*** empty log message ***

This commit is contained in:
Richard Allen 2003-03-09 21:32:23 +00:00
parent 8963c6a49f
commit be9c9de4e1
3 changed files with 1016 additions and 0 deletions

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# List fixes here for the 3.0 release # List fixes here for the 3.0 release
* Version now 3.0 * Version now 3.0
* Added the unlagged code.
* Added replacement model functionality for ammo * Added replacement model functionality for ammo
* Bots dont talk about flags any more. * Bots dont talk about flags any more.
* The wepons menu now shows up where its supposed to (incl. TP style TDM) * The wepons menu now shows up where its supposed to (incl. TP style TDM)

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//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.1 2003/03/09 21:32:23 jbravo
// *** empty log message ***
//
//
//-----------------------------------------------------------------------------
#include "cg_local.h"
// we'll need these prototypes
void CG_ShotgunPattern(vec3_t origin, vec3_t origin2, int seed, int otherEntNum);
//void CG_Bullet(vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum);
// and this as well
#define MACHINEGUN_SPREAD 200
/*
=======================
CG_PredictWeaponEffects
Draws predicted effects for the railgun, shotgun, and machinegun. The
lightning gun is done in CG_LightningBolt, since it was just a matter
of setting the right origin and angles.
=======================
*/
void CG_PredictWeaponEffects(centity_t * cent)
{
vec3_t muzzlePoint, forward, right, up;
entityState_t *ent = &cent->currentState;
// if the client isn't us, forget it
if (cent->currentState.number != cg.predictedPlayerState.clientNum) {
return;
}
// if it's not switched on server-side, forget it
if (!cgs.delagHitscan) {
return;
}
// get the muzzle point
VectorCopy(cg.predictedPlayerState.origin, muzzlePoint);
muzzlePoint[2] += cg.predictedPlayerState.viewheight;
// get forward, right, and up
AngleVectors(cg.predictedPlayerState.viewangles, forward, right, up);
VectorMA(muzzlePoint, 14, forward, muzzlePoint);
// was it a rail attack?
if (ent->weapon == WP_SSG3000) {
// do we have it on for the rail gun?
if (cg_delag.integer & 1 || cg_delag.integer & 16) {
trace_t trace;
vec3_t endPoint;
// trace forward
VectorMA(muzzlePoint, 8192, forward, endPoint);
// THIS IS FOR DEBUGGING!
// you definitely *will* want something like this to test the backward reconciliation
// to make sure it's working *exactly* right
if (cg_debugDelag.integer) {
// trace forward
CG_Trace(&trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
cent->currentState.number, CONTENTS_BODY | CONTENTS_SOLID);
// did we hit another player?
if (trace.fraction < 1.0f && (trace.contents & CONTENTS_BODY)) {
// if we have two snapshots (we're interpolating)
if (cg.nextSnap) {
centity_t *c = &cg_entities[trace.entityNum];
vec3_t origin1, origin2;
// figure the two origins used for interpolation
BG_EvaluateTrajectory(&c->currentState.pos, cg.snap->serverTime,
origin1);
BG_EvaluateTrajectory(&c->nextState.pos, cg.nextSnap->serverTime,
origin2);
// print some debugging stuff exactly like what the server does
// it starts with "Int:" to let you know the target was interpolated
CG_Printf("^3Int: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n",
cg.oldTime, cg.snap->serverTime, cg.nextSnap->serverTime,
c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]);
CG_Printf
("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n",
cg.frameInterpolation, origin1[0], origin1[1], origin1[2],
origin2[0], origin2[1], origin2[2]);
} else {
// we haven't got a next snapshot
// the client clock has either drifted ahead (seems to happen once per server frame
// when you play locally) or the client is using timenudge
// in any case, CG_CalcEntityLerpPositions extrapolated rather than interpolated
centity_t *c = &cg_entities[trace.entityNum];
vec3_t origin1, origin2;
c->currentState.pos.trTime = TR_LINEAR_STOP;
c->currentState.pos.trTime = cg.snap->serverTime;
c->currentState.pos.trDuration = 1000 / sv_fps.integer;
BG_EvaluateTrajectory(&c->currentState.pos, cg.snap->serverTime,
origin1);
BG_EvaluateTrajectory(&c->currentState.pos,
cg.snap->serverTime + 1000 / sv_fps.integer,
origin2);
// print some debugging stuff exactly like what the server does
// it starts with "Ext:" to let you know the target was extrapolated
CG_Printf("^3Ext: time: %d, j: %d, k: %d, origin: %0.2f %0.2f %0.2f\n",
cg.oldTime, cg.snap->serverTime, cg.snap->serverTime,
c->lerpOrigin[0], c->lerpOrigin[1], c->lerpOrigin[2]);
CG_Printf
("^5frac: %0.4f, origin1: %0.2f %0.2f %0.2f, origin2: %0.2f %0.2f %0.2f\n",
cg.frameInterpolation, origin1[0], origin1[1], origin1[2],
origin2[0], origin2[1], origin2[2]);
}
}
}
// find the rail's end point
CG_Trace(&trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
cg.predictedPlayerState.clientNum, CONTENTS_SOLID);
// do the magic-number adjustment
VectorMA(muzzlePoint, 4, right, muzzlePoint);
VectorMA(muzzlePoint, -1, up, muzzlePoint);
// draw a rail trail
CG_RailTrail(&cgs.clientinfo[cent->currentState.number], muzzlePoint, trace.endpos);
//Com_Printf( "Predicted rail trail\n" );
// explosion at end if not SURF_NOIMPACT
if (!(trace.surfaceFlags & SURF_NOIMPACT)) {
// predict an explosion
CG_MissileHitWall(ent->weapon, cg.predictedPlayerState.clientNum, trace.endpos,
trace.plane.normal, IMPACTSOUND_DEFAULT, 0);
}
}
}
// was it a shotgun attack?
else if (ent->weapon == WP_M3 || ent->weapon == WP_HANDCANNON) {
// do we have it on for the shotgun?
if (cg_delag.integer & 1 || cg_delag.integer & 4) {
int contents;
vec3_t endPoint, v;
// do everything like the server does
SnapVector(muzzlePoint);
VectorScale(forward, 4096, endPoint);
SnapVector(endPoint);
VectorSubtract(endPoint, muzzlePoint, v);
VectorNormalize(v);
VectorScale(v, 32, v);
VectorAdd(muzzlePoint, v, v);
if (cgs.glconfig.hardwareType != GLHW_RAGEPRO) {
// ragepro can't alpha fade, so don't even bother with smoke
vec3_t up;
contents = trap_CM_PointContents(muzzlePoint, 0);
if (!(contents & CONTENTS_WATER)) {
VectorSet(up, 0, 0, 8);
CG_SmokePuff(v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE,
cgs.media.shotgunSmokePuffShader);
}
}
// do the shotgun pellets
CG_ShotgunPattern(muzzlePoint, endPoint, cg.oldTime % 256, cg.predictedPlayerState.clientNum);
//Com_Printf( "Predicted shotgun pattern\n" );
}
}
// was it a machinegun attack?
else if (ent->weapon == WP_MP5 || ent->weapon == WP_M4 || ent->weapon == WP_PISTOL || ent->weapon == WP_AKIMBO) {
// do we have it on for the machinegun?
if (cg_delag.integer & 1 || cg_delag.integer & 2) {
// the server will use this exact time (it'll be serverTime on that end)
int seed = cg.oldTime % 256;
float r, u;
trace_t tr;
qboolean flesh;
int fleshEntityNum;
vec3_t endPoint;
// do everything exactly like the server does
r = Q_random(&seed) * M_PI * 2.0f;
u = sin(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16;
r = cos(r) * Q_crandom(&seed) * MACHINEGUN_SPREAD * 16;
VectorMA(muzzlePoint, 8192 * 16, forward, endPoint);
VectorMA(endPoint, r, right, endPoint);
VectorMA(endPoint, u, up, endPoint);
CG_Trace(&tr, muzzlePoint, NULL, NULL, endPoint, cg.predictedPlayerState.clientNum, MASK_SHOT);
if (tr.surfaceFlags & SURF_NOIMPACT) {
return;
}
// snap the endpos to integers, but nudged towards the line
SnapVectorTowards(tr.endpos, muzzlePoint);
// do bullet impact
if (tr.entityNum < MAX_CLIENTS) {
flesh = qtrue;
fleshEntityNum = tr.entityNum;
} else {
flesh = qfalse;
}
// do the bullet impact
CG_Bullet(tr.endpos, cg.predictedPlayerState.clientNum, tr.plane.normal, flesh, fleshEntityNum, IMPACTSOUND_DEFAULT);
//Com_Printf( "Predicted bullet\n" );
}
}
}
/*
=================
CG_AddBoundingBox
Draws a bounding box around a player. Called from CG_Player.
=================
*/
void CG_AddBoundingBox(centity_t * cent)
{
polyVert_t verts[4];
clientInfo_t *ci;
int i;
vec3_t mins = { -15, -15, -24 };
vec3_t maxs = { 15, 15, 32 };
float extx, exty, extz;
vec3_t corners[8];
qhandle_t bboxShader, bboxShader_nocull;
if (!cg_drawBBox.integer) {
return;
}
// don't draw it if it's us in first-person
if (cent->currentState.number == cg.predictedPlayerState.clientNum && !cg.renderingThirdPerson) {
return;
}
// don't draw it for dead players
if (cent->currentState.eFlags & EF_DEAD) {
return;
}
// get the shader handles
bboxShader = trap_R_RegisterShader("bbox");
bboxShader_nocull = trap_R_RegisterShader("bbox_nocull");
// if they don't exist, forget it
if (!bboxShader || !bboxShader_nocull) {
return;
}
// get the player's client info
ci = &cgs.clientinfo[cent->currentState.clientNum];
// if it's us
if (cent->currentState.number == cg.predictedPlayerState.clientNum) {
// use the view height
maxs[2] = cg.predictedPlayerState.viewheight + 6;
} else {
int x, zd, zu;
// otherwise grab the encoded bounding box
x = (cent->currentState.solid & 255);
zd = ((cent->currentState.solid >> 8) & 255);
zu = ((cent->currentState.solid >> 16) & 255) - 32;
mins[0] = mins[1] = -x;
maxs[0] = maxs[1] = x;
mins[2] = -zd;
maxs[2] = zu;
}
// get the extents (size)
extx = maxs[0] - mins[0];
exty = maxs[1] - mins[1];
extz = maxs[2] - mins[2];
// set the polygon's texture coordinates
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[3].st[0] = 1;
verts[3].st[1] = 0;
// set the polygon's vertex colors
if (ci->team == TEAM_RED) {
for (i = 0; i < 4; i++) {
verts[i].modulate[0] = 160;
verts[i].modulate[1] = 0;
verts[i].modulate[2] = 0;
verts[i].modulate[3] = 255;
}
} else if (ci->team == TEAM_BLUE) {
for (i = 0; i < 4; i++) {
verts[i].modulate[0] = 0;
verts[i].modulate[1] = 0;
verts[i].modulate[2] = 192;
verts[i].modulate[3] = 255;
}
} else {
for (i = 0; i < 4; i++) {
verts[i].modulate[0] = 0;
verts[i].modulate[1] = 128;
verts[i].modulate[2] = 0;
verts[i].modulate[3] = 255;
}
}
VectorAdd(cent->lerpOrigin, maxs, corners[3]);
VectorCopy(corners[3], corners[2]);
corners[2][0] -= extx;
VectorCopy(corners[2], corners[1]);
corners[1][1] -= exty;
VectorCopy(corners[1], corners[0]);
corners[0][0] += extx;
for (i = 0; i < 4; i++) {
VectorCopy(corners[i], corners[i + 4]);
corners[i + 4][2] -= extz;
}
// top
VectorCopy(corners[0], verts[0].xyz);
VectorCopy(corners[1], verts[1].xyz);
VectorCopy(corners[2], verts[2].xyz);
VectorCopy(corners[3], verts[3].xyz);
trap_R_AddPolyToScene(bboxShader, 4, verts);
// bottom
VectorCopy(corners[7], verts[0].xyz);
VectorCopy(corners[6], verts[1].xyz);
VectorCopy(corners[5], verts[2].xyz);
VectorCopy(corners[4], verts[3].xyz);
trap_R_AddPolyToScene(bboxShader, 4, verts);
// top side
VectorCopy(corners[3], verts[0].xyz);
VectorCopy(corners[2], verts[1].xyz);
VectorCopy(corners[6], verts[2].xyz);
VectorCopy(corners[7], verts[3].xyz);
trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
// left side
VectorCopy(corners[2], verts[0].xyz);
VectorCopy(corners[1], verts[1].xyz);
VectorCopy(corners[5], verts[2].xyz);
VectorCopy(corners[6], verts[3].xyz);
trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
// right side
VectorCopy(corners[0], verts[0].xyz);
VectorCopy(corners[3], verts[1].xyz);
VectorCopy(corners[7], verts[2].xyz);
VectorCopy(corners[4], verts[3].xyz);
trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
// bottom side
VectorCopy(corners[1], verts[0].xyz);
VectorCopy(corners[0], verts[1].xyz);
VectorCopy(corners[4], verts[2].xyz);
VectorCopy(corners[5], verts[3].xyz);
trap_R_AddPolyToScene(bboxShader_nocull, 4, verts);
}
/*
================
CG_Cvar_ClampInt
Clamps a cvar between two integer values, returns qtrue if it had to.
================
*/
qboolean CG_Cvar_ClampInt(const char *name, vmCvar_t * vmCvar, int min, int max)
{
if (vmCvar->integer > max) {
CG_Printf("Allowed values are %d to %d.\n", min, max);
Com_sprintf(vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", max);
vmCvar->value = max;
vmCvar->integer = max;
trap_Cvar_Set(name, vmCvar->string);
return qtrue;
}
if (vmCvar->integer < min) {
CG_Printf("Allowed values are %d to %d.\n", min, max);
Com_sprintf(vmCvar->string, MAX_CVAR_VALUE_STRING, "%d", min);
vmCvar->value = min;
vmCvar->integer = min;
trap_Cvar_Set(name, vmCvar->string);
return qtrue;
}
return qfalse;
}

602
reaction/game/g_unlagged.c Normal file
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//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.1 2003/03/09 21:32:23 jbravo
// *** empty log message ***
//
//
//-----------------------------------------------------------------------------
#include "g_local.h"
/*
============
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);
}