waterlevel = 0;
}
}
else
CL_CatagorizePosition(pv, to.state->origin);
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
CL_CalcCrouch (pv);
pv->waterlevel = pmove.waterlevel;
if (!DotProduct(pmove.gravitydir,pmove.gravitydir))
VectorSet(pmove.gravitydir, 0, 0, -1);
else
VectorCopy(pmove.gravitydir, pv->gravitydir);
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
if (cl.intermissionmode != IM_NONE && le)
{
VectorCopy(le->angles, pv->simangles);
VectorCopy(pv->simangles, pv->viewangles);
}
else if (le && pv->cam_state == CAM_FREECAM)
{
//keep the entity tracking the prediction position, so mirrors don't go all weird
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
VectorMA(pv->simorg, -pv->crouch, pv->gravitydir, le->origin);
#ifdef QUAKESTATS
if (pv->stats[STAT_HEALTH] > 0)
#endif
{
VectorScale(pv->simangles, 1, le->angles);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
if (pv->pmovetype != PM_6DOF)
le->angles[0] *= 0.333;
le->angles[0] *= r_meshpitch.value;
le->angles[2] *= r_meshroll.value;
}
}
if (cam_nowlocked)
Cam_NowLocked(pv);
if (pv->cam_state == CAM_WALLCAM)
{
vec3_t dir;
VectorSubtract(pv->simorg, pv->cam_desired_position, dir);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
VectorAngles(dir, NULL, pv->simangles, false);
VectorCopy(pv->simangles, pv->viewangles);
pv->viewangles[0] = anglemod(pv->viewangles[0]);
if (pv->viewangles[0] > 180)
pv->viewangles[0] -= 360;
VectorCopy(pv->cam_desired_position, pv->simorg);
VectorClear(pv->simvel);
}
if (cam_nowlocked)
{
//invalidate the roll, so we don't spin when switching povs
pv->rollangle = V_CalcRoll(pv->simangles, pv->simvel);
pv->vm.oldmodel = NULL; //invalidate the viewmodel, so the lerps get reset
}
}
void CL_PredictMove (void)
{
int i;
// Set up prediction for other players
CL_SetUpPlayerPrediction(false);
// do client side motion prediction
for (i = 0; i < cl.splitclients; i++)
CL_PredictMovePNum(i);
// Set up prediction for other players
CL_SetUpPlayerPrediction(true);
VALGRIND_MAKE_MEM_UNDEFINED(&pmove.onground, sizeof(pmove.onground));
}
/*
==============
CL_InitPrediction
==============
*/
void CL_InitPrediction (void)
{
extern char cl_predictiongroup[];
Cvar_Register (&cl_pushlatency, cl_predictiongroup);
Cvar_Register (&cl_nopred, cl_predictiongroup);
Cvar_Register (&cl_predict_extrapolate, cl_predictiongroup);
Cvar_Register (&cl_predict_timenudge, cl_predictiongroup);
Cvar_Register (&cl_lerp_smooth, cl_predictiongroup);
Cvar_Register (&cl_lerp_driftbias, cl_predictiongroup);
Cvar_Register (&cl_lerp_driftfrac, cl_predictiongroup);
}