fteqw/engine/client/cl_pred.c
Spoike 1693ba6c58 revamped fog to use glsl. shouldn't harm framerate quite so much.
tweeked d3d renderer. certain shader constructs might be broken now so don't try q3 with it, but framerates are up when playing quake.
tweeked gl rendering too, timedemo results seem a little higher also.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3933 fc73d0e0-1445-4013-8a0c-d673dee63da5
2011-12-23 03:12:29 +00:00

1020 lines
23 KiB
C

/*
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_nopred = SCVAR("cl_nopred","0");
extern cvar_t cl_lerp_players;
cvar_t cl_pushlatency = SCVAR("pushlatency","-999");
extern frame_t *view_frame;
#define MAX_PARSE_ENTITIES 1024
extern entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES];
extern float pm_airaccelerate;
extern usercmd_t independantphysics[MAX_SPLITS];
#ifdef Q2CLIENT
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
vec3_t cl_predicted_origins[UPDATE_BACKUP];
/*
===================
CL_CheckPredictionError
===================
*/
#ifdef Q2BSPS
void CLQ2_CheckPredictionError (void)
{
int frame;
int delta[3];
int i;
int len;
if (cl_nopred.value || (cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION))
return;
// calculate the last usercmd_t we sent that the server has processed
frame = cls.netchan.incoming_acknowledged;
frame &= (UPDATE_MASK);
// compare what the server returned with what we had predicted it to be
VectorSubtract (cl.q2frame.playerstate.pmove.origin, cl_predicted_origins[frame], delta);
// save the prediction error for interpolation
len = abs(delta[0]) + abs(delta[1]) + abs(delta[2]);
if (len > 640) // 80 world units
{ // a teleport or something
VectorClear (cl.prediction_error);
}
else
{
// 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]);
VectorCopy (cl.q2frame.playerstate.pmove.origin, cl_predicted_origins[frame]);
// save for error itnerpolation
for (i=0 ; i<3 ; i++)
cl.prediction_error[i] = delta[i]*0.125;
}
}
/*
====================
CL_ClipMoveToEntities
====================
*/
void CLQ2_ClipMoveToEntities ( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, trace_t *tr )
{
int i, x, zd, zu;
trace_t trace;
float *angles;
entity_state_t *ent;
int num;
model_t *cmodel;
vec3_t bmins, bmaxs;
for (i=0 ; i<cl.q2frame.num_entities ; i++)
{
num = (cl.q2frame.parse_entities + i)&(MAX_PARSE_ENTITIES-1);
ent = &cl_parse_entities[num];
if (!ent->solid)
continue;
if (ent->number == cl.playernum[0]+1)
continue;
if (ent->solid == 31)
{ // special value for bmodel
cmodel = cl.model_precache[ent->modelindex];
if (!cmodel)
continue;
angles = ent->angles;
}
else
{ // encoded bbox
x = 8*(ent->solid & 31);
zd = 8*((ent->solid>>5) & 31);
zu = 8*((ent->solid>>10) & 63) - 32;
bmins[0] = bmins[1] = -x;
bmaxs[0] = bmaxs[1] = x;
bmins[2] = -zd;
bmaxs[2] = zu;
cmodel = CM_TempBoxModel (bmins, bmaxs);
angles = vec3_origin; // boxes don't rotate
}
if (tr->allsolid)
return;
trace = CM_TransformedBoxTrace (cmodel, start, end,
mins, maxs, MASK_PLAYERSOLID,
ent->origin, angles);
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
t = CM_BoxTrace (cl.worldmodel, start, end, mins, maxs, MASK_PLAYERSOLID);
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 = &cl_parse_entities[num];
if (ent->solid != 31) // 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
=================
*/
void CLQ2_PredictMovement (void) //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;
if (cls.state != ca_active)
return;
// if (cl_paused->value)
// return;
#ifdef Q2BSPS
if (cl_nopred.value || (cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION))
#endif
{ // just set angles
for (i=0 ; i<3 ; i++)
{
cl.predicted_angles[i] = cl.viewangles[0][i] + SHORT2ANGLE(cl.q2frame.playerstate.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));
pm.s = cl.q2frame.playerstate.pmove;
// SCR_DebugGraph (current - ack - 1, 0);
frame = 0;
// run frames
while (++ack < current)
{
frame = ack & (UPDATE_MASK);
cmd = (q2usercmd_t*)&cl.frames[frame].cmd[0];
pm.cmd = *cmd;
Q2_Pmove (&pm);
// save for debug checking
VectorCopy (pm.s.origin, cl_predicted_origins[frame]);
}
if (independantphysics[0].msec)
{
cmd = (q2usercmd_t*)&independantphysics[0];
pm.cmd = *cmd;
Q2_Pmove (&pm);
}
oldframe = (ack-2) & (UPDATE_MASK);
oldz = cl_predicted_origins[oldframe][2];
step = pm.s.origin[2] - oldz;
if (step > 63 && step < 160 && (pm.s.pm_flags & Q2PMF_ON_GROUND) )
{
cl.predicted_step = step * 0.125;
cl.predicted_step_time = realtime - host_frametime * 0.5;
}
cl.onground[0] = !!(pm.s.pm_flags & Q2PMF_ON_GROUND);
// copy results out for rendering
cl.predicted_origin[0] = pm.s.origin[0]*0.125;
cl.predicted_origin[1] = pm.s.origin[1]*0.125;
cl.predicted_origin[2] = pm.s.origin[2]*0.125;
VectorCopy (pm.viewangles, cl.predicted_angles);
#endif
}
/*
=================
CL_NudgePosition
If pmove.origin is in a solid position,
try nudging slightly on all axis to
allow for the cut precision of the net coordinates
=================
*/
void CL_NudgePosition (void)
{
vec3_t base;
int x, y;
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, player_state_t *from, player_state_t *to, usercmd_t *u)
{
extern vec3_t player_mins;
extern vec3_t player_maxs;
// split up very long moves
if (u->msec > 50)
{
player_state_t temp;
usercmd_t split;
split = *u;
split.msec /= 2;
CL_PredictUsercmd (pnum, from, &temp, &split);
CL_PredictUsercmd (pnum, &temp, to, &split);
return;
}
VectorCopy (from->origin, pmove.origin);
VectorCopy (u->angles, pmove.angles);
VectorCopy (from->velocity, pmove.velocity);
if (!(pmove.velocity[0] == 0) && !(pmove.velocity[0] != 0))
{
Con_Printf("nan velocity!\n");
pmove.velocity[0] = 0;
pmove.velocity[1] = 0;
pmove.velocity[2] = 0;
}
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;
movevars.entgravity = cl.entgravity[pnum];
movevars.maxspeed = cl.maxspeed[pnum];
movevars.bunnyspeedcap = cl.bunnyspeedcap;
pmove.onladder = false;
pmove.hullnum = from->hullnum;
if (cl.worldmodel->fromgame != fg_quake)
{
player_mins[0] = -16;
player_mins[1] = -16;
player_mins[2] = -24;
player_maxs[0] = 16;
player_maxs[1] = 16;
player_maxs[2] = 32;
VectorScale(player_mins, pmove.hullnum/56.0f, player_mins);
VectorScale(player_maxs, pmove.hullnum/56.0f, player_maxs);
}
else
{
VectorCopy(cl.worldmodel->hulls[pmove.hullnum&(MAX_MAP_HULLSM-1)].clip_mins, player_mins);
VectorCopy(cl.worldmodel->hulls[pmove.hullnum&(MAX_MAP_HULLSM-1)].clip_maxs, player_maxs);
}
if (pmove.hullnum & 128)
{ //this hack is for hexen2.
player_maxs[2] -= player_mins[2];
player_mins[2] = 0;
}
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);
to->onground = pmove.onground;
to->weaponframe = from->weaponframe;
to->pm_type = from->pm_type;
to->hullnum = from->hullnum;
}
//Used when cl_nopred is 1 to determine whether we are on ground, otherwise stepup smoothing code produces ugly jump physics
void CL_CatagorizePosition (int pnum)
{
if (cl.spectator)
{
cl.onground[pnum] = false; // in air
return;
}
VectorClear (pmove.velocity);
VectorCopy (cl.simorg[pnum], pmove.origin);
pmove.numtouch = 0;
PM_CategorizePosition ();
cl.onground[pnum] = 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 (int pnum, float stepchange)
{
qboolean teleported;
static vec3_t oldorigin[MAX_SPLITS];
static float oldz[MAX_SPLITS] = {0}, extracrouch[MAX_SPLITS] = {0}, crouchspeed[MAX_SPLITS] = {100,100};
vec3_t delta;
VectorSubtract(cl.simorg[pnum], oldorigin[pnum], delta);
teleported = Length(delta)>48;
VectorCopy (cl.simorg[pnum], oldorigin[pnum]);
if (teleported)
{
// possibly teleported or respawned
oldz[pnum] = cl.simorg[pnum][2];
extracrouch[pnum] = 0;
crouchspeed[pnum] = 100;
cl.crouch[pnum] = 0;
VectorCopy (cl.simorg[pnum], oldorigin[pnum]);
return;
}
if (cl.onground[pnum] && cl.simorg[pnum][2] - oldz[pnum] > 0)
{
if (cl.simorg[pnum][2] - oldz[pnum] > movevars.stepheight+2)
{
// if on steep stairs, increase speed
if (crouchspeed[pnum] < 160)
{
extracrouch[pnum] = cl.simorg[pnum][2] - oldz[pnum] - host_frametime * 200 - 15;
extracrouch[pnum] = min(extracrouch[pnum], 5);
}
crouchspeed[pnum] = 160;
}
oldz[pnum] += host_frametime * crouchspeed[pnum];
if (oldz[pnum] > cl.simorg[pnum][2])
oldz[pnum] = cl.simorg[pnum][2];
if (cl.simorg[pnum][2] - oldz[pnum] > 15 + extracrouch[pnum])
oldz[pnum] = cl.simorg[pnum][2] - 15 - extracrouch[pnum];
extracrouch[pnum] -= host_frametime * 200;
extracrouch[pnum] = max(extracrouch[pnum], 0);
cl.crouch[pnum] = oldz[pnum] - cl.simorg[pnum][2];
}
else
{
// in air or moving down
oldz[pnum] = cl.simorg[pnum][2];
cl.crouch[pnum] += host_frametime * 150;
if (cl.crouch[pnum] > 0)
cl.crouch[pnum] = 0;
crouchspeed[pnum] = 100;
extracrouch[pnum] = 0;
}
}
float LerpAngles360(float to, float from, float frac)
{
int delta;
delta = (from-to);
if (delta > 180)
delta -= 360;
if (delta < -180)
delta += 360;
return to + frac*delta;
}
//shamelessly ripped from zquake
extern cvar_t cl_nolerp;
static void CL_LerpMove (int pnum, float msgtime)
{
static int lastsequence = 0;
static vec3_t lerp_angles[3];
static vec3_t lerp_origin[3];
static float lerp_times[3];
static qboolean nolerp[2];
static float demo_latency = 0.01;
float frac;
float simtime;
int i;
int from, to;
if (!CL_MayLerp() || cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
return;
#ifdef NQPROT
if (cls.demoplayback == DPB_NETQUAKE)
return;
#endif
if (cls.netchan.outgoing_sequence < lastsequence)
{
// reset
lastsequence = -1;
lerp_times[0] = -1;
demo_latency = 0.01;
}
if (cls.netchan.outgoing_sequence > lastsequence)
{
lastsequence = cls.netchan.outgoing_sequence;
// move along
lerp_times[2] = lerp_times[1];
lerp_times[1] = lerp_times[0];
lerp_times[0] = msgtime;
VectorCopy (lerp_origin[1], lerp_origin[2]);
VectorCopy (lerp_origin[0], lerp_origin[1]);
VectorCopy (cl.simorg[pnum], lerp_origin[0]);
VectorCopy (lerp_angles[1], lerp_angles[2]);
VectorCopy (lerp_angles[0], lerp_angles[1]);
VectorCopy (cl.simangles[pnum], lerp_angles[0]);
nolerp[1] = nolerp[0];
nolerp[0] = false;
for (i = 0; i < 3; i++)
if (fabs(lerp_origin[0][i] - lerp_origin[1][i]) > 40)
break;
if (i < 3)
nolerp[0] = true; // a teleport or something
}
simtime = realtime - demo_latency;
// adjust latency
if (simtime > lerp_times[0])
{
// Com_DPrintf ("HIGH clamp\n");
demo_latency = realtime - lerp_times[0];
}
else if (simtime < lerp_times[2])
{
// Com_DPrintf (" low clamp\n");
demo_latency = realtime - lerp_times[2];
}
else
{
// drift towards ideal latency
float ideal_latency = (lerp_times[0] - lerp_times[2]) * 0.6;
if (demo_latency > ideal_latency)
demo_latency = max(demo_latency - host_frametime * 0.1, ideal_latency);
}
// decide where to lerp from
if (simtime > lerp_times[1])
{
from = 1;
to = 0;
}
else
{
from = 2;
to = 1;
}
if (nolerp[to])
return;
frac = (simtime - lerp_times[from]) / (lerp_times[to] - lerp_times[from]);
frac = bound (0, frac, 1);
for (i=0 ; i<3 ; i++)
{
cl.simorg[pnum][i] = lerp_origin[from][i] +
frac * (lerp_origin[to][i] - lerp_origin[from][i]);
cl.simangles[pnum][i] = LerpAngles360(lerp_angles[from][i], lerp_angles[to][i], frac);
}
// LerpVector (lerp_origin[from], lerp_origin[to], frac, cl.simorg);
// LerpAngles (lerp_angles[from], lerp_angles[to], frac, cl.simangles);
}
short LerpAngles16(short to, short from, float frac)
{
int delta;
delta = (from-to);
if (delta > 32767)
delta -= 65535;
if (delta < -32767)
delta += 65535;
return to + frac*delta;
}
void CL_CalcClientTime(void)
{
{
float oldst = realtime;
if (cls.protocol == CP_QUAKEWORLD && cls.demoplayback == DPB_MVD)
{
extern float nextdemotime, olddemotime, demtime;
float f;
f = (demtime - olddemotime) / (nextdemotime - olddemotime);
f = bound(0, f, 1);
cl.time = cl.servertime = cl.gametime*f + cl.oldgametime*(1-f);
}
else
{
float min, max;
oldst = cl.servertime;
max = cl.gametime;// - 5;
min = cl.oldgametime;// - 5;
cl.servertime += host_frametime;
if (cl.servertime > max)
{
if (cl.servertime > cl.gametime)
{
cl.servertime = cl.gametime;
// Con_Printf("clamped to new time\n");
}
else
{
cl.servertime -= 0.02*(cl.gametime - cl.servertime);
}
}
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 < MAX_CLIENTS; i++)
{
cl.players[i].entertime += cl.servertime;
}
}
return;
}
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
{
cl.time = realtime - cls.latency - cl_pushlatency.value*0.001;
if (cl.time > realtime)
cl.time = realtime;
}
}
/*
==============
CL_PredictMove
==============
*/
void CL_PredictMovePNum (int pnum)
{
frame_t ind;
int i;
float f;
frame_t *from, *to = NULL;
int oldphysent;
vec3_t lrp;
//these are to make svc_viewentity work better
float *vel;
float *org;
float stepheight = 0;
cl.nolocalplayer[pnum] = false;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
if (!cl.worldmodel || cl.worldmodel->needload)
return;
cl.crouch[pnum] = 0;
CLQ2_PredictMovement();
return;
}
#endif
if (cl_pushlatency.value > 0)
Cvar_Set (&cl_pushlatency, "0");
if (cl.paused && !(cls.demoplayback!=DPB_MVD && cls.demoplayback!=DPB_EZTV) && (!cl.spectator || !autocam[pnum]))
return;
if (cl.intermission && cl.intermission != 3 && cls.protocol == CP_QUAKEWORLD)
{
cl.crouch[pnum] = 0;
return;
}
#ifdef NQPROT
if (cls.protocol == CP_NETQUAKE)
{
cl.ackedinputsequence = cls.netchan.outgoing_sequence;
}
#endif
if (!cl.ackedinputsequence)
{
return;
}
CL_ClampPitch(pnum);
if (cls.netchan.outgoing_sequence - cl.ackedinputsequence >= UPDATE_BACKUP-1)
{ //lagging like poo.
if (!cl.intermission) //keep the angles working though.
VectorCopy (cl.viewangles[pnum], cl.simangles[pnum]);
return;
}
// this is the last frame received from the server
from = &cl.frames[cl.ackedinputsequence & UPDATE_MASK];
if (!cl.intermission)
{
VectorCopy (cl.viewangles[pnum], cl.simangles[pnum]);
}
vel = from->playerstate[cl.playernum[pnum]].velocity;
org = from->playerstate[cl.playernum[pnum]].origin;
#ifdef PEXT_SETVIEW
if (cl.viewentity[pnum])
{
if (cl.viewentity[pnum] < cl.maxlerpents)
{
cl.nolocalplayer[pnum] = true;
// Con_Printf("Using lerped pos\n");
org = cl.lerpents[cl.viewentity[pnum]].origin;
vel = vec3_origin;
goto fixedorg;
}
}
#endif
if (!from->playerstate[cl.playernum[pnum]].messagenum)
{
//no player states?? put the view on an ent
if (cl.playernum[pnum] < cl.maxlerpents)
{
cl.nolocalplayer[pnum] = true;
// Con_Printf("Using lerped pos\n");
org = cl.lerpents[cl.playernum[pnum]+1].origin;
vel = vec3_origin;
goto fixedorg;
}
}
if (((cl_nopred.value && cls.demoplayback!=DPB_MVD && cls.demoplayback != DPB_EZTV)|| cl.fixangle[pnum] || cl.paused))
{
if (cl_lerp_players.ival && !cls.demoplayback)
{
lerpents_t *le = &cl.lerpplayers[spec_track[pnum]];
org = le->origin;
vel = vec3_origin;
}
fixedorg:
VectorCopy (vel, cl.simvel[pnum]);
VectorCopy (org, cl.simorg[pnum]);
to = &cl.frames[cl.ackedinputsequence & UPDATE_MASK];
CL_CatagorizePosition(pnum);
goto out;
}
// predict forward until cl.time <= to->senttime
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (cl.playernum[pnum]);
to = &cl.frames[cl.ackedinputsequence & UPDATE_MASK];
if (Cam_TrackNum(pnum)>=0 && CL_MayLerp())
{
float f;
if (cl_lerp_players.ival)
{
lerpents_t *le = &cl.lerpplayers[spec_track[pnum]];
org = le->origin;
vel = vec3_origin;
VectorCopy(le->angles, cl.simangles[pnum]);
goto fixedorg;
}
to = &cl.frames[cl.ackedinputsequence & UPDATE_MASK];
from = &cl.frames[cl.oldvalidsequence & UPDATE_MASK];
//figure out the lerp factor
if (cl.gametime == cl.servertime)
f = 0;
else
f = (cl.gametime-cl.servertime)/(cl.gametime-cl.oldgametime);//f = (cl.time-cl.lerpents[state->number].lerptime)/cl.lerpents[state->number].lerprate;
if (f<0)
f=0;
if (f>1)
f=1;
// f = 1-f;
// calculate origin
for (i=0 ; i<3 ; i++)
{
lrp[i] = to->playerstate[cl.playernum[pnum]].origin[i] +
f * (from->playerstate[cl.playernum[pnum]].origin[i] - to->playerstate[cl.playernum[pnum]].origin[i]);
cl.simangles[pnum][i] = LerpAngles16(to->playerstate[spec_track[pnum]].command.angles[i], from->playerstate[spec_track[pnum]].command.angles[i], f)*360.0f/65535;
}
org = lrp;
goto fixedorg;
}
else
{
for (i=1 ; i<UPDATE_BACKUP-1 && cl.ackedinputsequence+i <
cls.netchan.outgoing_sequence; i++)
{
to = &cl.frames[(cl.ackedinputsequence+i) & UPDATE_MASK];
if (cl.intermission)
to->playerstate->pm_type = PM_FLY;
CL_PredictUsercmd (pnum, &from->playerstate[cl.playernum[pnum]]
, &to->playerstate[cl.playernum[pnum]], &to->cmd[pnum]);
cl.onground[pnum] = pmove.onground;
if (to->senttime >= realtime)
break;
from = to;
}
if (independantphysics[pnum].msec)
{
from = to;
to = &ind;
to->cmd[pnum] = independantphysics[pnum];
to->senttime = realtime;
CL_PredictUsercmd (pnum, &from->playerstate[cl.playernum[pnum]]
, &to->playerstate[cl.playernum[pnum]], &to->cmd[pnum]);
cl.onground[pnum] = pmove.onground;
}
stepheight = to->playerstate[cl.playernum[pnum]].origin[2] - from->playerstate[cl.playernum[pnum]].origin[2];
}
pmove.numphysent = oldphysent;
if (1)//!independantphysics.msec)
{
VectorCopy (to->playerstate[cl.playernum[pnum]].velocity, cl.simvel[pnum]);
VectorCopy (to->playerstate[cl.playernum[pnum]].origin, cl.simorg[pnum]);
}
else
{
// now interpolate some fraction of the final frame
if (to->senttime == from->senttime)
f = 0;
else
{
f = (realtime - from->senttime) / (to->senttime - from->senttime);
if (f < 0)
f = 0;
if (f > 1)
f = 1;
}
for (i=0 ; i<3 ; i++)
if ( fabs(org[i] - to->playerstate[cl.playernum[pnum]].origin[i]) > 128)
{ // teleported, so don't lerp
VectorCopy (to->playerstate[cl.playernum[pnum]].velocity, cl.simvel[pnum]);
VectorCopy (to->playerstate[cl.playernum[pnum]].origin, cl.simorg[pnum]);
goto out;
}
for (i=0 ; i<3 ; i++)
{
cl.simorg[pnum][i] = org[i]
+ f*(to->playerstate[cl.playernum[pnum]].origin[i] - org[i]);
cl.simvel[pnum][i] = vel[i]
+ f*(to->playerstate[cl.playernum[pnum]].velocity[i] - vel[i]);
}
CL_CatagorizePosition(pnum);
}
if (cls.demoplayback)
CL_LerpMove (pnum, to->senttime);
out:
CL_CalcCrouch (pnum, stepheight);
cl.waterlevel[pnum] = pmove.waterlevel;
}
void CL_PredictMove (void)
{
int i;
for (i = 0; i < cl.splitclients; i++)
CL_PredictMovePNum(i);
}
/*
==============
CL_InitPrediction
==============
*/
void CL_InitPrediction (void)
{
extern char cl_predictiongroup[];
Cvar_Register (&cl_pushlatency, cl_predictiongroup);
Cvar_Register (&cl_nopred, cl_predictiongroup);
}