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[client] Finish moving onground to viewstate
Missed this in the entity cleanup (really, should have been separate commits, but oh well).
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82e58dae5f
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5cf1da7c25
7 changed files with 9 additions and 11 deletions
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@ -43,7 +43,7 @@ typedef struct viewstate_s {
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vec4f_t origin;
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vec3_t angles;
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int weaponframe;
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int onground;
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int onground; // -1 when in air
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uint32_t flags;
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float frametime;
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vec4f_t punchangle;
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@ -178,7 +178,6 @@ typedef struct {
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double laststop;
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qboolean paused; // Sent over by server
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int onground;
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float viewheight;
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float crouch; // Local amount for smoothing stepups
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qboolean inwater;
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@ -692,7 +692,7 @@ CL_ParseClientdata (void)
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cl.stats[STAT_ITEMS] = i;
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}
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cl.onground = (bits & SU_ONGROUND) ? 0 : -1;
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cl.viewstate.onground = (bits & SU_ONGROUND) ? 0 : -1;
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cl.inwater = (bits & SU_INWATER) != 0;
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if (bits & SU_WEAPONFRAME)
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@ -851,7 +851,7 @@ CL_ParseServerMessage (void)
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else if (cl_shownet->int_val == 2)
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Sys_Printf ("------------------\n");
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cl.onground = -1; // unless the server says otherwise
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cl.viewstate.onground = -1; // unless the server says otherwise
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// parse the message
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MSG_BeginReading (net_message);
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@ -124,7 +124,7 @@ V_CalcBob (void)
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if (cl.spectator)
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return 0;
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if (cl.onground == -1)
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if (cl.viewstate.onground == -1)
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return bob; // just use old value
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bobtime += cl.viewstate.frametime;
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@ -666,7 +666,7 @@ V_CalcRefdef (void)
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r_data->refdef->viewrotation);
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// smooth out stair step ups
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if ((cl.onground != -1) && (origin[2] - oldz > 0)) {
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if ((cl.viewstate.onground != -1) && (origin[2] - oldz > 0)) {
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float steptime;
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steptime = cl.viewstate.frametime;
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@ -232,7 +232,6 @@ typedef struct {
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double laststop;
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qboolean paused; // Sent over by server
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int onground; // -1 when in air
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float viewheight;
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float crouch; // local amount for smoothing stepups
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@ -115,7 +115,7 @@ CL_PredictMove (void)
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return;
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// assume on ground unless prediction says different
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cl.onground = 0;
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cl.viewstate.onground = 0;
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cl.time = realtime - cls.latency - cl_pushlatency->value * 0.001;
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if (cl.time > realtime)
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@ -157,7 +157,7 @@ CL_PredictMove (void)
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CL_PredictUsercmd (&from->playerstate[cl.playernum],
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&to->playerstate[cl.playernum], &to->cmd,
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true);
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cl.onground = onground;
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cl.viewstate.onground = onground;
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if (to->senttime >= cl.time)
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break;
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from = to;
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@ -126,7 +126,7 @@ V_CalcBob (void)
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if (cl.spectator)
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return 0;
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if (cl.onground == -1)
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if (cl.viewstate.onground == -1)
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return bob; // just use old value
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bobtime += cl.viewstate.frametime;
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@ -672,7 +672,7 @@ V_CalcRefdef (void)
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r_data->refdef->viewrotation);
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// smooth out stair step ups
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if ((cl.onground != -1) && (origin[2] - oldz > 0)) {
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if ((cl.viewstate.onground != -1) && (origin[2] - oldz > 0)) {
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float steptime;
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steptime = cl.viewstate.frametime;
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