Move ticcmd code into its own function

This commit is contained in:
Lactozilla 2023-12-27 22:36:16 -03:00
parent 6cedad6eb3
commit 70e2ea6dfa

View file

@ -2558,6 +2558,48 @@ static void G_MarathonTicker(void)
marathontime++;
}
static void G_UpdateTiccmd(void)
{
INT32 buf = gametic % BACKUPTICS;
// Generate ticcmds for bots FIRST, then copy received ticcmds for players.
// This emulates pre-2.2.10 behaviour where the bot referenced their leader's last copied ticcmd,
// which is desirable because P_PlayerThink can override inputs (e.g. while PF_STASIS is applied or in a waterslide),
// and the bot AI needs to respect that.
for (INT32 i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !P_IsHuman(&players[i])) // Less work is required if we're building a bot ticcmd.
{
players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
B_BuildTiccmd(&players[i], &players[i].cmd);
// Since bot TicCmd is pre-determined for both the client and server, the latency and packet checks are simplified.
players[i].cmd.latency = 0;
P_SetPlayerAngle(&players[i], players[i].cmd.angleturn << 16);
}
}
for (INT32 i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && P_IsHuman(&players[i]))
{
players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
// Use the leveltime sent in the player's ticcmd to determine control lag
players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1);
// Do angle adjustments.
players[i].angleturn += players[i].cmd.angleturn - players[i].oldrelangleturn;
players[i].oldrelangleturn = players[i].cmd.angleturn;
if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
else
players[i].cmd.angleturn = (players[i].angleturn & ~TICCMD_RECEIVED) | (players[i].cmd.angleturn & TICCMD_RECEIVED);
}
}
}
//
// G_Ticker
// Make ticcmd_ts for the players.
@ -2647,44 +2689,7 @@ void G_Ticker(boolean run)
default: I_Error("gameaction = %d\n", gameaction);
}
// Generate ticcmds for bots FIRST, then copy received ticcmds for players.
// This emulates pre-2.2.10 behaviour where the bot referenced their leader's last copied ticcmd,
// which is desirable because P_PlayerThink can override inputs (e.g. while PF_STASIS is applied or in a waterslide),
// and the bot AI needs to respect that.
INT32 buf = gametic % BACKUPTICS;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !P_IsHuman(&players[i])) // Less work is required if we're building a bot ticcmd.
{
players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
B_BuildTiccmd(&players[i], &players[i].cmd);
// Since bot TicCmd is pre-determined for both the client and server, the latency and packet checks are simplified.
players[i].cmd.latency = 0;
P_SetPlayerAngle(&players[i], players[i].cmd.angleturn << 16);
}
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && P_IsHuman(&players[i]))
{
players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
// Use the leveltime sent in the player's ticcmd to determine control lag
players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1);
// Do angle adjustments.
players[i].angleturn += players[i].cmd.angleturn - players[i].oldrelangleturn;
players[i].oldrelangleturn = players[i].cmd.angleturn;
if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
else
players[i].cmd.angleturn = (players[i].angleturn & ~TICCMD_RECEIVED) | (players[i].cmd.angleturn & TICCMD_RECEIVED);
}
}
G_UpdateTiccmd();
// do main actions
switch (gamestate)