2011-02-18 14:31:32 +00:00
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Copyright ( C ) 1999 - 2005 Id Software , Inc .
2015-11-13 22:41:34 +00:00
Copyright ( C ) 2002 - 2015 Q3Rally Team ( Per Thormann - q3rally @ gmail . com )
2011-02-18 14:31:32 +00:00
This file is part of q3rally source code .
q3rally source code is free software ; you can redistribute it
and / or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation ; either version 2 of the License ,
or ( at your option ) any later version .
q3rally source code is distributed in the hope that it will be
useful , but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with q3rally ; if not , write to the Free Software
Foundation , Inc . , 51 Franklin St , Fifth Floor , Boston , MA 02110 - 1301 USA
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
//
// cg_predict.c -- this file generates cg.predictedPlayerState by either
// interpolating between snapshots from the server or locally predicting
// ahead the client's movement.
// It also handles local physics interaction, like fragments bouncing off walls
# include "cg_local.h"
static pmove_t cg_pmove ;
static int cg_numSolidEntities ;
static centity_t * cg_solidEntities [ MAX_ENTITIES_IN_SNAPSHOT ] ;
static int cg_numTriggerEntities ;
static centity_t * cg_triggerEntities [ MAX_ENTITIES_IN_SNAPSHOT ] ;
// Q3Rally Code Start
/*
= = = = = = = = = = = = = = = = =
Com_LogPrintf
Print to the logfile
= = = = = = = = = = = = = = = = =
*/
void QDECL Com_LogPrintf ( const char * fmt , . . . ) {
va_list argptr ;
char string [ 1024 ] ;
fileHandle_t logFile ;
trap_FS_FOpenFile ( " cg_physics.log " , & logFile , FS_APPEND ) ;
va_start ( argptr , fmt ) ;
Q_vsnprintf ( string , sizeof ( string ) , fmt , argptr ) ;
va_end ( argptr ) ;
trap_FS_Write ( string , strlen ( string ) , logFile ) ;
trap_FS_FCloseFile ( logFile ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
CG_DebugDynamics
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void CG_DebugDynamics ( carBody_t * body , carPoint_t * points , int i ) {
Com_LogPrintf ( " \n " ) ;
Com_LogPrintf ( " PM_DebugDynamics: point ORIGIN - %.3f, %.3f, %.3f \n " , points [ i ] . r [ 0 ] , points [ i ] . r [ 1 ] , points [ i ] . r [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugDynamics: point VELOCITY - %.3f, %.3f, %.3f \n " , points [ i ] . v [ 0 ] , points [ i ] . v [ 1 ] , points [ i ] . v [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugDynamics: point ONGROUND - %i \n " , points [ i ] . onGround ) ;
Com_LogPrintf ( " PM_DebugDynamics: point NORMAL 1- %.3f, %.3f, %.3f \n " , points [ i ] . normals [ 0 ] [ 0 ] , points [ i ] . normals [ 0 ] [ 1 ] , points [ i ] . normals [ 0 ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugDynamics: point NORMAL 2- %.3f, %.3f, %.3f \n " , points [ i ] . normals [ 1 ] [ 0 ] , points [ i ] . normals [ 1 ] [ 1 ] , points [ i ] . normals [ 1 ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugDynamics: point NORMAL 3- %.3f, %.3f, %.3f \n " , points [ i ] . normals [ 2 ] [ 0 ] , points [ i ] . normals [ 2 ] [ 1 ] , points [ i ] . normals [ 2 ] [ 2 ] ) ;
// Com_LogPrintf("PM_DebugDynamics: point MASS - %.3f\n", points[pm->pDebug-1].mass);
Com_LogPrintf ( " PM_DebugDynamics: body ORIGIN - %.3f, %.3f, %.3f \n " , body - > r [ 0 ] , body - > r [ 1 ] , body - > r [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugDynamics: body VELOCITY - %.3f, %.3f, %.3f \n " , body - > v [ 0 ] , body - > v [ 1 ] , body - > v [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugDynamics: body ANG VELOCITY - %.3f, %.3f, %.3f \n " , body - > w [ 0 ] , body - > w [ 1 ] , body - > w [ 2 ] ) ;
// Com_LogPrintf("PM_DebugDynamics: body COM - %.3f, %.3f, %.3f\n", body->CoM[0], body->CoM[1], body->CoM[2]);
// Com_LogPrintf("PM_DebugDynamics: body MASS - %.3f\n", body->mass);
Com_LogPrintf ( " Direction vectors ---------------------------------------- \n " ) ;
Com_LogPrintf ( " PM_DebugDynamics: body FORWARD - %.3f, %.3f, %.3f \n " , body - > forward [ 0 ] , body - > forward [ 1 ] , body - > forward [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugDynamics: body RIGHT - %.3f, %.3f, %.3f \n " , body - > right [ 0 ] , body - > right [ 1 ] , body - > right [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugDynamics: body UP - %.3f, %.3f, %.3f \n " , body - > up [ 0 ] , body - > up [ 1 ] , body - > up [ 2 ] ) ;
Com_LogPrintf ( " \n " ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
CG_DebugForces
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
void CG_DebugForces ( carBody_t * body , carPoint_t * points , int i ) {
Com_LogPrintf ( " \n " ) ;
Com_LogPrintf ( " PM_DebugForces: point GRAVITY - %.3f, %.3f, %.3f \n " , points [ i ] . forces [ GRAVITY ] [ 0 ] , points [ i ] . forces [ GRAVITY ] [ 1 ] , points [ i ] . forces [ GRAVITY ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: point NORMAL - %.3f, %.3f, %.3f \n " , points [ i ] . forces [ NORMAL ] [ 0 ] , points [ i ] . forces [ NORMAL ] [ 1 ] , points [ i ] . forces [ NORMAL ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: point SHOCK - %.3f, %.3f, %.3f \n " , points [ i ] . forces [ SHOCK ] [ 0 ] , points [ i ] . forces [ SHOCK ] [ 1 ] , points [ i ] . forces [ SHOCK ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: point SPRING - %.3f, %.3f, %.3f \n " , points [ i ] . forces [ SPRING ] [ 0 ] , points [ i ] . forces [ SPRING ] [ 1 ] , points [ i ] . forces [ SPRING ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: point SWAY_BAR - %.3f, %.3f, %.3f \n " , points [ i ] . forces [ SWAY_BAR ] [ 0 ] , points [ i ] . forces [ SWAY_BAR ] [ 1 ] , points [ i ] . forces [ SWAY_BAR ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: point ROAD - %.3f, %.3f, %.3f \n " , points [ i ] . forces [ ROAD ] [ 0 ] , points [ i ] . forces [ ROAD ] [ 1 ] , points [ i ] . forces [ ROAD ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: point INTERNAL - %.3f, %.3f, %.3f \n " , points [ i ] . forces [ INTERNAL ] [ 0 ] , points [ i ] . forces [ INTERNAL ] [ 1 ] , points [ i ] . forces [ INTERNAL ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: point AIR_FRICTION - %.3f, %.3f, %.3f \n " , points [ i ] . forces [ AIR_FRICTION ] [ 0 ] , points [ i ] . forces [ AIR_FRICTION ] [ 1 ] , points [ i ] . forces [ AIR_FRICTION ] [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: point NETFORCE - %.3f, %.3f, %.3f \n " , points [ i ] . netForce [ 0 ] , points [ i ] . netForce [ 1 ] , points [ i ] . netForce [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: point fluidDensity - %.6f \n " , points [ i ] . fluidDensity ) ;
Com_LogPrintf ( " PM_DebugForces: body netForce - %.3f, %.3f, %.3f \n " , body - > netForce [ 0 ] , body - > netForce [ 1 ] , body - > netForce [ 2 ] ) ;
Com_LogPrintf ( " PM_DebugForces: body netMoment - %.3f, %.3f, %.3f \n " , body - > netMoment [ 0 ] , body - > netMoment [ 1 ] , body - > netMoment [ 2 ] ) ;
Com_LogPrintf ( " \n " ) ;
}
// END
/*
= = = = = = = = = = = = = = = = = = = =
CG_BuildSolidList
When a new cg . snap has been set , this function builds a sublist
of the entities that are actually solid , to make for more
efficient collision detection
= = = = = = = = = = = = = = = = = = = =
*/
void CG_BuildSolidList ( void ) {
int i ;
centity_t * cent ;
snapshot_t * snap ;
entityState_t * ent ;
cg_numSolidEntities = 0 ;
cg_numTriggerEntities = 0 ;
if ( cg . nextSnap & & ! cg . nextFrameTeleport & & ! cg . thisFrameTeleport ) {
snap = cg . nextSnap ;
} else {
snap = cg . snap ;
}
for ( i = 0 ; i < snap - > numEntities ; i + + ) {
cent = & cg_entities [ snap - > entities [ i ] . number ] ;
ent = & cent - > currentState ;
if ( ent - > eType = = ET_ITEM | | ent - > eType = = ET_PUSH_TRIGGER | | ent - > eType = = ET_TELEPORT_TRIGGER ) {
cg_triggerEntities [ cg_numTriggerEntities ] = cent ;
cg_numTriggerEntities + + ;
continue ;
}
if ( cent - > nextState . solid ) {
cg_solidEntities [ cg_numSolidEntities ] = cent ;
cg_numSolidEntities + + ;
continue ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = =
CG_ClipMoveToEntities
= = = = = = = = = = = = = = = = = = = =
*/
static void CG_ClipMoveToEntities ( const vec3_t start , const vec3_t mins , const vec3_t maxs , const vec3_t end ,
int skipNumber , int mask , trace_t * tr ) {
int i , x , zd , zu ;
trace_t trace ;
entityState_t * ent ;
clipHandle_t cmodel ;
vec3_t bmins , bmaxs ;
vec3_t origin , angles ;
centity_t * cent ;
for ( i = 0 ; i < cg_numSolidEntities ; i + + ) {
cent = cg_solidEntities [ i ] ;
ent = & cent - > currentState ;
if ( ent - > number = = skipNumber ) {
continue ;
}
if ( ent - > solid = = SOLID_BMODEL ) {
// special value for bmodel
cmodel = trap_CM_InlineModel ( ent - > modelindex ) ;
VectorCopy ( cent - > lerpAngles , angles ) ;
BG_EvaluateTrajectory ( & cent - > currentState . pos , cg . physicsTime , origin ) ;
} else {
// encoded bbox
x = ( ent - > solid & 255 ) ;
zd = ( ( ent - > solid > > 8 ) & 255 ) ;
zu = ( ( ent - > solid > > 16 ) & 255 ) - 32 ;
bmins [ 0 ] = bmins [ 1 ] = - x ;
bmaxs [ 0 ] = bmaxs [ 1 ] = x ;
bmins [ 2 ] = - zd ;
bmaxs [ 2 ] = zu ;
cmodel = trap_CM_TempBoxModel ( bmins , bmaxs ) ;
VectorCopy ( vec3_origin , angles ) ;
VectorCopy ( cent - > lerpOrigin , origin ) ;
}
trap_CM_TransformedBoxTrace ( & trace , start , end ,
mins , maxs , cmodel , mask , origin , angles ) ;
if ( trace . allsolid | | trace . fraction < tr - > fraction ) {
trace . entityNum = ent - > number ;
* tr = trace ;
} else if ( trace . startsolid ) {
tr - > startsolid = qtrue ;
}
if ( tr - > allsolid ) {
return ;
}
}
}
/*
= = = = = = = = = = = = = = = =
CG_Trace
= = = = = = = = = = = = = = = =
*/
void CG_Trace ( trace_t * result , const vec3_t start , const vec3_t mins , const vec3_t maxs , const vec3_t end ,
int skipNumber , int mask ) {
trace_t t ;
trap_CM_BoxTrace ( & t , start , end , mins , maxs , 0 , mask ) ;
t . entityNum = t . fraction ! = 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE ;
// check all other solid models
CG_ClipMoveToEntities ( start , mins , maxs , end , skipNumber , mask , & t ) ;
* result = t ;
}
/*
= = = = = = = = = = = = = = = =
CG_PointContents
= = = = = = = = = = = = = = = =
*/
int CG_PointContents ( const vec3_t point , int passEntityNum ) {
int i ;
entityState_t * ent ;
centity_t * cent ;
clipHandle_t cmodel ;
int contents ;
contents = trap_CM_PointContents ( point , 0 ) ;
for ( i = 0 ; i < cg_numSolidEntities ; i + + ) {
cent = cg_solidEntities [ i ] ;
ent = & cent - > currentState ;
if ( ent - > number = = passEntityNum ) {
continue ;
}
if ( ent - > solid ! = SOLID_BMODEL ) { // special value for bmodel
continue ;
}
cmodel = trap_CM_InlineModel ( ent - > modelindex ) ;
if ( ! cmodel ) {
continue ;
}
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contents | = trap_CM_TransformedPointContents ( point , cmodel , cent - > lerpOrigin , cent - > lerpAngles ) ;
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}
return contents ;
}
// Q3Rally Code Start
/*
= = = = = = = = = = = = = = = = = = = = = = = =
CG_ExtrapolatePlayerState
Generates cg . predictedPlayerState by extrapolating
cg . snap - > player_state
= = = = = = = = = = = = = = = = = = = = = = = =
*/
static void CG_ExtrapolatePlayerState ( qboolean grabAngles ) {
float f ;
int i ;
playerState_t * out ;
snapshot_t * prev ;
out = & cg . predictedPlayerState ;
prev = cg . snap ;
* out = cg . snap - > ps ;
// if we are still allowing local input, short circuit the view angles
if ( grabAngles ) {
usercmd_t cmd ;
int cmdNum ;
cmdNum = trap_GetCurrentCmdNumber ( ) ;
trap_GetUserCmd ( cmdNum , & cmd ) ;
PM_UpdateViewAngles ( out , & cmd , cg_controlMode . integer ) ;
}
// if the next frame is a teleport, we can't lerp to it
if ( cg . thisFrameTeleport ) {
return ;
}
f = ( float ) ( cg . time - prev - > serverTime ) / 1000.0f ;
// f = (float)( cg.time - prev->ps.commandTime ) / 1000.0f;
// Com_Printf( "prev->serverTime %i, prev->ps.commandTime %i, f %f, f %f\n", prev->serverTime, prev->ps.commandTime, f, (float)( cg.time - prev->ps.commandTime ) / 1000.0f );
if ( ! grabAngles ) {
out - > damagePitch = prev - > ps . damagePitch ;
out - > damageYaw = prev - > ps . damageYaw ;
}
for ( i = 0 ; i < 3 ; i + + ) {
out - > origin [ i ] = prev - > ps . origin [ i ] + f * prev - > ps . velocity [ i ] ;
out - > viewangles [ i ] = prev - > ps . viewangles [ i ] ;
out - > velocity [ i ] = prev - > ps . velocity [ i ] ;
out - > angularMomentum [ i ] = prev - > ps . angularMomentum [ i ] ;
}
/*
VectorRotate ( tBody - > L , sBody - > inverseWorldInertiaTensor , tBody - > w ) ;
m [ 0 ] [ 0 ] = 0 ; m [ 0 ] [ 1 ] = ( time / 2.0f ) * - ( sBody - > w [ 2 ] + tBody - > w [ 2 ] ) ; m [ 0 ] [ 2 ] = ( time / 2.0f ) * ( sBody - > w [ 1 ] + tBody - > w [ 1 ] ) ;
m [ 1 ] [ 0 ] = ( time / 2.0f ) * ( sBody - > w [ 2 ] + tBody - > w [ 2 ] ) ; m [ 1 ] [ 1 ] = 0 ; m [ 1 ] [ 2 ] = ( time / 2.0f ) * - ( sBody - > w [ 0 ] + tBody - > w [ 0 ] ) ;
m [ 2 ] [ 0 ] = ( time / 2.0f ) * - ( sBody - > w [ 1 ] + tBody - > w [ 1 ] ) ; m [ 2 ] [ 1 ] = ( time / 2.0f ) * ( sBody - > w [ 0 ] + tBody - > w [ 0 ] ) ; m [ 2 ] [ 2 ] = 0 ;
MatrixMultiply ( m , sBody - > t , m2 ) ;
MatrixAdd ( sBody - > t , m2 , tBody - > t ) ;
OrthonormalizeOrientation ( tBody - > t ) ;
*/
}
// END
/*
= = = = = = = = = = = = = = = = = = = = = = = =
CG_InterpolatePlayerState
Generates cg . predictedPlayerState by interpolating between
cg . snap - > player_state and cg . nextFrame - > player_state
= = = = = = = = = = = = = = = = = = = = = = = =
*/
static void CG_InterpolatePlayerState ( qboolean grabAngles ) {
float f ;
int i ;
playerState_t * out ;
snapshot_t * prev , * next ;
out = & cg . predictedPlayerState ;
prev = cg . snap ;
next = cg . nextSnap ;
* out = cg . snap - > ps ;
if ( ! next | | next - > serverTime < = prev - > serverTime ) {
// STONELANCE UPDATE - try extrapolating?
if ( ! cg_paused . integer & & cg_debugpredict . integer )
Com_Printf ( " CG_InterpolatePlayerState: No next snapshot to interpolate towards. \n " ) ;
CG_ExtrapolatePlayerState ( grabAngles ) ;
// END
return ;
}
// if we are still allowing local input, short circuit the view angles
if ( grabAngles ) {
usercmd_t cmd ;
int cmdNum ;
cmdNum = trap_GetCurrentCmdNumber ( ) ;
trap_GetUserCmd ( cmdNum , & cmd ) ;
// Q3Rally Code Start
// PM_UpdateViewAngles( out, &cmd );
PM_UpdateViewAngles ( out , & cmd , cg_controlMode . integer ) ;
// END
}
// if the next frame is a teleport, we can't lerp to it
if ( cg . nextFrameTeleport ) {
return ;
}
if ( ! next | | next - > serverTime < = prev - > serverTime ) {
// STONELANCE UPDATE - try extrapolating?
// if ( !cg_paused.integer && cg_debugpredict.integer )
// Com_Printf( "CG_InterpolatePlayerState: No next snapshot to interpolate towards.\n" );
// CG_ExtrapolatePlayerState( grabAngles );
// END
return ;
}
f = ( float ) ( cg . time - prev - > serverTime ) / ( next - > serverTime - prev - > serverTime ) ;
// Q3Rally Code Start
/*
i = next - > ps . bobCycle ;
if ( i < prev - > ps . bobCycle ) {
i + = 256 ; // handle wraparound
}
out - > bobCycle = prev - > ps . bobCycle + f * ( i - prev - > ps . bobCycle ) ;
*/
if ( ! grabAngles ) {
out - > damagePitch = ANGLE2SHORT ( LerpAngle ( SHORT2ANGLE ( prev - > ps . damagePitch ) , SHORT2ANGLE ( next - > ps . damagePitch ) , f ) ) ;
out - > damageYaw = ANGLE2SHORT ( LerpAngle ( SHORT2ANGLE ( prev - > ps . damageYaw ) , SHORT2ANGLE ( next - > ps . damageYaw ) , f ) ) ;
}
// END
for ( i = 0 ; i < 3 ; i + + ) {
out - > origin [ i ] = prev - > ps . origin [ i ] + f * ( next - > ps . origin [ i ] - prev - > ps . origin [ i ] ) ;
// Q3Rally Code Start
// if ( !grabAngles ) { // always grab car angles
// END
out - > viewangles [ i ] = LerpAngle (
prev - > ps . viewangles [ i ] , next - > ps . viewangles [ i ] , f ) ;
// Q3Rally Code Start
// }
// END
out - > velocity [ i ] = prev - > ps . velocity [ i ] +
f * ( next - > ps . velocity [ i ] - prev - > ps . velocity [ i ] ) ;
// STONELANCE - lerp angular momentum (just incase)
out - > angularMomentum [ i ] = prev - > ps . angularMomentum [ i ] +
f * ( next - > ps . angularMomentum [ i ] - prev - > ps . angularMomentum [ i ] ) ;
// END
}
}
/*
= = = = = = = = = = = = = = = = = = =
CG_TouchItem
= = = = = = = = = = = = = = = = = = =
*/
static void CG_TouchItem ( centity_t * cent ) {
gitem_t * item ;
if ( ! cg_predictItems . integer ) {
return ;
}
if ( ! BG_PlayerTouchesItem ( & cg . predictedPlayerState , & cent - > currentState , cg . time ) ) {
return ;
}
// never pick an item up twice in a prediction
if ( cent - > miscTime = = cg . time ) {
return ;
}
if ( ! BG_CanItemBeGrabbed ( cgs . gametype , & cent - > currentState , & cg . predictedPlayerState ) ) {
return ; // can't hold it
}
item = & bg_itemlist [ cent - > currentState . modelindex ] ;
// Special case for flags.
// We don't predict touching our own flag
# ifdef MISSIONPACK
if ( cgs . gametype = = GT_1FCTF ) {
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if ( item - > giType = = IT_TEAM & & item - > giTag ! = PW_NEUTRALFLAG ) {
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return ;
}
}
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# endif
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if ( cgs . gametype = = GT_CTF ) {
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if ( cg . predictedPlayerState . persistant [ PERS_TEAM ] = = TEAM_RED & &
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item - > giType = = IT_TEAM & & item - > giTag = = PW_REDFLAG )
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return ;
if ( cg . predictedPlayerState . persistant [ PERS_TEAM ] = = TEAM_BLUE & &
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item - > giType = = IT_TEAM & & item - > giTag = = PW_BLUEFLAG )
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return ;
}
// grab it
BG_AddPredictableEventToPlayerstate ( EV_ITEM_PICKUP , cent - > currentState . modelindex , & cg . predictedPlayerState ) ;
// remove it from the frame so it won't be drawn
cent - > currentState . eFlags | = EF_NODRAW ;
// don't touch it again this prediction
cent - > miscTime = cg . time ;
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// if it's a weapon, give them some predicted ammo so the autoswitch will work
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if ( item - > giType = = IT_WEAPON ) {
cg . predictedPlayerState . stats [ STAT_WEAPONS ] | = 1 < < item - > giTag ;
if ( ! cg . predictedPlayerState . ammo [ item - > giTag ] ) {
cg . predictedPlayerState . ammo [ item - > giTag ] = 1 ;
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = =
CG_TouchTriggerPrediction
Predict push triggers and items
= = = = = = = = = = = = = = = = = = = = = = = = =
*/
static void CG_TouchTriggerPrediction ( void ) {
int i ;
trace_t trace ;
entityState_t * ent ;
clipHandle_t cmodel ;
centity_t * cent ;
qboolean spectator ;
// dead clients don't activate triggers
if ( cg . predictedPlayerState . stats [ STAT_HEALTH ] < = 0 ) {
return ;
}
spectator = ( cg . predictedPlayerState . pm_type = = PM_SPECTATOR ) ;
if ( cg . predictedPlayerState . pm_type ! = PM_NORMAL & & ! spectator ) {
return ;
}
for ( i = 0 ; i < cg_numTriggerEntities ; i + + ) {
cent = cg_triggerEntities [ i ] ;
ent = & cent - > currentState ;
if ( ent - > eType = = ET_ITEM & & ! spectator ) {
CG_TouchItem ( cent ) ;
continue ;
}
if ( ent - > solid ! = SOLID_BMODEL ) {
continue ;
}
cmodel = trap_CM_InlineModel ( ent - > modelindex ) ;
if ( ! cmodel ) {
continue ;
}
trap_CM_BoxTrace ( & trace , cg . predictedPlayerState . origin , cg . predictedPlayerState . origin ,
cg_pmove . mins , cg_pmove . maxs , cmodel , - 1 ) ;
if ( ! trace . startsolid ) {
continue ;
}
if ( ent - > eType = = ET_TELEPORT_TRIGGER ) {
cg . hyperspace = qtrue ;
} else if ( ent - > eType = = ET_PUSH_TRIGGER ) {
// Q3Rally Code Start
// BG_TouchJumpPad( &cg.predictedPlayerState, ent );
BG_TouchJumpPad ( & cg . car , & cg . predictedPlayerState , ent ) ;
// END
}
}
// if we didn't touch a jump pad this pmove frame
if ( cg . predictedPlayerState . jumppad_frame ! = cg . predictedPlayerState . pmove_framecount ) {
cg . predictedPlayerState . jumppad_frame = 0 ;
cg . predictedPlayerState . jumppad_ent = 0 ;
}
}
// Q3Rally Code Start
void CG_UpdateCarFromPS ( playerState_t * ps ) {
if ( ! cg_paused . integer & & cg_debugpredict . integer )
Com_Printf ( " CG_UpdateCarFromPS \n " ) ;
cg . car . rpm = ps - > stats [ STAT_RPM ] ;
cg . car . gear = ps - > stats [ STAT_GEAR ] ;
VectorCopy ( ps - > origin , cg . car . sBody . r ) ;
VectorCopy ( ps - > velocity , cg . car . sBody . v ) ;
AnglesToOrientation ( ps - > viewangles , cg . car . sBody . t ) ;
// AnglesToQuaternion(ps->viewangles, cg.car.sBody.q);
VectorCopy ( ps - > angularMomentum , cg . car . sBody . L ) ;
PM_CalculateSecondaryQuantities ( & cg . car , & cg . car . sBody , cg . car . sPoints ) ;
}
void CG_UpdateWheelsFromSnapshot ( snapshot_t * snap )
{
int i ;
centity_t * cent ;
entityState_t * s1 ;
for ( i = 0 ; i < snap - > numEntities ; i + + )
{
if ( snap - > entities [ i ] . eType ! = ET_AUXENT ) continue ;
cent = & cg_entities [ cg . snap - > entities [ i ] . number ] ;
s1 = & cent - > currentState ;
if ( s1 - > otherEntityNum ! = cg . snap - > ps . clientNum ) continue ;
// Com_Printf( "updating wheel %i\n", s1->otherEntityNum2 );
// cg_entities[s1->otherEntityNum].wheelSpeeds[s1->otherEntityNum2] = s1->apos.trDelta[0];
// cg_entities[s1->otherEntityNum].wheelSkidding[s1->otherEntityNum2] = s1->frame;
// cg_entities[s1->otherEntityNum].steeringAngle = s1->apos.trDelta[1];
cg . car . sPoints [ s1 - > otherEntityNum2 ] . w = s1 - > apos . trDelta [ 0 ] ;
cg . car . sPoints [ s1 - > otherEntityNum2 ] . slipping = s1 - > frame ;
cg . car . wheelAngle = s1 - > apos . trDelta [ 1 ] ;
VectorCopy ( s1 - > pos . trBase , cg . car . sPoints [ s1 - > otherEntityNum2 ] . r ) ;
VectorCopy ( s1 - > pos . trDelta , cg . car . sPoints [ s1 - > otherEntityNum2 ] . v ) ;
VectorCopy ( s1 - > origin2 , cg . car . sPoints [ s1 - > otherEntityNum2 ] . normals [ 0 ] ) ;
cg . car . sPoints [ s1 - > otherEntityNum2 ] . onGround = s1 - > groundEntityNum ;
}
}
// END
/*
= = = = = = = = = = = = = = = = =
CG_PredictPlayerState
Generates cg . predictedPlayerState for the current cg . time
cg . predictedPlayerState is guaranteed to be valid after exiting .
For demo playback , this will be an interpolation between two valid
playerState_t .
For normal gameplay , it will be the result of predicted usercmd_t on
top of the most recent playerState_t received from the server .
Each new snapshot will usually have one or more new usercmd over the last ,
but we simulate all unacknowledged commands each time , not just the new ones .
This means that on an internet connection , quite a few pmoves may be issued
each frame .
OPTIMIZE : don ' t re - simulate unless the newly arrived snapshot playerState_t
differs from the predicted one . Would require saving all intermediate
playerState_t during prediction .
We detect prediction errors and allow them to be decayed off over several frames
to ease the jerk .
= = = = = = = = = = = = = = = = =
*/
// Q3Rally Code Start
extern char * eventnames [ ] ;
// END
void CG_PredictPlayerState ( void ) {
int cmdNum , current ;
playerState_t oldPlayerState ;
qboolean moved ;
usercmd_t oldestCmd ;
usercmd_t latestCmd ;
// Q3Rally Code Start
usercmd_t nextCmd ;
centity_t * cent ;
int i ;
int count , skipcount ;
// END
cg . hyperspace = qfalse ; // will be set if touching a trigger_teleport
// if this is the first frame we must guarantee
// predictedPlayerState is valid even if there is some
// other error condition
if ( ! cg . validPPS ) {
cg . validPPS = qtrue ;
cg . predictedPlayerState = cg . snap - > ps ;
// Q3Rally Code Start
// Com_Printf( "2 predictedPlayerState damageYaw %d\n", cg.predictedPlayerState.damageYaw );
CG_UpdateCarFromPS ( & cg . predictedPlayerState ) ;
// END
}
// demo playback just copies the moves
// Q3Rally Code Start
if ( cg . snap - > ps . pm_flags & PMF_OBSERVE )
{
// dont interpolate because we are using velocity for distance
return ;
}
// END
if ( cg . demoPlayback | | ( cg . snap - > ps . pm_flags & PMF_FOLLOW ) ) {
CG_InterpolatePlayerState ( qfalse ) ;
return ;
}
// non-predicting local movement will grab the latest angles
if ( cg_nopredict . integer | | cg_synchronousClients . integer ) {
CG_InterpolatePlayerState ( qtrue ) ;
return ;
}
// Q3Rally Code Start
// if (cg_paused.integer) {
// current = trap_GetCurrentCmdNumber();
// trap_GetUserCmd( current, &latestCmd );
// PM_UpdateViewAngles( &cg.predictedPlayerState, &latestCmd, cg_controlMode.integer );
// return;
// }
// END
// Q3Rally Code Start
// Com_Printf( "Command time %i\n", cg.predictedPlayerState.commandTime );
// END
// prepare for pmove
cg_pmove . ps = & cg . predictedPlayerState ;
cg_pmove . trace = CG_Trace ;
cg_pmove . pointcontents = CG_PointContents ;
cg_pmove . frictionFunc = CG_FrictionCalc ;
// Q3Rally Code Start
/*
if ( cg_pmove . ps - > pm_type = = PM_DEAD ) {
cg_pmove . tracemask = MASK_PLAYERSOLID & ~ CONTENTS_BODY ;
}
else {
cg_pmove . tracemask = MASK_PLAYERSOLID ;
*/
// dont predict collisions with other cars
cg_pmove . tracemask = MASK_PLAYERSOLID & ~ CONTENTS_BODY ;
// }
// END
if ( cg . snap - > ps . persistant [ PERS_TEAM ] = = TEAM_SPECTATOR ) {
cg_pmove . tracemask & = ~ CONTENTS_BODY ; // spectators can fly through bodies
}
cg_pmove . noFootsteps = ( cgs . dmflags & DF_NO_FOOTSTEPS ) > 0 ;
// save the state before the pmove so we can detect transitions
oldPlayerState = cg . predictedPlayerState ;
current = trap_GetCurrentCmdNumber ( ) ;
// if we don't have the commands right after the snapshot, we
// can't accurately predict a current position, so just freeze at
// the last good position we had
cmdNum = current - CMD_BACKUP + 1 ;
trap_GetUserCmd ( cmdNum , & oldestCmd ) ;
if ( oldestCmd . serverTime > cg . snap - > ps . commandTime
& & oldestCmd . serverTime < cg . time ) { // special check for map_restart
if ( cg_showmiss . integer ) {
CG_Printf ( " exceeded PACKET_BACKUP on commands \n " ) ;
}
return ;
}
// get the latest command so we can know which commands are from previous map_restarts
trap_GetUserCmd ( current , & latestCmd ) ;
// get the most recent information we have, even if
// the server time is beyond our current cg.time,
// because predicted player positions are going to
// be ahead of everything else anyway
if ( cg . nextSnap & & ! cg . nextFrameTeleport & & ! cg . thisFrameTeleport ) {
// Q3Rally Code Start
// if we do this then we also need to use the wheel positions at cg.nextsnap time
// and not the current time
// cg.predictedPlayerState = cg.nextSnap->ps;
// CG_UpdateWheelsFromSnapshot( cg.nextSnap );
// CG_UpdateCarFromPS( &cg.predictedPlayerState );
// Com_Printf( "nextSnap valid\n" );
cg . predictedPlayerState . externalEvent = cg . nextSnap - > ps . externalEvent ;
cg . predictedPlayerState . externalEventParm = cg . nextSnap - > ps . externalEventParm ;
cg . predictedPlayerState . externalEventTime = cg . nextSnap - > ps . externalEventTime ;
cg . predictedPlayerState . entityEventSequence = cg . nextSnap - > ps . entityEventSequence ;
cg . predictedPlayerState . eventSequence = cg . nextSnap - > ps . eventSequence ;
cg . predictedPlayerState . events [ 0 ] = cg . nextSnap - > ps . events [ 0 ] ;
cg . predictedPlayerState . events [ 1 ] = cg . nextSnap - > ps . events [ 1 ] ;
cg . predictedPlayerState . eventParms [ 0 ] = cg . nextSnap - > ps . eventParms [ 0 ] ;
cg . predictedPlayerState . eventParms [ 1 ] = cg . nextSnap - > ps . eventParms [ 1 ] ;
// TODO: copy all persistant and stats values
memcpy ( cg . predictedPlayerState . persistant , cg . nextSnap - > ps . persistant , sizeof ( cg . predictedPlayerState . persistant ) ) ;
memcpy ( cg . predictedPlayerState . stats , cg . nextSnap - > ps . stats , sizeof ( cg . predictedPlayerState . stats ) ) ;
// cg.predictedPlayerState.pm_type = cg.nextSnap->ps.pm_type;
// END
cg . physicsTime = cg . nextSnap - > serverTime ;
// Q3Rally Code Start
// Com_Printf( "3 predictedPlayerState damageYaw %d\n", cg.predictedPlayerState.damageYaw );
// if ( cg_pmove.ps->pm_type == PM_NORMAL ||
// cg_pmove.ps->pm_type == PM_DEAD)
// cg.predictedPlayerState.commandTime = oldPlayerState.commandTime;
// Since we already know the next state we can just interpolate.
// There is no need to predict if we already know where the server
// says we will be!
/*
if ( ! cg_paused . integer & & cg_debugpredict . integer )
Com_Printf ( " Interpolating \n " ) ;
CG_InterpolatePlayerState ( qtrue ) ;
// UPDATE: need this?
CG_UpdateCarFromPS ( & cg . predictedPlayerState ) ;
CG_TransitionPlayerState ( & cg . predictedPlayerState , & oldPlayerState ) ;
return ;
*/
// CG_UpdateCarFromPS( &cg.predictedPlayerState );
// END
} else {
// Q3Rally Code Start
// if we do this then we also need to use the wheel positions at cg.snap time
// and not the current time
// cg.predictedPlayerState = cg.snap->ps;
// CG_UpdateWheelsFromSnapshot( cg.snap );
// CG_UpdateCarFromPS( &cg.predictedPlayerState );
cg . predictedPlayerState . externalEvent = cg . snap - > ps . externalEvent ;
cg . predictedPlayerState . externalEventParm = cg . snap - > ps . externalEventParm ;
cg . predictedPlayerState . externalEventTime = cg . snap - > ps . externalEventTime ;
cg . predictedPlayerState . entityEventSequence = cg . snap - > ps . entityEventSequence ;
cg . predictedPlayerState . eventSequence = cg . snap - > ps . eventSequence ;
cg . predictedPlayerState . events [ 0 ] = cg . snap - > ps . events [ 0 ] ;
cg . predictedPlayerState . events [ 1 ] = cg . snap - > ps . events [ 1 ] ;
cg . predictedPlayerState . eventParms [ 0 ] = cg . snap - > ps . eventParms [ 0 ] ;
cg . predictedPlayerState . eventParms [ 1 ] = cg . snap - > ps . eventParms [ 1 ] ;
// TODO: copy all persistant and stats values
memcpy ( cg . predictedPlayerState . persistant , cg . snap - > ps . persistant , sizeof ( cg . predictedPlayerState . persistant ) ) ;
memcpy ( cg . predictedPlayerState . stats , cg . snap - > ps . stats , sizeof ( cg . predictedPlayerState . stats ) ) ;
// cg.predictedPlayerState.pm_type = cg.snap->ps.pm_type;
// END
cg . physicsTime = cg . snap - > serverTime ;
//
// Q3Rally Code Start
// Com_Printf( "4 predictedPlayerState damageYaw %d\n", cg.predictedPlayerState.damageYaw );
// if ( cg_pmove.ps->pm_type == PM_NORMAL ||
// cg_pmove.ps->pm_type == PM_DEAD)
// cg.predictedPlayerState.commandTime = oldPlayerState.commandTime;
/*
// UPDATE: extrapolate instead of predicting?
Com_Printf ( " Extrapolating \n " ) ;
CG_ExtrapolatePlayerState ( qtrue ) ;
CG_UpdateCarFromPS ( & cg . predictedPlayerState ) ;
CG_TransitionPlayerState ( & cg . predictedPlayerState , & oldPlayerState ) ;
return ;
*/
// CG_UpdateCarFromPS( &cg.predictedPlayerState );
// END
}
// Q3Rally Code Start
// if ( !cg_paused.integer && cg_debugpredict.integer )
// Com_Printf( "Predicting\n" );
// END
if ( pmove_msec . integer < 8 ) {
trap_Cvar_Set ( " pmove_msec " , " 8 " ) ;
2017-08-30 07:09:41 +00:00
trap_Cvar_Update ( & pmove_msec ) ;
2011-02-18 14:31:32 +00:00
}
else if ( pmove_msec . integer > 33 ) {
trap_Cvar_Set ( " pmove_msec " , " 33 " ) ;
2017-08-30 07:09:41 +00:00
trap_Cvar_Update ( & pmove_msec ) ;
2011-02-18 14:31:32 +00:00
}
cg_pmove . pmove_fixed = pmove_fixed . integer ; // | cg_pmove_fixed.integer;
cg_pmove . pmove_msec = pmove_msec . integer ;
// run cmds
moved = qfalse ;
// Q3Rally Code Start
// if ( cg_pmove.ps->pm_type == PM_NORMAL ||
// cg_pmove.ps->pm_type == PM_DEAD)
// cmdNum = current;
// else
cmdNum = current - CMD_BACKUP + 1 ;
cg_pmove . car = & cg . car ;
cg_pmove . client = qtrue ;
cg_pmove . pDebug = cg . pDebug ;
cg_pmove . controlMode = cgs . clientinfo [ cg . predictedPlayerState . clientNum ] . controlMode ;
cg_pmove . manualShift = cgs . clientinfo [ cg . predictedPlayerState . clientNum ] . manualShift ;
cg_pmove . car_spring = 120 ;
cg_pmove . car_shock_up = 12 ;
cg_pmove . car_shock_down = 11 ;
cg_pmove . car_swaybar = 20 ;
cg_pmove . car_wheel = 2400 ;
cg_pmove . car_wheel_damp = 140 ;
cg_pmove . car_frontweight_dist = 0.5f ;
cg_pmove . car_IT_xScale = 1.0f ;
cg_pmove . car_IT_yScale = 1.0f ;
cg_pmove . car_IT_zScale = 1.0f ;
cg_pmove . car_body_elasticity = CP_BODY_ELASTICITY ;
cg_pmove . car_air_cof = CP_AIR_COF ;
cg_pmove . car_air_frac_to_df = CP_FRAC_TO_DF ;
cg_pmove . car_friction_scale = 1.1f ;
// for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) {
count = 0 ;
skipcount = 0 ;
for ( ; cmdNum < = current ; cmdNum + + ) {
// END
// get the command
trap_GetUserCmd ( cmdNum , & cg_pmove . cmd ) ;
// don't do anything if the time is before the snapshot player time
if ( cg_pmove . cmd . serverTime < = cg . predictedPlayerState . commandTime ) {
continue ;
}
// don't do anything if the command was from a previous map_restart
if ( cg_pmove . cmd . serverTime > latestCmd . serverTime ) {
continue ;
}
// Q3Rally Code Start
// only skip 10 times (this might be the source of the infinite loop)
if ( cmdNum ! = current /*&& skipcount < 10*/ )
{
trap_GetUserCmd ( cmdNum + 1 , & nextCmd ) ;
// if the current command is the same as the next command then just skip this one
if ( nextCmd . angles [ YAW ] = = cg_pmove . cmd . angles [ YAW ] & &
// dont worry about pitch and roll changes in the view because the
// physics dont use them for movement
// nextCmd.angles[PITCH] == cg_pmove.cmd.angles[PITCH] &&
// nextCmd.angles[ROLL] == cg_pmove.cmd.angles[ROLL] &&
nextCmd . buttons = = cg_pmove . cmd . buttons & &
nextCmd . weapon = = cg_pmove . cmd . weapon & &
nextCmd . forwardmove = = cg_pmove . cmd . forwardmove & &
// rightmove isnt used so dont worry about it
// nextCmd.rightmove == cg_pmove.cmd.rightmove &&
nextCmd . upmove = = cg_pmove . cmd . upmove )
{
// Com_Printf( "Skipping command\n" );
skipcount + + ;
continue ;
}
}
// Com_Printf( "Server time %i <- Command time %i\n", cg_pmove.cmd.serverTime, cg.predictedPlayerState.commandTime );
/*
Com_Printf ( " angles %i %i %i \n " , cg_pmove . cmd . angles [ 0 ] , cg_pmove . cmd . angles [ 1 ] , cg_pmove . cmd . angles [ 2 ] ) ;
Com_Printf ( " buttons %i \n " , cg_pmove . cmd . buttons ) ;
Com_Printf ( " forwardmove %i \n " , cg_pmove . cmd . forwardmove ) ;
Com_Printf ( " rightmove %i \n " , cg_pmove . cmd . rightmove ) ;
Com_Printf ( " upmove %i \n " , cg_pmove . cmd . upmove ) ;
Com_Printf ( " weapon %i \n " , cg_pmove . cmd . weapon ) ;
Com_Printf ( " serverTime %i \n " , cg_pmove . cmd . serverTime ) ;
*/
// END
// Q3Rally Code Start
if ( ( isRallyRace ( ) | | cgs . gametype = = GT_DERBY ) & & ! cg_entities [ cg . snap - > ps . clientNum ] . startRaceTime ) {
cg_pmove . cmd . buttons = BUTTON_HANDBRAKE ;
cg_pmove . cmd . forwardmove = 0 ;
// cg_pmove.cmd.rightmove = 0;
cg_pmove . cmd . upmove = 0 ;
}
if ( cg_entities [ cg . snap - > ps . clientNum ] . finishRaceTime & &
cg_entities [ cg . snap - > ps . clientNum ] . finishRaceTime + 500 < cg . time & &
! cg . intermissionStarted ) {
cg . predictedPlayerState . weapon = WP_NONE ;
// cg.predictedPlayerState.powerups = 0;
cg_pmove . cmd . weapon = cg . predictedPlayerState . weapon ;
cg_pmove . cmd . buttons = BUTTON_HANDBRAKE ;
cg_pmove . cmd . forwardmove = 0 ;
// cg_pmove.cmd.rightmove = 0;
cg_pmove . cmd . upmove = 0 ;
}
if ( isRallyNonDMRace ( ) /* TEMP DERBY || cgs.gametype == GT_DERBY*/ ) {
cg_pmove . cmd . weapon = cg . predictedPlayerState . weapon = WP_NONE ;
}
// END
// Q3Rally Code Start
// if ( cg_pmove.pmove_fixed ) {
// PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd );
// FIXME: this only has to be done because it turns out that the damageYaw
// and damagePitch cannot be used for view angles because they are only 8 bits
// over the net.
// This function overwrites the damageYaw and damagePitch values based on
// the command and the delta_angles of the player
PM_UpdateViewAngles ( cg_pmove . ps , & cg_pmove . cmd , cg_controlMode . integer ) ;
// }
// END
// check for a prediction error from last frame
// on a lan, this will often be the exact value
// from the snapshot, but on a wan we will have
// to predict several commands to get to the point
// we want to compare
if ( cg . predictedPlayerState . commandTime = = oldPlayerState . commandTime ) {
vec3_t delta ;
float len ;
if ( cg . thisFrameTeleport ) {
// a teleport will not cause an error decay
VectorClear ( cg . predictedError ) ;
if ( cg_showmiss . integer ) {
CG_Printf ( " PredictionTeleport \n " ) ;
}
cg . thisFrameTeleport = qfalse ;
} else {
2012-09-15 03:03:44 +00:00
vec3_t adjusted , new_angles ;
2011-02-18 14:31:32 +00:00
CG_AdjustPositionForMover ( cg . predictedPlayerState . origin ,
2012-09-15 03:03:44 +00:00
cg . predictedPlayerState . groundEntityNum , cg . physicsTime , cg . oldTime , adjusted , cg . predictedPlayerState . viewangles , new_angles ) ;
2011-02-18 14:31:32 +00:00
// Q3Rally Code Start
/*
if ( cg_showmiss . integer ) {
if ( ! VectorCompare ( oldPlayerState . origin , adjusted ) ) {
CG_Printf ( " prediction error \n " ) ;
}
}
*/
// END
VectorSubtract ( oldPlayerState . origin , adjusted , delta ) ;
len = VectorLength ( delta ) ;
if ( len > 0.1 ) {
if ( cg_showmiss . integer ) {
CG_Printf ( " Prediction miss: %f \n " , len ) ;
}
if ( cg_errorDecay . integer ) {
int t ;
float f ;
t = cg . time - cg . predictedErrorTime ;
f = ( cg_errorDecay . value - t ) / cg_errorDecay . value ;
if ( f < 0 ) {
f = 0 ;
}
if ( f > 0 & & cg_showmiss . integer ) {
CG_Printf ( " Double prediction decay: %f \n " , f ) ;
}
VectorScale ( cg . predictedError , f , cg . predictedError ) ;
} else {
VectorClear ( cg . predictedError ) ;
}
VectorAdd ( delta , cg . predictedError , cg . predictedError ) ;
cg . predictedErrorTime = cg . oldTime ;
// Q3Rally Code Start
if ( cg_showmiss . integer ) {
len = VectorLength ( cg . predictedError ) ;
CG_Printf ( " Total predictedError: %f \n " , len ) ;
}
// END
}
}
}
// don't predict gauntlet firing, which is only supposed to happen
// when it actually inflicts damage
cg_pmove . gauntletHit = qfalse ;
// UPDATE: check this
if ( cg_pmove . pmove_fixed ) {
cg_pmove . cmd . serverTime = ( ( cg_pmove . cmd . serverTime + pmove_msec . integer - 1 ) / pmove_msec . integer ) * pmove_msec . integer ;
}
Pmove ( & cg_pmove ) ;
moved = qtrue ;
// add push trigger movement effects
CG_TouchTriggerPrediction ( ) ;
// check for predictable events that changed from previous predictions
//CG_CheckChangedPredictableEvents(&cg.predictedPlayerState);
// Q3Rally Code Start
count + + ;
// END
}
// Q3Rally Code Start
cent = & cg_entities [ cg . snap - > ps . clientNum ] ;
cent - > steeringAngle = cg_pmove . car - > wheelAngle ;
for ( i = 0 ; i < FIRST_FRAME_POINT ; i + + ) {
cent - > wheelSpeeds [ i ] = cg_pmove . car - > sPoints [ i ] . w ;
cent - > wheelSkidding [ i ] = cg_pmove . car - > sPoints [ i ] . slipping ;
}
// END
// Q3Rally Code Start
// Com_Printf( "Server time %i <- Command time %i\n", cg_pmove.cmd.serverTime, cg.predictedPlayerState.commandTime );
// Com_Printf( "Num predicted commands %i, skipped %i\n", count, skipcount );
// END
if ( cg_showmiss . integer > 1 ) {
CG_Printf ( " [%i : %i] " , cg_pmove . cmd . serverTime , cg . time ) ;
}
if ( ! moved ) {
if ( cg_showmiss . integer ) {
// CG_Printf( "not moved\n" );
}
return ;
}
// adjust for the movement of the groundentity
CG_AdjustPositionForMover ( cg . predictedPlayerState . origin ,
cg . predictedPlayerState . groundEntityNum ,
2012-09-15 03:03:44 +00:00
cg . physicsTime , cg . time , cg . predictedPlayerState . origin , cg . predictedPlayerState . viewangles , cg . predictedPlayerState . viewangles ) ;
2011-02-18 14:31:32 +00:00
if ( cg_showmiss . integer ) {
if ( cg . predictedPlayerState . eventSequence > oldPlayerState . eventSequence + MAX_PS_EVENTS ) {
CG_Printf ( " WARNING: dropped event \n " ) ;
}
}
// Q3Rally Code Start
// Com_Printf( "Event 0: %i - %s\n", cg.predictedPlayerState.events[0] & ~EV_EVENT_BITS, eventnames[cg.predictedPlayerState.events[0] & ~EV_EVENT_BITS] );
// Com_Printf( "Event 1: %i - %s\n", cg.predictedPlayerState.events[1] & ~EV_EVENT_BITS, eventnames[cg.predictedPlayerState.events[1] & ~EV_EVENT_BITS] );
// Com_Printf( "Event x: %i - %s\n", cg.predictedPlayerState.externalEvent & ~EV_EVENT_BITS, eventnames[cg.predictedPlayerState.externalEvent & ~EV_EVENT_BITS] );
// END
// fire events and other transition triggered things
CG_TransitionPlayerState ( & cg . predictedPlayerState , & oldPlayerState ) ;
// Q3Rally Code Start
if ( cg_showmiss . integer | | ( ! cg_paused . integer & & cg_debugpredict . integer ) ) {
// if ( cg_showmiss.integer ) {
// END
if ( cg . eventSequence > cg . predictedPlayerState . eventSequence ) {
CG_Printf ( " WARNING: double event \n " ) ;
cg . eventSequence = cg . predictedPlayerState . eventSequence ;
}
}
}