mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-12-12 21:31:51 +00:00
227e401356
New map for this game mode: COMING SOON zturtleman, check it out, please.
1170 lines
37 KiB
C
1170 lines
37 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_predict.c -- this file generates cg.predictedPlayerState by either
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// interpolating between snapshots from the server or locally predicting
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// ahead the client's movement.
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// It also handles local physics interaction, like fragments bouncing off walls
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#include "cg_local.h"
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static pmove_t cg_pmove;
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static int cg_numSolidEntities;
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static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
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static int cg_numTriggerEntities;
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static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];
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// Q3Rally Code Start
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/*
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=================
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Com_LogPrintf
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Print to the logfile
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=================
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*/
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void QDECL Com_LogPrintf( const char *fmt, ... ) {
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va_list argptr;
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char string[1024];
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fileHandle_t logFile;
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trap_FS_FOpenFile( "cg_physics.log", &logFile, FS_APPEND );
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va_start( argptr, fmt );
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Q_vsnprintf (string, sizeof(string), fmt, argptr);
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va_end( argptr );
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trap_FS_Write( string, strlen( string ), logFile );
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trap_FS_FCloseFile( logFile );
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}
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/*
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================================================================================
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CG_DebugDynamics
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================================================================================
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*/
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void CG_DebugDynamics( carBody_t *body, carPoint_t *points, int i ){
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Com_LogPrintf("\n");
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Com_LogPrintf("PM_DebugDynamics: point ORIGIN - %.3f, %.3f, %.3f\n", points[i].r[0], points[i].r[1], points[i].r[2]);
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Com_LogPrintf("PM_DebugDynamics: point VELOCITY - %.3f, %.3f, %.3f\n", points[i].v[0], points[i].v[1], points[i].v[2]);
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Com_LogPrintf("PM_DebugDynamics: point ONGROUND - %i\n", points[i].onGround);
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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]);
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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]);
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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]);
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// Com_LogPrintf("PM_DebugDynamics: point MASS - %.3f\n", points[pm->pDebug-1].mass);
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Com_LogPrintf("PM_DebugDynamics: body ORIGIN - %.3f, %.3f, %.3f\n", body->r[0], body->r[1], body->r[2]);
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Com_LogPrintf("PM_DebugDynamics: body VELOCITY - %.3f, %.3f, %.3f\n", body->v[0], body->v[1], body->v[2]);
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Com_LogPrintf("PM_DebugDynamics: body ANG VELOCITY - %.3f, %.3f, %.3f\n", body->w[0], body->w[1], body->w[2]);
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// Com_LogPrintf("PM_DebugDynamics: body COM - %.3f, %.3f, %.3f\n", body->CoM[0], body->CoM[1], body->CoM[2]);
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// Com_LogPrintf("PM_DebugDynamics: body MASS - %.3f\n", body->mass);
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Com_LogPrintf("Direction vectors ----------------------------------------\n");
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Com_LogPrintf("PM_DebugDynamics: body FORWARD - %.3f, %.3f, %.3f\n", body->forward[0], body->forward[1], body->forward[2]);
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Com_LogPrintf("PM_DebugDynamics: body RIGHT - %.3f, %.3f, %.3f\n", body->right[0], body->right[1], body->right[2]);
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Com_LogPrintf("PM_DebugDynamics: body UP - %.3f, %.3f, %.3f\n", body->up[0], body->up[1], body->up[2]);
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Com_LogPrintf("\n");
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}
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/*
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================================================================================
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CG_DebugForces
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================================================================================
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*/
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void CG_DebugForces( carBody_t *body, carPoint_t *points, int i ){
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Com_LogPrintf("\n");
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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]);
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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]);
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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]);
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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]);
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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]);
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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]);
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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]);
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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]);
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Com_LogPrintf("PM_DebugForces: point NETFORCE - %.3f, %.3f, %.3f\n", points[i].netForce[0], points[i].netForce[1], points[i].netForce[2]);
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Com_LogPrintf("PM_DebugForces: point fluidDensity - %.6f\n", points[i].fluidDensity);
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Com_LogPrintf("PM_DebugForces: body netForce - %.3f, %.3f, %.3f\n", body->netForce[0], body->netForce[1], body->netForce[2]);
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Com_LogPrintf("PM_DebugForces: body netMoment - %.3f, %.3f, %.3f\n", body->netMoment[0], body->netMoment[1], body->netMoment[2]);
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Com_LogPrintf("\n");
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}
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// END
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/*
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====================
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CG_BuildSolidList
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When a new cg.snap has been set, this function builds a sublist
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of the entities that are actually solid, to make for more
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efficient collision detection
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====================
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*/
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void CG_BuildSolidList( void ) {
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int i;
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centity_t *cent;
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snapshot_t *snap;
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entityState_t *ent;
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cg_numSolidEntities = 0;
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cg_numTriggerEntities = 0;
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if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
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snap = cg.nextSnap;
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} else {
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snap = cg.snap;
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}
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for ( i = 0 ; i < snap->numEntities ; i++ ) {
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cent = &cg_entities[ snap->entities[ i ].number ];
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ent = ¢->currentState;
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if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) {
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cg_triggerEntities[cg_numTriggerEntities] = cent;
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cg_numTriggerEntities++;
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continue;
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}
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if ( cent->nextState.solid ) {
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cg_solidEntities[cg_numSolidEntities] = cent;
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cg_numSolidEntities++;
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continue;
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}
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}
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}
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/*
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====================
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CG_ClipMoveToEntities
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====================
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*/
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static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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int skipNumber, int mask, trace_t *tr ) {
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int i, x, zd, zu;
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trace_t trace;
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entityState_t *ent;
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clipHandle_t cmodel;
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vec3_t bmins, bmaxs;
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vec3_t origin, angles;
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centity_t *cent;
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for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
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cent = cg_solidEntities[ i ];
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ent = ¢->currentState;
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if ( ent->number == skipNumber ) {
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continue;
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}
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if ( ent->solid == SOLID_BMODEL ) {
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// special value for bmodel
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cmodel = trap_CM_InlineModel( ent->modelindex );
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VectorCopy( cent->lerpAngles, angles );
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BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin );
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} else {
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// encoded bbox
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x = (ent->solid & 255);
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zd = ((ent->solid>>8) & 255);
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zu = ((ent->solid>>16) & 255) - 32;
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bmins[0] = bmins[1] = -x;
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bmaxs[0] = bmaxs[1] = x;
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bmins[2] = -zd;
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bmaxs[2] = zu;
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cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
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VectorCopy( vec3_origin, angles );
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VectorCopy( cent->lerpOrigin, origin );
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}
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trap_CM_TransformedBoxTrace ( &trace, start, end,
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mins, maxs, cmodel, mask, origin, angles);
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if (trace.allsolid || trace.fraction < tr->fraction) {
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trace.entityNum = ent->number;
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*tr = trace;
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} else if (trace.startsolid) {
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tr->startsolid = qtrue;
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}
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if ( tr->allsolid ) {
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return;
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}
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}
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}
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/*
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================
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CG_Trace
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================
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*/
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void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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int skipNumber, int mask ) {
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trace_t t;
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trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
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t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
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// check all other solid models
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CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t);
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*result = t;
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}
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/*
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================
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CG_PointContents
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================
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*/
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int CG_PointContents( const vec3_t point, int passEntityNum ) {
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int i;
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entityState_t *ent;
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centity_t *cent;
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clipHandle_t cmodel;
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int contents;
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contents = trap_CM_PointContents (point, 0);
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for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
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cent = cg_solidEntities[ i ];
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ent = ¢->currentState;
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if ( ent->number == passEntityNum ) {
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continue;
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}
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if (ent->solid != SOLID_BMODEL) { // special value for bmodel
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continue;
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}
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cmodel = trap_CM_InlineModel( ent->modelindex );
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if ( !cmodel ) {
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continue;
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}
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contents |= trap_CM_TransformedPointContents( point, cmodel, cent->lerpOrigin, cent->lerpAngles );
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}
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return contents;
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}
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// Q3Rally Code Start
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/*
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========================
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CG_ExtrapolatePlayerState
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Generates cg.predictedPlayerState by extrapolating
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cg.snap->player_state
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========================
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*/
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static void CG_ExtrapolatePlayerState( qboolean grabAngles ) {
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float f;
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int i;
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playerState_t *out;
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snapshot_t *prev;
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out = &cg.predictedPlayerState;
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prev = cg.snap;
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*out = cg.snap->ps;
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// if we are still allowing local input, short circuit the view angles
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if ( grabAngles ) {
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usercmd_t cmd;
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int cmdNum;
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cmdNum = trap_GetCurrentCmdNumber();
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trap_GetUserCmd( cmdNum, &cmd );
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PM_UpdateViewAngles( out, &cmd, cg_controlMode.integer );
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}
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// if the next frame is a teleport, we can't lerp to it
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if ( cg.thisFrameTeleport ) {
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return;
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}
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f = (float)( cg.time - prev->serverTime ) / 1000.0f;
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// f = (float)( cg.time - prev->ps.commandTime ) / 1000.0f;
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// 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 );
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if ( !grabAngles ) {
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out->damagePitch = prev->ps.damagePitch;
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out->damageYaw = prev->ps.damageYaw;
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out->damageAngles[PITCH] = BYTE2ANGLE(prev->ps.damagePitch);
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out->damageAngles[YAW] = BYTE2ANGLE(prev->ps.damageYaw);
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out->damageAngles[ROLL] = 0;
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}
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for ( i = 0 ; i < 3 ; i++ ) {
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out->origin[i] = prev->ps.origin[i] + f * prev->ps.velocity[i];
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out->viewangles[i] = prev->ps.viewangles[i];
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out->velocity[i] = prev->ps.velocity[i];
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out->angularMomentum[i] = prev->ps.angularMomentum[i];
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}
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/*
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VectorRotate(tBody->L, sBody->inverseWorldInertiaTensor, tBody->w);
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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]);
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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]);
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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;
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MatrixMultiply(m, sBody->t, m2);
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MatrixAdd(sBody->t, m2, tBody->t);
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OrthonormalizeOrientation(tBody->t);
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*/
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}
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// END
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/*
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========================
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CG_InterpolatePlayerState
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Generates cg.predictedPlayerState by interpolating between
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cg.snap->player_state and cg.nextFrame->player_state
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========================
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*/
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static void CG_InterpolatePlayerState( qboolean grabAngles ) {
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float f;
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int i;
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playerState_t *out;
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snapshot_t *prev, *next;
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out = &cg.predictedPlayerState;
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prev = cg.snap;
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next = cg.nextSnap;
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*out = cg.snap->ps;
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if ( !next || next->serverTime <= prev->serverTime ) {
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// STONELANCE UPDATE - try extrapolating?
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if ( !cg_paused.integer && cg_debugpredict.integer )
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Com_Printf( "CG_InterpolatePlayerState: No next snapshot to interpolate towards.\n" );
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CG_ExtrapolatePlayerState( grabAngles );
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// END
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return;
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}
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// if we are still allowing local input, short circuit the view angles
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if ( grabAngles ) {
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usercmd_t cmd;
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int cmdNum;
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cmdNum = trap_GetCurrentCmdNumber();
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trap_GetUserCmd( cmdNum, &cmd );
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// Q3Rally Code Start
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// PM_UpdateViewAngles( out, &cmd );
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PM_UpdateViewAngles( out, &cmd, cg_controlMode.integer );
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// END
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}
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// if the next frame is a teleport, we can't lerp to it
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if ( cg.nextFrameTeleport ) {
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return;
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}
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if ( !next || next->serverTime <= prev->serverTime ) {
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// STONELANCE UPDATE - try extrapolating?
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// if ( !cg_paused.integer && cg_debugpredict.integer )
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// Com_Printf( "CG_InterpolatePlayerState: No next snapshot to interpolate towards.\n" );
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// CG_ExtrapolatePlayerState( grabAngles );
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// END
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return;
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}
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f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime );
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// Q3Rally Code Start
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/*
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i = next->ps.bobCycle;
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if ( i < prev->ps.bobCycle ) {
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i += 256; // handle wraparound
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}
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out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle );
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*/
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if ( !grabAngles ) {
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out->damagePitch = ANGLE2BYTE(LerpAngle( BYTE2ANGLE(prev->ps.damagePitch), BYTE2ANGLE(next->ps.damagePitch), f ));
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out->damageYaw = ANGLE2BYTE(LerpAngle( BYTE2ANGLE(prev->ps.damageYaw), BYTE2ANGLE(next->ps.damageYaw), f ));
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out->damageAngles[PITCH] = LerpAngle( BYTE2ANGLE(prev->ps.damagePitch), BYTE2ANGLE(next->ps.damagePitch), f );
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out->damageAngles[YAW] = LerpAngle( BYTE2ANGLE(prev->ps.damageYaw), BYTE2ANGLE(next->ps.damageYaw), f );
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out->damageAngles[ROLL] = 0;
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}
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// END
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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, ¢->currentState, cg.time ) ) {
|
|
return;
|
|
}
|
|
|
|
// never pick an item up twice in a prediction
|
|
if ( cent->miscTime == cg.time ) {
|
|
return;
|
|
}
|
|
|
|
if ( !BG_CanItemBeGrabbed( cgs.gametype, ¢->currentState, &cg.predictedPlayerState ) ) {
|
|
return; // can't hold it
|
|
}
|
|
|
|
item = &bg_itemlist[ cent->currentState.modelindex ];
|
|
|
|
// Special case for flags.
|
|
// We don't predict touching our own flag
|
|
#ifdef MISSIONPACK
|
|
if( cgs.gametype == GT_1FCTF ) {
|
|
if( item->giType == IT_TEAM && item->giTag != PW_NEUTRALFLAG ) {
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
if( cgs.gametype == GT_CTF ) {
|
|
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
|
|
item->giType == IT_TEAM && item->giTag == PW_REDFLAG)
|
|
return;
|
|
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
|
|
item->giType == IT_TEAM && item->giTag == PW_BLUEFLAG)
|
|
return;
|
|
}
|
|
|
|
// grab it
|
|
BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);
|
|
|
|
// remove it from the frame so it won't be drawn
|
|
cent->currentState.eFlags |= EF_NODRAW;
|
|
|
|
// don't touch it again this prediction
|
|
cent->miscTime = cg.time;
|
|
|
|
// if it's a weapon, give them some predicted ammo so the autoswitch will work
|
|
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 = ¢->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 = ¢->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");
|
|
trap_Cvar_Update(&pmove_msec);
|
|
}
|
|
else if (pmove_msec.integer > 33) {
|
|
trap_Cvar_Set("pmove_msec", "33");
|
|
trap_Cvar_Update(&pmove_msec);
|
|
}
|
|
|
|
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 || cgs.gametype == GT_LCS) && !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
|
|
// This also sets damageAngles which is not reduced to 8-bit
|
|
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 {
|
|
vec3_t adjusted, new_angles;
|
|
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
|
|
cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, cg.predictedPlayerState.viewangles, new_angles);
|
|
|
|
// 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,
|
|
cg.physicsTime, cg.time, cg.predictedPlayerState.origin, cg.predictedPlayerState.viewangles, cg.predictedPlayerState.viewangles);
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|