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Move ticcmd code into its own function
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parent
6cedad6eb3
commit
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1 changed files with 43 additions and 38 deletions
81
src/g_game.c
81
src/g_game.c
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@ -2558,6 +2558,48 @@ static void G_MarathonTicker(void)
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marathontime++;
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}
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static void G_UpdateTiccmd(void)
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{
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INT32 buf = gametic % BACKUPTICS;
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// Generate ticcmds for bots FIRST, then copy received ticcmds for players.
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// This emulates pre-2.2.10 behaviour where the bot referenced their leader's last copied ticcmd,
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// which is desirable because P_PlayerThink can override inputs (e.g. while PF_STASIS is applied or in a waterslide),
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// and the bot AI needs to respect that.
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for (INT32 i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && !P_IsHuman(&players[i])) // Less work is required if we're building a bot ticcmd.
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{
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players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
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B_BuildTiccmd(&players[i], &players[i].cmd);
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// Since bot TicCmd is pre-determined for both the client and server, the latency and packet checks are simplified.
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players[i].cmd.latency = 0;
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P_SetPlayerAngle(&players[i], players[i].cmd.angleturn << 16);
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}
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}
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for (INT32 i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && P_IsHuman(&players[i]))
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{
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players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
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G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
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// Use the leveltime sent in the player's ticcmd to determine control lag
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players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1);
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// Do angle adjustments.
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players[i].angleturn += players[i].cmd.angleturn - players[i].oldrelangleturn;
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players[i].oldrelangleturn = players[i].cmd.angleturn;
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if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
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P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
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else
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players[i].cmd.angleturn = (players[i].angleturn & ~TICCMD_RECEIVED) | (players[i].cmd.angleturn & TICCMD_RECEIVED);
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}
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}
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}
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//
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// G_Ticker
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// Make ticcmd_ts for the players.
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@ -2647,44 +2689,7 @@ void G_Ticker(boolean run)
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default: I_Error("gameaction = %d\n", gameaction);
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}
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// Generate ticcmds for bots FIRST, then copy received ticcmds for players.
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// This emulates pre-2.2.10 behaviour where the bot referenced their leader's last copied ticcmd,
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// which is desirable because P_PlayerThink can override inputs (e.g. while PF_STASIS is applied or in a waterslide),
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// and the bot AI needs to respect that.
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INT32 buf = gametic % BACKUPTICS;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && !P_IsHuman(&players[i])) // Less work is required if we're building a bot ticcmd.
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{
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players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
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B_BuildTiccmd(&players[i], &players[i].cmd);
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// Since bot TicCmd is pre-determined for both the client and server, the latency and packet checks are simplified.
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players[i].cmd.latency = 0;
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P_SetPlayerAngle(&players[i], players[i].cmd.angleturn << 16);
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}
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}
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && P_IsHuman(&players[i]))
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{
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players[i].lastbuttons = players[i].cmd.buttons; // Save last frame's button readings
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G_CopyTiccmd(&players[i].cmd, &netcmds[buf][i], 1);
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// Use the leveltime sent in the player's ticcmd to determine control lag
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players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1);
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// Do angle adjustments.
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players[i].angleturn += players[i].cmd.angleturn - players[i].oldrelangleturn;
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players[i].oldrelangleturn = players[i].cmd.angleturn;
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if (P_ControlStyle(&players[i]) == CS_LMAOGALOG)
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P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
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else
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players[i].cmd.angleturn = (players[i].angleturn & ~TICCMD_RECEIVED) | (players[i].cmd.angleturn & TICCMD_RECEIVED);
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}
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}
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G_UpdateTiccmd();
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// do main actions
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switch (gamestate)
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