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https://github.com/ReactionQuake3/reaction.git
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3 changed files with 1016 additions and 0 deletions
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@ -1,6 +1,7 @@
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# List fixes here for the 3.0 release
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* Version now 3.0
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* Added the unlagged code.
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* Added replacement model functionality for ammo
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* Bots dont talk about flags any more.
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* The wepons menu now shows up where its supposed to (incl. TP style TDM)
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413
reaction/cgame/cg_unlagged.c
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413
reaction/cgame/cg_unlagged.c
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//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.1 2003/03/09 21:32:23 jbravo
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// *** empty log message ***
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//
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//
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//-----------------------------------------------------------------------------
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#include "cg_local.h"
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// we'll need these prototypes
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void CG_ShotgunPattern(vec3_t origin, vec3_t origin2, int seed, int otherEntNum);
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//void CG_Bullet(vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum);
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// and this as well
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#define MACHINEGUN_SPREAD 200
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/*
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=======================
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CG_PredictWeaponEffects
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Draws predicted effects for the railgun, shotgun, and machinegun. The
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lightning gun is done in CG_LightningBolt, since it was just a matter
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of setting the right origin and angles.
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=======================
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*/
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void CG_PredictWeaponEffects(centity_t * cent)
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{
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vec3_t muzzlePoint, forward, right, up;
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entityState_t *ent = ¢->currentState;
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// if the client isn't us, forget it
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if (cent->currentState.number != cg.predictedPlayerState.clientNum) {
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return;
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}
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// if it's not switched on server-side, forget it
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if (!cgs.delagHitscan) {
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return;
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}
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// get the muzzle point
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VectorCopy(cg.predictedPlayerState.origin, muzzlePoint);
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muzzlePoint[2] += cg.predictedPlayerState.viewheight;
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// get forward, right, and up
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AngleVectors(cg.predictedPlayerState.viewangles, forward, right, up);
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VectorMA(muzzlePoint, 14, forward, muzzlePoint);
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// was it a rail attack?
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if (ent->weapon == WP_SSG3000) {
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// do we have it on for the rail gun?
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if (cg_delag.integer & 1 || cg_delag.integer & 16) {
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trace_t trace;
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vec3_t endPoint;
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// trace forward
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VectorMA(muzzlePoint, 8192, forward, endPoint);
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// THIS IS FOR DEBUGGING!
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// you definitely *will* want something like this to test the backward reconciliation
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// to make sure it's working *exactly* right
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if (cg_debugDelag.integer) {
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// trace forward
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CG_Trace(&trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
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cent->currentState.number, CONTENTS_BODY | CONTENTS_SOLID);
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// did we hit another player?
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if (trace.fraction < 1.0f && (trace.contents & CONTENTS_BODY)) {
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// if we have two snapshots (we're interpolating)
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if (cg.nextSnap) {
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centity_t *c = &cg_entities[trace.entityNum];
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vec3_t origin1, origin2;
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// figure the two origins used for interpolation
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BG_EvaluateTrajectory(&c->currentState.pos, cg.snap->serverTime,
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origin1);
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BG_EvaluateTrajectory(&c->nextState.pos, cg.nextSnap->serverTime,
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origin2);
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// print some debugging stuff exactly like what the server does
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// it starts with "Int:" to let you know the target was interpolated
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CG_Printf("^3Int: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n",
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cg.oldTime, cg.snap->serverTime, cg.nextSnap->serverTime,
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c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]);
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CG_Printf
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("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n",
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cg.frameInterpolation, origin1[0], origin1[1], origin1[2],
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origin2[0], origin2[1], origin2[2]);
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} else {
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// we haven't got a next snapshot
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// the client clock has either drifted ahead (seems to happen once per server frame
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// when you play locally) or the client is using timenudge
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// in any case, CG_CalcEntityLerpPositions extrapolated rather than interpolated
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centity_t *c = &cg_entities[trace.entityNum];
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vec3_t origin1, origin2;
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c->currentState.pos.trTime = TR_LINEAR_STOP;
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c->currentState.pos.trTime = cg.snap->serverTime;
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c->currentState.pos.trDuration = 1000 / sv_fps.integer;
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BG_EvaluateTrajectory(&c->currentState.pos, cg.snap->serverTime,
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origin1);
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BG_EvaluateTrajectory(&c->currentState.pos,
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cg.snap->serverTime + 1000 / sv_fps.integer,
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origin2);
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// print some debugging stuff exactly like what the server does
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// it starts with "Ext:" to let you know the target was extrapolated
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CG_Printf("^3Ext: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n",
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cg.oldTime, cg.snap->serverTime, cg.snap->serverTime,
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c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]);
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CG_Printf
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("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n",
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cg.frameInterpolation, origin1[0], origin1[1], origin1[2],
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origin2[0], origin2[1], origin2[2]);
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}
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}
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}
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// find the rail's end point
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CG_Trace(&trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
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cg.predictedPlayerState.clientNum, CONTENTS_SOLID);
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// do the magic-number adjustment
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VectorMA(muzzlePoint, 4, right, muzzlePoint);
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VectorMA(muzzlePoint, -1, up, muzzlePoint);
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// draw a rail trail
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CG_RailTrail(&cgs.clientinfo[cent->currentState.number], muzzlePoint, trace.endpos);
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//Com_Printf( "Predicted rail trail\n" );
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// explosion at end if not SURF_NOIMPACT
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if (!(trace.surfaceFlags & SURF_NOIMPACT)) {
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// predict an explosion
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CG_MissileHitWall(ent->weapon, cg.predictedPlayerState.clientNum, trace.endpos,
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trace.plane.normal, IMPACTSOUND_DEFAULT, 0);
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}
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}
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}
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// was it a shotgun attack?
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else if (ent->weapon == WP_M3 || ent->weapon == WP_HANDCANNON) {
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// do we have it on for the shotgun?
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if (cg_delag.integer & 1 || cg_delag.integer & 4) {
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int contents;
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vec3_t endPoint, v;
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// do everything like the server does
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SnapVector(muzzlePoint);
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VectorScale(forward, 4096, endPoint);
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SnapVector(endPoint);
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VectorSubtract(endPoint, muzzlePoint, v);
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VectorNormalize(v);
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VectorScale(v, 32, v);
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VectorAdd(muzzlePoint, v, v);
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if (cgs.glconfig.hardwareType != GLHW_RAGEPRO) {
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// ragepro can't alpha fade, so don't even bother with smoke
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vec3_t up;
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contents = trap_CM_PointContents(muzzlePoint, 0);
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if (!(contents & CONTENTS_WATER)) {
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VectorSet(up, 0, 0, 8);
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CG_SmokePuff(v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE,
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cgs.media.shotgunSmokePuffShader);
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}
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}
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// do the shotgun pellets
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CG_ShotgunPattern(muzzlePoint, endPoint, cg.oldTime % 256, cg.predictedPlayerState.clientNum);
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//Com_Printf( "Predicted shotgun pattern\n" );
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}
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}
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// was it a machinegun attack?
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else if (ent->weapon == WP_MP5 || ent->weapon == WP_M4 || ent->weapon == WP_PISTOL || ent->weapon == WP_AKIMBO) {
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// do we have it on for the machinegun?
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if (cg_delag.integer & 1 || cg_delag.integer & 2) {
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// the server will use this exact time (it'll be serverTime on that end)
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int seed = cg.oldTime % 256;
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float r, u;
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trace_t tr;
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qboolean flesh;
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int fleshEntityNum;
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vec3_t endPoint;
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// do everything exactly like the server does
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r = Q_random(&seed) * M_PI * 2.0f;
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u = sin(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16;
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r = cos(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16;
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VectorMA(muzzlePoint, 8192 * 16, forward, endPoint);
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VectorMA(endPoint, r, right, endPoint);
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VectorMA(endPoint, u, up, endPoint);
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CG_Trace(&tr, muzzlePoint, NULL, NULL, endPoint, cg.predictedPlayerState.clientNum, MASK_SHOT);
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if (tr.surfaceFlags & SURF_NOIMPACT) {
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return;
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}
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// snap the endpos to integers, but nudged towards the line
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SnapVectorTowards(tr.endpos, muzzlePoint);
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// do bullet impact
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if (tr.entityNum < MAX_CLIENTS) {
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flesh = qtrue;
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fleshEntityNum = tr.entityNum;
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} else {
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flesh = qfalse;
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}
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// do the bullet impact
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CG_Bullet(tr.endpos, cg.predictedPlayerState.clientNum, tr.plane.normal, flesh, fleshEntityNum, IMPACTSOUND_DEFAULT);
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//Com_Printf( "Predicted bullet\n" );
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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_AddBoundingBox
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Draws a bounding box around a player. Called from CG_Player.
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=================
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*/
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void CG_AddBoundingBox(centity_t * cent)
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{
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polyVert_t verts[4];
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clientInfo_t *ci;
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int i;
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vec3_t mins = { -15, -15, -24 };
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vec3_t maxs = { 15, 15, 32 };
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float extx, exty, extz;
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vec3_t corners[8];
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qhandle_t bboxShader, bboxShader_nocull;
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if (!cg_drawBBox.integer) {
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return;
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}
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// don't draw it if it's us in first-person
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if (cent->currentState.number == cg.predictedPlayerState.clientNum && !cg.renderingThirdPerson) {
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return;
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}
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// don't draw it for dead players
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if (cent->currentState.eFlags & EF_DEAD) {
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return;
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}
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// get the shader handles
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bboxShader = trap_R_RegisterShader("bbox");
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bboxShader_nocull = trap_R_RegisterShader("bbox_nocull");
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// if they don't exist, forget it
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if (!bboxShader || !bboxShader_nocull) {
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return;
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}
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// get the player's client info
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ci = &cgs.clientinfo[cent->currentState.clientNum];
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// if it's us
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if (cent->currentState.number == cg.predictedPlayerState.clientNum) {
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// use the view height
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maxs[2] = cg.predictedPlayerState.viewheight + 6;
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} else {
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int x, zd, zu;
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// otherwise grab the encoded bounding box
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x = (cent->currentState.solid & 255);
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zd = ((cent->currentState.solid >> 8) & 255);
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zu = ((cent->currentState.solid >> 16) & 255) - 32;
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mins[0] = mins[1] = -x;
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maxs[0] = maxs[1] = x;
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mins[2] = -zd;
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maxs[2] = zu;
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}
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// get the extents (size)
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extx = maxs[0] - mins[0];
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exty = maxs[1] - mins[1];
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extz = maxs[2] - mins[2];
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// set the polygon's texture coordinates
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verts[0].st[0] = 0;
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verts[0].st[1] = 0;
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verts[1].st[0] = 0;
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verts[1].st[1] = 1;
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verts[2].st[0] = 1;
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verts[2].st[1] = 1;
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verts[3].st[0] = 1;
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verts[3].st[1] = 0;
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// set the polygon's vertex colors
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if (ci->team == TEAM_RED) {
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for (i = 0; i < 4; i++) {
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verts[i].modulate[0] = 160;
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verts[i].modulate[1] = 0;
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verts[i].modulate[2] = 0;
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verts[i].modulate[3] = 255;
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}
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} else if (ci->team == TEAM_BLUE) {
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for (i = 0; i < 4; i++) {
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verts[i].modulate[0] = 0;
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verts[i].modulate[1] = 0;
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verts[i].modulate[2] = 192;
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verts[i].modulate[3] = 255;
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}
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} else {
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for (i = 0; i < 4; i++) {
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verts[i].modulate[0] = 0;
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verts[i].modulate[1] = 128;
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verts[i].modulate[2] = 0;
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verts[i].modulate[3] = 255;
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}
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}
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VectorAdd(cent->lerpOrigin, maxs, corners[3]);
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VectorCopy(corners[3], corners[2]);
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corners[2][0] -= extx;
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VectorCopy(corners[2], corners[1]);
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corners[1][1] -= exty;
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VectorCopy(corners[1], corners[0]);
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corners[0][0] += extx;
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for (i = 0; i < 4; i++) {
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VectorCopy(corners[i], corners[i + 4]);
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corners[i + 4][2] -= extz;
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}
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// top
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VectorCopy(corners[0], verts[0].xyz);
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VectorCopy(corners[1], verts[1].xyz);
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VectorCopy(corners[2], verts[2].xyz);
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VectorCopy(corners[3], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader, 4, verts);
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// bottom
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VectorCopy(corners[7], verts[0].xyz);
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VectorCopy(corners[6], verts[1].xyz);
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VectorCopy(corners[5], verts[2].xyz);
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VectorCopy(corners[4], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader, 4, verts);
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// top side
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VectorCopy(corners[3], verts[0].xyz);
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VectorCopy(corners[2], verts[1].xyz);
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VectorCopy(corners[6], verts[2].xyz);
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VectorCopy(corners[7], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
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// left side
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VectorCopy(corners[2], verts[0].xyz);
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VectorCopy(corners[1], verts[1].xyz);
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VectorCopy(corners[5], verts[2].xyz);
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VectorCopy(corners[6], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
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// right side
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VectorCopy(corners[0], verts[0].xyz);
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VectorCopy(corners[3], verts[1].xyz);
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VectorCopy(corners[7], verts[2].xyz);
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VectorCopy(corners[4], verts[3].xyz);
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trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
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// bottom side
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VectorCopy(corners[1], verts[0].xyz);
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VectorCopy(corners[0], verts[1].xyz);
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||||
VectorCopy(corners[4], verts[2].xyz);
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||||
VectorCopy(corners[5], verts[3].xyz);
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||||
trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
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||||
}
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||||
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||||
/*
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||||
================
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CG_Cvar_ClampInt
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Clamps a cvar between two integer values, returns qtrue if it had to.
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||||
================
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||||
*/
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qboolean CG_Cvar_ClampInt(const char *name, vmCvar_t * vmCvar, int min, int max)
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{
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if (vmCvar->integer > max) {
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CG_Printf("Allowed values are %d to %d.\n", min, max);
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Com_sprintf(vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", max);
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vmCvar->value = max;
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vmCvar->integer = max;
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||||
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||||
trap_Cvar_Set(name, vmCvar->string);
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return qtrue;
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||||
}
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||||
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||||
if (vmCvar->integer < min) {
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||||
CG_Printf("Allowed values are %d to %d.\n", min, max);
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||||
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||||
Com_sprintf(vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", min);
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||||
vmCvar->value = min;
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||||
vmCvar->integer = min;
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||||
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||||
trap_Cvar_Set(name, vmCvar->string);
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||||
return qtrue;
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||||
}
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||||
|
||||
return qfalse;
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||||
}
|
602
reaction/game/g_unlagged.c
Normal file
602
reaction/game/g_unlagged.c
Normal file
|
@ -0,0 +1,602 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Id$
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Log$
|
||||
// Revision 1.1 2003/03/09 21:32:23 jbravo
|
||||
// *** empty log message ***
|
||||
//
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "g_local.h"
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||||
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||||
/*
|
||||
============
|
||||
G_ResetHistory
|
||||
|
||||
Clear out the given client's history (should be called when the teleport bit is flipped)
|
||||
============
|
||||
*/
|
||||
void G_ResetHistory(gentity_t * ent)
|
||||
{
|
||||
int i, time;
|
||||
|
||||
// fill up the history with data (assume the current position)
|
||||
ent->client->historyHead = NUM_CLIENT_HISTORY - 1;
|
||||
for (i = ent->client->historyHead, time = level.time; i >= 0; i--, time -= 50) {
|
||||
VectorCopy(ent->r.mins, ent->client->history[i].mins);
|
||||
VectorCopy(ent->r.maxs, ent->client->history[i].maxs);
|
||||
VectorCopy(ent->r.currentOrigin, ent->client->history[i].currentOrigin);
|
||||
ent->client->history[i].leveltime = time;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
============
|
||||
G_StoreHistory
|
||||
|
||||
Keep track of where the client's been
|
||||
============
|
||||
*/
|
||||
void G_StoreHistory(gentity_t * ent)
|
||||
{
|
||||
int head, frametime;
|
||||
|
||||
frametime = level.time - level.previousTime;
|
||||
|
||||
ent->client->historyHead++;
|
||||
if (ent->client->historyHead >= NUM_CLIENT_HISTORY) {
|
||||
ent->client->historyHead = 0;
|
||||
}
|
||||
|
||||
head = ent->client->historyHead;
|
||||
|
||||
// store all the collision-detection info and the time
|
||||
VectorCopy(ent->r.mins, ent->client->history[head].mins);
|
||||
VectorCopy(ent->r.maxs, ent->client->history[head].maxs);
|
||||
VectorCopy(ent->s.pos.trBase, ent->client->history[head].currentOrigin);
|
||||
SnapVector(ent->client->history[head].currentOrigin);
|
||||
ent->client->history[head].leveltime = level.time;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
TimeShiftLerp
|
||||
|
||||
Used below to interpolate between two previous vectors
|
||||
Returns a vector "frac" times the distance between "start" and "end"
|
||||
=============
|
||||
*/
|
||||
static void TimeShiftLerp(float frac, vec3_t start, vec3_t end, vec3_t result)
|
||||
{
|
||||
// From CG_InterpolateEntityPosition in cg_ents.c:
|
||||
/*
|
||||
cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
|
||||
cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
|
||||
cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );
|
||||
*/
|
||||
// Making these exactly the same should avoid floating-point error
|
||||
|
||||
result[0] = start[0] + frac * (end[0] - start[0]);
|
||||
result[1] = start[1] + frac * (end[1] - start[1]);
|
||||
result[2] = start[2] + frac * (end[2] - start[2]);
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
G_TimeShiftClient
|
||||
|
||||
Move a client back to where he was at the specified "time"
|
||||
=================
|
||||
*/
|
||||
void G_TimeShiftClient(gentity_t * ent, int time, qboolean debug, gentity_t * debugger)
|
||||
{
|
||||
int j, k;
|
||||
char msg[2048];
|
||||
|
||||
// this will dump out the head index, and the time for all the stored positions
|
||||
/*
|
||||
if ( debug ) {
|
||||
char str[MAX_STRING_CHARS];
|
||||
|
||||
Com_sprintf(str, sizeof(str), "print \"head: %d, %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d\n\"",
|
||||
ent->client->historyHead,
|
||||
ent->client->history[0].leveltime,
|
||||
ent->client->history[1].leveltime,
|
||||
ent->client->history[2].leveltime,
|
||||
ent->client->history[3].leveltime,
|
||||
ent->client->history[4].leveltime,
|
||||
ent->client->history[5].leveltime,
|
||||
ent->client->history[6].leveltime,
|
||||
ent->client->history[7].leveltime,
|
||||
ent->client->history[8].leveltime,
|
||||
ent->client->history[9].leveltime,
|
||||
ent->client->history[10].leveltime,
|
||||
ent->client->history[11].leveltime,
|
||||
ent->client->history[12].leveltime,
|
||||
ent->client->history[13].leveltime,
|
||||
ent->client->history[14].leveltime,
|
||||
ent->client->history[15].leveltime,
|
||||
ent->client->history[16].leveltime);
|
||||
|
||||
trap_SendServerCommand( debugger - g_entities, str );
|
||||
}
|
||||
*/
|
||||
|
||||
// find two entries in the history whose times sandwich "time"
|
||||
// assumes no two adjacent records have the same timestamp
|
||||
j = k = ent->client->historyHead;
|
||||
do {
|
||||
if (ent->client->history[j].leveltime <= time)
|
||||
break;
|
||||
|
||||
k = j;
|
||||
j--;
|
||||
if (j < 0) {
|
||||
j = NUM_CLIENT_HISTORY - 1;
|
||||
}
|
||||
}
|
||||
while (j != ent->client->historyHead);
|
||||
|
||||
// if we got past the first iteration above, we've sandwiched (or wrapped)
|
||||
if (j != k) {
|
||||
// make sure it doesn't get re-saved
|
||||
if (ent->client->saved.leveltime != level.time) {
|
||||
// save the current origin and bounding box
|
||||
VectorCopy(ent->r.mins, ent->client->saved.mins);
|
||||
VectorCopy(ent->r.maxs, ent->client->saved.maxs);
|
||||
VectorCopy(ent->r.currentOrigin, ent->client->saved.currentOrigin);
|
||||
ent->client->saved.leveltime = level.time;
|
||||
}
|
||||
// if we haven't wrapped back to the head, we've sandwiched, so
|
||||
// we shift the client's position back to where he was at "time"
|
||||
if (j != ent->client->historyHead) {
|
||||
float frac = (float) (time - ent->client->history[j].leveltime) /
|
||||
(float) (ent->client->history[k].leveltime - ent->client->history[j].leveltime);
|
||||
|
||||
// interpolate between the two origins to give position at time index "time"
|
||||
TimeShiftLerp(frac,
|
||||
ent->client->history[j].currentOrigin, ent->client->history[k].currentOrigin,
|
||||
ent->r.currentOrigin);
|
||||
|
||||
// lerp these too, just for fun (and ducking)
|
||||
TimeShiftLerp(frac, ent->client->history[j].mins, ent->client->history[k].mins, ent->r.mins);
|
||||
|
||||
TimeShiftLerp(frac, ent->client->history[j].maxs, ent->client->history[k].maxs, ent->r.maxs);
|
||||
|
||||
if (debug && debugger != NULL) {
|
||||
// print some debugging stuff exactly like what the client does
|
||||
|
||||
// it starts with "Rec:" to let you know it backward-reconciled
|
||||
Com_sprintf(msg, sizeof(msg),
|
||||
"print \"^1Rec: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n"
|
||||
"^2frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n"
|
||||
"^7level.time: %d, est time: %d, level.time delta: %d, est real ping: %d\n\"",
|
||||
time, ent->client->history[j].leveltime, ent->client->history[k].leveltime,
|
||||
ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2],
|
||||
frac,
|
||||
ent->client->history[j].currentOrigin[0],
|
||||
ent->client->history[j].currentOrigin[1],
|
||||
ent->client->history[j].currentOrigin[2],
|
||||
ent->client->history[k].currentOrigin[0],
|
||||
ent->client->history[k].currentOrigin[1],
|
||||
ent->client->history[k].currentOrigin[2],
|
||||
level.time, level.time + debugger->client->frameOffset,
|
||||
level.time - time, level.time + debugger->client->frameOffset - time);
|
||||
|
||||
trap_SendServerCommand(debugger - g_entities, msg);
|
||||
}
|
||||
// this will recalculate absmin and absmax
|
||||
trap_LinkEntity(ent);
|
||||
} else {
|
||||
// we wrapped, so grab the earliest
|
||||
VectorCopy(ent->client->history[k].currentOrigin, ent->r.currentOrigin);
|
||||
VectorCopy(ent->client->history[k].mins, ent->r.mins);
|
||||
VectorCopy(ent->client->history[k].maxs, ent->r.maxs);
|
||||
|
||||
// this will recalculate absmin and absmax
|
||||
trap_LinkEntity(ent);
|
||||
}
|
||||
} else {
|
||||
// this only happens when the client is using a negative timenudge, because that
|
||||
// number is added to the command time
|
||||
|
||||
// print some debugging stuff exactly like what the client does
|
||||
|
||||
// it starts with "No rec:" to let you know it didn't backward-reconcile
|
||||
if (debug && debugger != NULL) {
|
||||
Com_sprintf(msg, sizeof(msg),
|
||||
"print \"^1No rec: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n"
|
||||
"^2frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n"
|
||||
"^7level.time: %d, est time: %d, level.time delta: %d, est real ping: %d\n\"",
|
||||
time, level.time, level.time,
|
||||
ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2],
|
||||
0.0f,
|
||||
ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2],
|
||||
ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2],
|
||||
level.time, level.time + debugger->client->frameOffset,
|
||||
level.time - time, level.time + debugger->client->frameOffset - time);
|
||||
|
||||
trap_SendServerCommand(debugger - g_entities, msg);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
G_TimeShiftAllClients
|
||||
|
||||
Move ALL clients back to where they were at the specified "time",
|
||||
except for "skip"
|
||||
=====================
|
||||
*/
|
||||
void G_TimeShiftAllClients(int time, gentity_t * skip)
|
||||
{
|
||||
int i;
|
||||
gentity_t *ent;
|
||||
qboolean debug = (skip != NULL && skip->client &&
|
||||
skip->client->pers.debugDelag && skip->s.weapon == WP_SSG3000);
|
||||
|
||||
// for every client
|
||||
ent = &g_entities[0];
|
||||
for (i = 0; i < MAX_CLIENTS; i++, ent++) {
|
||||
if (ent->client && ent->inuse && ent->client->sess.sessionTeam < TEAM_SPECTATOR && ent != skip) {
|
||||
G_TimeShiftClient(ent, time, debug, skip);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
G_DoTimeShiftFor
|
||||
|
||||
Decide what time to shift everyone back to, and do it
|
||||
================
|
||||
*/
|
||||
void G_DoTimeShiftFor(gentity_t * ent)
|
||||
{
|
||||
//int wpflags[WP_NUM_WEAPONS] = { 0, 0, 2, 4, 0, 0, 8, 16, 0, 0, 0 };
|
||||
int wpflags[WP_NUM_WEAPONS] = { 0, 2, 4, 2, 4, 16, 2, 2, 0, 0 };
|
||||
int wpflag = wpflags[ent->client->ps.weapon];
|
||||
int time;
|
||||
|
||||
// don't time shift for mistakes or bots
|
||||
if (!ent->inuse || !ent->client || (ent->r.svFlags & SVF_BOT)) {
|
||||
return;
|
||||
}
|
||||
// if it's enabled server-side and the client wants it or wants it for this weapon
|
||||
if (g_delagHitscan.integer && (ent->client->pers.delag & 1 || ent->client->pers.delag & wpflag)) {
|
||||
// do the full lag compensation, except what the client nudges
|
||||
time = ent->client->attackTime + ent->client->pers.cmdTimeNudge;
|
||||
} else {
|
||||
// do just 50ms
|
||||
time = level.previousTime + ent->client->frameOffset;
|
||||
}
|
||||
|
||||
G_TimeShiftAllClients(time, ent);
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
G_UnTimeShiftClient
|
||||
|
||||
Move a client back to where he was before the time shift
|
||||
===================
|
||||
*/
|
||||
void G_UnTimeShiftClient(gentity_t * ent)
|
||||
{
|
||||
// if it was saved
|
||||
if (ent->client->saved.leveltime == level.time) {
|
||||
// move it back
|
||||
VectorCopy(ent->client->saved.mins, ent->r.mins);
|
||||
VectorCopy(ent->client->saved.maxs, ent->r.maxs);
|
||||
VectorCopy(ent->client->saved.currentOrigin, ent->r.currentOrigin);
|
||||
ent->client->saved.leveltime = 0;
|
||||
|
||||
// this will recalculate absmin and absmax
|
||||
trap_LinkEntity(ent);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=======================
|
||||
G_UnTimeShiftAllClients
|
||||
|
||||
Move ALL the clients back to where they were before the time shift,
|
||||
except for "skip"
|
||||
=======================
|
||||
*/
|
||||
void G_UnTimeShiftAllClients(gentity_t * skip)
|
||||
{
|
||||
int i;
|
||||
gentity_t *ent;
|
||||
|
||||
ent = &g_entities[0];
|
||||
for (i = 0; i < MAX_CLIENTS; i++, ent++) {
|
||||
if (ent->client && ent->inuse && ent->client->sess.sessionTeam < TEAM_SPECTATOR && ent != skip) {
|
||||
G_UnTimeShiftClient(ent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
G_UndoTimeShiftFor
|
||||
|
||||
Put everyone except for this client back where they were
|
||||
==================
|
||||
*/
|
||||
void G_UndoTimeShiftFor(gentity_t * ent)
|
||||
{
|
||||
|
||||
// don't un-time shift for mistakes or bots
|
||||
if (!ent->inuse || !ent->client || (ent->r.svFlags & SVF_BOT)) {
|
||||
return;
|
||||
}
|
||||
|
||||
G_UnTimeShiftAllClients(ent);
|
||||
}
|
||||
|
||||
/*
|
||||
===========================
|
||||
G_PredictPlayerClipVelocity
|
||||
|
||||
Slide on the impacting surface
|
||||
===========================
|
||||
*/
|
||||
|
||||
#define OVERCLIP 1.001f
|
||||
|
||||
void G_PredictPlayerClipVelocity(vec3_t in, vec3_t normal, vec3_t out)
|
||||
{
|
||||
float backoff;
|
||||
|
||||
// find the magnitude of the vector "in" along "normal"
|
||||
backoff = DotProduct(in, normal);
|
||||
|
||||
// tilt the plane a bit to avoid floating-point error issues
|
||||
if (backoff < 0) {
|
||||
backoff *= OVERCLIP;
|
||||
} else {
|
||||
backoff /= OVERCLIP;
|
||||
}
|
||||
|
||||
// slide along
|
||||
VectorMA(in, -backoff, normal, out);
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
G_PredictPlayerSlideMove
|
||||
|
||||
Advance the given entity frametime seconds, sliding as appropriate
|
||||
========================
|
||||
*/
|
||||
#define MAX_CLIP_PLANES 5
|
||||
|
||||
qboolean G_PredictPlayerSlideMove(gentity_t * ent, float frametime)
|
||||
{
|
||||
int bumpcount, numbumps;
|
||||
vec3_t dir;
|
||||
float d;
|
||||
int numplanes;
|
||||
vec3_t planes[MAX_CLIP_PLANES];
|
||||
vec3_t primal_velocity, velocity, origin;
|
||||
vec3_t clipVelocity;
|
||||
int i, j, k;
|
||||
trace_t trace;
|
||||
vec3_t end;
|
||||
float time_left;
|
||||
float into;
|
||||
vec3_t endVelocity;
|
||||
vec3_t endClipVelocity;
|
||||
// vec3_t worldUp = { 0.0f, 0.0f, 1.0f };
|
||||
|
||||
numbumps = 4;
|
||||
|
||||
VectorCopy(ent->s.pos.trDelta, primal_velocity);
|
||||
VectorCopy(primal_velocity, velocity);
|
||||
VectorCopy(ent->s.pos.trBase, origin);
|
||||
|
||||
VectorCopy(velocity, endVelocity);
|
||||
|
||||
time_left = frametime;
|
||||
|
||||
numplanes = 0;
|
||||
|
||||
for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {
|
||||
|
||||
// calculate position we are trying to move to
|
||||
VectorMA(origin, time_left, velocity, end);
|
||||
|
||||
// see if we can make it there
|
||||
trap_Trace(&trace, origin, ent->r.mins, ent->r.maxs, end, ent->s.number, ent->clipmask);
|
||||
|
||||
if (trace.allsolid) {
|
||||
// entity is completely trapped in another solid
|
||||
VectorClear(velocity);
|
||||
VectorCopy(origin, ent->s.pos.trBase);
|
||||
return qtrue;
|
||||
}
|
||||
|
||||
if (trace.fraction > 0) {
|
||||
// actually covered some distance
|
||||
VectorCopy(trace.endpos, origin);
|
||||
}
|
||||
|
||||
if (trace.fraction == 1) {
|
||||
break; // moved the entire distance
|
||||
}
|
||||
|
||||
time_left -= time_left * trace.fraction;
|
||||
|
||||
if (numplanes >= MAX_CLIP_PLANES) {
|
||||
// this shouldn't really happen
|
||||
VectorClear(velocity);
|
||||
VectorCopy(origin, ent->s.pos.trBase);
|
||||
return qtrue;
|
||||
}
|
||||
//
|
||||
// if this is the same plane we hit before, nudge velocity
|
||||
// out along it, which fixes some epsilon issues with
|
||||
// non-axial planes
|
||||
//
|
||||
for (i = 0; i < numplanes; i++) {
|
||||
if (DotProduct(trace.plane.normal, planes[i]) > 0.99) {
|
||||
VectorAdd(trace.plane.normal, velocity, velocity);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (i < numplanes) {
|
||||
continue;
|
||||
}
|
||||
|
||||
VectorCopy(trace.plane.normal, planes[numplanes]);
|
||||
numplanes++;
|
||||
|
||||
//
|
||||
// modify velocity so it parallels all of the clip planes
|
||||
//
|
||||
|
||||
// find a plane that it enters
|
||||
for (i = 0; i < numplanes; i++) {
|
||||
into = DotProduct(velocity, planes[i]);
|
||||
if (into >= 0.1) {
|
||||
continue; // move doesn't interact with the plane
|
||||
}
|
||||
// slide along the plane
|
||||
G_PredictPlayerClipVelocity(velocity, planes[i], clipVelocity);
|
||||
|
||||
// slide along the plane
|
||||
G_PredictPlayerClipVelocity(endVelocity, planes[i], endClipVelocity);
|
||||
|
||||
// see if there is a second plane that the new move enters
|
||||
for (j = 0; j < numplanes; j++) {
|
||||
if (j == i) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (DotProduct(clipVelocity, planes[j]) >= 0.1) {
|
||||
continue; // move doesn't interact with the plane
|
||||
}
|
||||
// try clipping the move to the plane
|
||||
G_PredictPlayerClipVelocity(clipVelocity, planes[j], clipVelocity);
|
||||
G_PredictPlayerClipVelocity(endClipVelocity, planes[j], endClipVelocity);
|
||||
|
||||
// see if it goes back into the first clip plane
|
||||
if (DotProduct(clipVelocity, planes[i]) >= 0) {
|
||||
continue;
|
||||
}
|
||||
// slide the original velocity along the crease
|
||||
CrossProduct(planes[i], planes[j], dir);
|
||||
VectorNormalize(dir);
|
||||
d = DotProduct(dir, velocity);
|
||||
VectorScale(dir, d, clipVelocity);
|
||||
|
||||
CrossProduct(planes[i], planes[j], dir);
|
||||
VectorNormalize(dir);
|
||||
d = DotProduct(dir, endVelocity);
|
||||
VectorScale(dir, d, endClipVelocity);
|
||||
|
||||
// see if there is a third plane the the new move enters
|
||||
for (k = 0; k < numplanes; k++) {
|
||||
if (k == i || k == j) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (DotProduct(clipVelocity, planes[k]) >= 0.1) {
|
||||
continue; // move doesn't interact with the plane
|
||||
}
|
||||
// stop dead at a tripple plane interaction
|
||||
VectorClear(velocity);
|
||||
VectorCopy(origin, ent->s.pos.trBase);
|
||||
return qtrue;
|
||||
}
|
||||
}
|
||||
|
||||
// if we have fixed all interactions, try another move
|
||||
VectorCopy(clipVelocity, velocity);
|
||||
VectorCopy(endClipVelocity, endVelocity);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
VectorCopy(endVelocity, velocity);
|
||||
VectorCopy(origin, ent->s.pos.trBase);
|
||||
|
||||
return (bumpcount != 0);
|
||||
}
|
||||
|
||||
/*
|
||||
============================
|
||||
G_PredictPlayerStepSlideMove
|
||||
|
||||
Advance the given entity frametime seconds, stepping and sliding as appropriate
|
||||
============================
|
||||
*/
|
||||
#define STEPSIZE 18
|
||||
|
||||
void G_PredictPlayerStepSlideMove(gentity_t * ent, float frametime)
|
||||
{
|
||||
vec3_t start_o, start_v, down_o, down_v;
|
||||
vec3_t down, up;
|
||||
trace_t trace;
|
||||
float stepSize;
|
||||
|
||||
VectorCopy(ent->s.pos.trBase, start_o);
|
||||
VectorCopy(ent->s.pos.trDelta, start_v);
|
||||
|
||||
if (!G_PredictPlayerSlideMove(ent, frametime)) {
|
||||
// not clipped, so forget stepping
|
||||
return;
|
||||
}
|
||||
|
||||
VectorCopy(ent->s.pos.trBase, down_o);
|
||||
VectorCopy(ent->s.pos.trDelta, down_v);
|
||||
|
||||
VectorCopy(start_o, up);
|
||||
up[2] += STEPSIZE;
|
||||
|
||||
// test the player position if they were a stepheight higher
|
||||
trap_Trace(&trace, start_o, ent->r.mins, ent->r.maxs, up, ent->s.number, ent->clipmask);
|
||||
if (trace.allsolid) {
|
||||
return; // can't step up
|
||||
}
|
||||
|
||||
stepSize = trace.endpos[2] - start_o[2];
|
||||
|
||||
// try slidemove from this position
|
||||
VectorCopy(trace.endpos, ent->s.pos.trBase);
|
||||
VectorCopy(start_v, ent->s.pos.trDelta);
|
||||
|
||||
G_PredictPlayerSlideMove(ent, frametime);
|
||||
|
||||
// push down the final amount
|
||||
VectorCopy(ent->s.pos.trBase, down);
|
||||
down[2] -= stepSize;
|
||||
trap_Trace(&trace, ent->s.pos.trBase, ent->r.mins, ent->r.maxs, down, ent->s.number, ent->clipmask);
|
||||
if (!trace.allsolid) {
|
||||
VectorCopy(trace.endpos, ent->s.pos.trBase);
|
||||
}
|
||||
if (trace.fraction < 1.0) {
|
||||
G_PredictPlayerClipVelocity(ent->s.pos.trDelta, trace.plane.normal, ent->s.pos.trDelta);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
G_PredictPlayerMove
|
||||
|
||||
Advance the given entity frametime seconds, stepping and sliding as appropriate
|
||||
|
||||
This is the entry point to the server-side-only prediction code
|
||||
===================
|
||||
*/
|
||||
void G_PredictPlayerMove(gentity_t * ent, float frametime)
|
||||
{
|
||||
G_PredictPlayerStepSlideMove(ent, frametime);
|
||||
}
|
Loading…
Reference in a new issue