mirror of
https://github.com/Q3Rally-Team/q3rally.git
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7fb48b29ca
Update arch in misc/setup for ioq3 changing from i386 to x86 OpenGL2: Use extension functions with OpenGL versions before 3.0. OpenGL2: Force VAO usage on OpenGL 3.0+ Add spawnflags to QUAKED for trigger_multiple Check for all command separators in callTeamVote Remove newlines from chat messages in Game VM Fix compiling Cmd_CallTeamVote_f Only allow safe protocols for cURL downloads Fix crash when pmove_msec is 0 Combine mouse movement events in event queue Improve keys using international key layouts Improve client input responsiveness Removing input functions from sys_local.h for last commit Make input events use earliest possible time Make bots use crusher on other q3tourney6 maps Make bots only use q3tourney6 crusher to kill their enemy
1161 lines
36 KiB
C
1161 lines
36 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2015 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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}
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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 = ANGLE2SHORT(LerpAngle( SHORT2ANGLE(prev->ps.damagePitch), SHORT2ANGLE(next->ps.damagePitch), f ));
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out->damageYaw = ANGLE2SHORT(LerpAngle( SHORT2ANGLE(prev->ps.damageYaw), SHORT2ANGLE(next->ps.damageYaw), f ));
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}
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// END
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for ( i = 0 ; i < 3 ; i++ ) {
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out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] );
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// Q3Rally Code Start
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// if ( !grabAngles ) { // always grab car angles
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// END
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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) && !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 {
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|