mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 14:32:09 +00:00
738 lines
19 KiB
C++
738 lines
19 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// cg_predict.c -- this file generates cg.predicted_player_state by either
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// interpolating between snapshots from the server or locally predicting
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// ahead the client's movement
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#include "cg_local.h"
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#include "../game/g_local.h"
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#include "cg_media.h"
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static pmove_t cg_pmove;
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static int cg_numSolidEntities;
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static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
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/*
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====================
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CG_BuildSolidList
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When a new cg.snap has been set, this function builds a sublist
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of the entities that are actually solid, to make for more
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efficient collision detection
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====================
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*/
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void CG_BuildSolidList( void )
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{
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int i;
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centity_t *cent;
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cg_numSolidEntities = 0;
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if(!cg.snap)
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{
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return;
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}
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for ( i = 0 ; i < cg.snap->numEntities ; i++ )
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{
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if ( cg.snap->entities[ i ].number < ENTITYNUM_WORLD )
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{
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cent = &cg_entities[ cg.snap->entities[ i ].number ];
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if ( cent->gent != NULL && cent->gent->s.solid )
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{
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cg_solidEntities[cg_numSolidEntities] = cent;
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cg_numSolidEntities++;
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}
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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_ClipMoveToEntities
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====================
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*/
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void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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int skipNumber, int mask, trace_t *tr ) {
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int i, x, zd, zu;
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trace_t trace;
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entityState_t *ent;
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clipHandle_t cmodel;
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vec3_t bmins, bmaxs;
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vec3_t origin, angles;
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centity_t *cent;
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for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
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cent = cg_solidEntities[ i ];
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ent = ¢->currentState;
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if ( ent->number == skipNumber ) {
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continue;
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}
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if ( ent->eType == ET_PUSH_TRIGGER ) {
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continue;
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}
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if ( ent->eType == ET_TELEPORT_TRIGGER ) {
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continue;
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}
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if ( ent->solid == SOLID_BMODEL ) {
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// special value for bmodel
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cmodel = cgi_CM_InlineModel( ent->modelindex );
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VectorCopy( cent->lerpAngles, angles );
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//Hmm... this would cause traces against brush movers to snap at 20fps (as with the third person camera)...
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//Let's use the lerpOrigin for now and see if it breaks anything...
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//EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, origin );
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VectorCopy( cent->lerpOrigin, origin );
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} else {
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// encoded bbox
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x = (ent->solid & 255);
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zd = ((ent->solid>>8) & 255);
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zu = ((ent->solid>>16) & 255) - 32;
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bmins[0] = bmins[1] = -x;
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bmaxs[0] = bmaxs[1] = x;
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bmins[2] = -zd;
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bmaxs[2] = zu;
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cmodel = cgi_CM_TempBoxModel( bmins, bmaxs );//, cent->gent->contents );
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VectorCopy( vec3_origin, angles );
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VectorCopy( cent->lerpOrigin, origin );
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}
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cgi_CM_TransformedBoxTrace ( &trace, start, end,
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mins, maxs, cmodel, mask, origin, angles);
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if (trace.allsolid || trace.fraction < tr->fraction) {
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trace.entityNum = ent->number;
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*tr = trace;
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} else if (trace.startsolid) {
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tr->startsolid = qtrue;
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}
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if ( tr->allsolid ) {
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return;
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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_Trace
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================
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*/
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void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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const int skipNumber, const int mask, const EG2_Collision eG2TraceType/*=G2_NOCOLLIDE*/, const int useLod/*=0*/) {
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trace_t t;
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cgi_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
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t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
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// check all other solid models
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CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t);
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*result = t;
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}
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/*
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================
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CG_PointContents
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================
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*/
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int CG_PointContents( const vec3_t point, int passEntityNum ) {
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int i;
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entityState_t *ent;
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centity_t *cent;
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clipHandle_t cmodel;
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int contents;
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contents = cgi_CM_PointContents (point, 0);
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for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
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cent = cg_solidEntities[ i ];
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ent = ¢->currentState;
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if ( ent->number == passEntityNum ) {
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continue;
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}
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if (ent->solid != SOLID_BMODEL) { // special value for bmodel
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continue;
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}
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cmodel = cgi_CM_InlineModel( ent->modelindex );
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if ( !cmodel ) {
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continue;
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}
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contents |= cgi_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles );
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}
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return contents;
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}
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void CG_SetClientViewAngles( vec3_t angles, qboolean overrideViewEnt )
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{
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if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD || overrideViewEnt )
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{//don't clamp angles when looking through a viewEntity
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for( int i = 0; i < 3; i++ )
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{
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cg.predicted_player_state.viewangles[i] = angles[i];
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cg.predicted_player_state.delta_angles[i] = 0;
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cg.snap->ps.viewangles[i] = angles[i];
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cg.snap->ps.delta_angles[i] = 0;
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g_entities[0].client->pers.cmd_angles[i] = ANGLE2SHORT(angles[i]);
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}
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cgi_SetUserCmdAngles( angles[PITCH], angles[YAW], angles[ROLL] );
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}
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}
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extern qboolean PM_AdjustAnglesToGripper( gentity_t *gent, usercmd_t *cmd );
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extern qboolean PM_AdjustAngleForWallRun( gentity_t *ent, usercmd_t *ucmd, qboolean doMove );
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extern qboolean PM_AdjustAnglesForSpinningFlip( gentity_t *ent, usercmd_t *ucmd, qboolean anglesOnly );
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extern qboolean PM_AdjustAnglesForBackAttack( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForSaberLock( gentity_t *ent, usercmd_t *ucmd );
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extern qboolean PM_AdjustAnglesForKnockdown( gentity_t *ent, usercmd_t *ucmd, qboolean angleClampOnly );
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extern qboolean G_CheckClampUcmd( gentity_t *ent, usercmd_t *ucmd );
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qboolean CG_CheckModifyUCmd( usercmd_t *cmd, vec3_t viewangles )
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{
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qboolean overridAngles = qfalse;
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if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
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{//controlling something else
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memset( cmd, 0, sizeof( usercmd_t ) );
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/*
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//to keep pointing in same dir, need to set cmd.angles
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cmd->angles[PITCH] = ANGLE2SHORT( cg.snap->ps.viewangles[PITCH] ) - cg.snap->ps.delta_angles[PITCH];
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cmd->angles[YAW] = ANGLE2SHORT( cg.snap->ps.viewangles[YAW] ) - cg.snap->ps.delta_angles[YAW];
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cmd->angles[ROLL] = 0;
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*/
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VectorCopy( g_entities[0].pos4, viewangles );
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overridAngles = qtrue;
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//CG_SetClientViewAngles( g_entities[cg.snap->ps.viewEntity].client->ps.viewangles, qtrue );
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}
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else if ( cg.snap->ps.vehicleModel != 0 )
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{//in vehicle flight mode
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float speed = VectorLength( cg.snap->ps.velocity );
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if ( !speed || cg.snap->ps.groundEntityNum != ENTITYNUM_NONE )
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{
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cmd->rightmove = 0;
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cmd->angles[PITCH] = 0;
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cmd->angles[YAW] = ANGLE2SHORT( cg.snap->ps.viewangles[YAW] ) - cg.snap->ps.delta_angles[YAW];
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CG_SetClientViewAngles( cg.snap->ps.viewangles, qfalse );
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}
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}
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if ( &g_entities[0] && g_entities[0].client )
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{
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if ( !PM_AdjustAnglesToGripper( &g_entities[0], cmd ) )
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{
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if ( PM_AdjustAnglesForSpinningFlip( &g_entities[0], cmd, qtrue ) )
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{
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CG_SetClientViewAngles( g_entities[0].client->ps.viewangles, qfalse );
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if ( viewangles )
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{
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VectorCopy( g_entities[0].client->ps.viewangles, viewangles );
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overridAngles = qtrue;
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}
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}
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}
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else
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{
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CG_SetClientViewAngles( g_entities[0].client->ps.viewangles, qfalse );
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if ( viewangles )
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{
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VectorCopy( g_entities[0].client->ps.viewangles, viewangles );
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overridAngles = qtrue;
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}
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}
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if ( G_CheckClampUcmd( &g_entities[0], cmd ) )
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{
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CG_SetClientViewAngles( g_entities[0].client->ps.viewangles, qfalse );
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if ( viewangles )
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{
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VectorCopy( g_entities[0].client->ps.viewangles, viewangles );
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overridAngles = qtrue;
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}
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}
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}
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return overridAngles;
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}
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qboolean CG_OnMovingPlat( playerState_t *ps )
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{
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if ( ps->groundEntityNum != ENTITYNUM_NONE )
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{
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entityState_t *es = &cg_entities[ps->groundEntityNum].currentState;
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if ( es->eType == ET_MOVER )
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{//on a mover
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if ( es->pos.trType != TR_STATIONARY )
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{
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if ( es->pos.trType != TR_LINEAR_STOP && es->pos.trType != TR_NONLINEAR_STOP )
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{//a constant mover
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if ( !VectorCompare( vec3_origin, es->pos.trDelta ) )
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{//is moving
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return qtrue;
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}
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}
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else
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{//a linear-stop mover
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if ( es->pos.trTime+es->pos.trDuration > cg.time )
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{//still moving
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return qtrue;
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}
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}
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}
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}
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}
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return qfalse;
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}
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/*
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========================
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CG_InterpolatePlayerState
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Generates cg.predicted_player_state by interpolating between
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cg.snap->player_state and cg.nextFrame->player_state
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========================
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*/
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void CG_InterpolatePlayerState( qboolean grabAngles ) {
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float f;
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int i;
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playerState_t *out;
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snapshot_t *prev, *next;
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qboolean skip = qfalse;
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vec3_t oldOrg;
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out = &cg.predicted_player_state;
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prev = cg.snap;
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next = cg.nextSnap;
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VectorCopy(out->origin,oldOrg);
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*out = cg.snap->ps;
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// if we are still allowing local input, short circuit the view angles
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if ( grabAngles ) {
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usercmd_t cmd;
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int cmdNum;
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cmdNum = cgi_GetCurrentCmdNumber();
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cgi_GetUserCmd( cmdNum, &cmd );
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skip = CG_CheckModifyUCmd( &cmd, out->viewangles );
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if ( !skip )
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{
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//NULL so that it doesn't execute a block of code that must be run from game
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PM_UpdateViewAngles( out, &cmd, NULL );
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}
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}
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// if the next frame is a teleport, we can't lerp to it
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if ( cg.nextFrameTeleport )
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{
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return;
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}
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if (!( !next || next->serverTime <= prev->serverTime ) )
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{
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f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime );
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i = next->ps.bobCycle;
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if ( i < prev->ps.bobCycle )
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{
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i += 256; // handle wraparound
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}
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out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle );
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for ( i = 0 ; i < 3 ; i++ )
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{
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out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] );
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if ( !grabAngles )
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{
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out->viewangles[i] = LerpAngle(
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prev->ps.viewangles[i], next->ps.viewangles[i], f );
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}
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out->velocity[i] = prev->ps.velocity[i] +
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f * (next->ps.velocity[i] - prev->ps.velocity[i] );
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}
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}
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bool onPlat=false;
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centity_t *pent=0;
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if (out->groundEntityNum>0)
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{
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pent=&cg_entities[out->groundEntityNum];
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if (pent->currentState.eType == ET_MOVER )
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{
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onPlat=true;
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}
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}
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if (
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cg.validPPS &&
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cg_smoothPlayerPos.value>0.0f &&
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cg_smoothPlayerPos.value<1.0f &&
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!onPlat
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)
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{
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// 0 = no smoothing, 1 = no movement
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for (i=0;i<3;i++)
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{
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out->origin[i]=cg_smoothPlayerPos.value*(oldOrg[i]-out->origin[i])+out->origin[i];
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}
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}
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else if (onPlat&&cg_smoothPlayerPlat.value>0.0f&&cg_smoothPlayerPlat.value<1.0f)
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{
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// if (cg.frametime<150)
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// {
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assert(pent);
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vec3_t p1,p2,vel;
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float lerpTime;
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EvaluateTrajectory( &pent->currentState.pos,cg.snap->serverTime, p1 );
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if ( cg.nextSnap &&cg.nextSnap->serverTime > cg.snap->serverTime)
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{
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EvaluateTrajectory( &pent->nextState.pos,cg.nextSnap->serverTime, p2 );
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lerpTime=float(cg.nextSnap->serverTime - cg.snap->serverTime);
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}
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else
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{
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EvaluateTrajectory( &pent->currentState.pos,cg.snap->serverTime+50, p2 );
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lerpTime=50.0f;
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}
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float accel=cg_smoothPlayerPlatAccel.value*cg.frametime/lerpTime;
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if (accel>20.0f)
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{
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accel=20.0f;
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}
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for (i=0;i<3;i++)
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{
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vel[i]=accel*(p2[i]-p1[i]);
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}
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VectorAdd(out->origin,vel,out->origin);
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if (cg.validPPS &&
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cg_smoothPlayerPlat.value>0.0f &&
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cg_smoothPlayerPlat.value<1.0f
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)
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{
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// 0 = no smoothing, 1 = no movement
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for (i=0;i<3;i++)
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{
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out->origin[i]=cg_smoothPlayerPlat.value*(oldOrg[i]-out->origin[i])+out->origin[i];
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}
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}
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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_TouchItem
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===================
|
|
*/
|
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void CG_TouchItem( centity_t *cent ) {
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gitem_t *item;
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// never pick an item up twice in a prediction
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if ( cent->miscTime == cg.time ) {
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return;
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}
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if ( !BG_PlayerTouchesItem( &cg.predicted_player_state, ¢->currentState, cg.time ) ) {
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return;
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}
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if ( !BG_CanItemBeGrabbed( ¢->currentState, &cg.predicted_player_state ) ) {
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return; // can't hold it
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}
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item = &bg_itemlist[ cent->currentState.modelindex ];
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// grab it
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AddEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predicted_player_state);
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|
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// remove it from the frame so it won't be drawn
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cent->currentState.eFlags |= EF_NODRAW;
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|
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// don't touch it again this prediction
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cent->miscTime = cg.time;
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|
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// if its a weapon, give them some predicted ammo so the autoswitch will work
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if ( item->giType == IT_WEAPON ) {
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int ammotype = weaponData[item->giTag].ammoIndex;
|
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cg.predicted_player_state.stats[ STAT_WEAPONS ] |= 1 << item->giTag;
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if ( !cg.predicted_player_state.ammo[ ammotype] ) {
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cg.predicted_player_state.ammo[ ammotype ] = 1;
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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_TouchTriggerPrediction
|
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|
|
Predict push triggers and items
|
|
Only called for the last command
|
|
=========================
|
|
*/
|
|
void CG_TouchTriggerPrediction( void ) {
|
|
int i;
|
|
trace_t trace;
|
|
entityState_t *ent;
|
|
clipHandle_t cmodel;
|
|
centity_t *cent;
|
|
qboolean spectator;
|
|
|
|
// dead clients don't activate triggers
|
|
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
spectator = (qboolean)( cg.predicted_player_state.pm_type == PM_SPECTATOR );
|
|
|
|
if ( cg.predicted_player_state.pm_type != PM_NORMAL && !spectator ) {
|
|
return;
|
|
}
|
|
|
|
for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
|
|
cent = &cg_entities[ cg.snap->entities[ i ].number ];
|
|
ent = ¢->currentState;
|
|
|
|
if ( ent->eType == ET_ITEM && !spectator ) {
|
|
CG_TouchItem( cent );
|
|
continue;
|
|
}
|
|
|
|
if ( ent->eType != ET_PUSH_TRIGGER && ent->eType != ET_TELEPORT_TRIGGER ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ent->solid != SOLID_BMODEL ) {
|
|
continue;
|
|
}
|
|
|
|
cmodel = cgi_CM_InlineModel( ent->modelindex );
|
|
if ( !cmodel ) {
|
|
continue;
|
|
}
|
|
|
|
cgi_CM_BoxTrace( &trace, cg.predicted_player_state.origin, cg.predicted_player_state.origin,
|
|
cg_pmove.mins, cg_pmove.maxs, cmodel, -1 );
|
|
|
|
if ( !trace.startsolid ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ent->eType == ET_TELEPORT_TRIGGER ) {
|
|
cg.hyperspace = qtrue;
|
|
} else {
|
|
// we hit this push trigger
|
|
if ( spectator ) {
|
|
continue;
|
|
}
|
|
|
|
VectorCopy( ent->origin2, cg.predicted_player_state.velocity );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_PredictPlayerState
|
|
|
|
Generates cg.predicted_player_state for the current cg.time
|
|
cg.predicted_player_state is guaranteed to be valid after exiting.
|
|
|
|
For normal gameplay, it will be the result of predicted usercmd_t on
|
|
top of the most recent playerState_t received from the server.
|
|
|
|
Each new refdef will usually have exactly one new usercmd over the last,
|
|
but we have to simulate all unacknowledged commands since the last snapshot
|
|
received. This means that on an internet connection, quite a few
|
|
pmoves may be issued each frame.
|
|
|
|
OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t
|
|
differs from the predicted one.
|
|
|
|
We detect prediction errors and allow them to be decayed off over several frames
|
|
to ease the jerk.
|
|
=================
|
|
*/
|
|
extern qboolean player_locked;
|
|
void CG_PredictPlayerState( void ) {
|
|
int cmdNum, current;
|
|
playerState_t oldPlayerState;
|
|
|
|
cg.hyperspace = qfalse; // will be set if touching a trigger_teleport
|
|
|
|
// if this is the first frame we must guarantee
|
|
// predicted_player_state is valid even if there is some
|
|
// other error condition
|
|
if ( !cg.validPPS ) {
|
|
cg.validPPS = qtrue;
|
|
cg.predicted_player_state = cg.snap->ps;
|
|
}
|
|
|
|
|
|
if ( 1 )//cg_timescale.value >= 1.0f )
|
|
{
|
|
// demo playback just copies the moves
|
|
/*
|
|
if ( (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
|
|
CG_InterpolatePlayerState( qfalse );
|
|
return;
|
|
}
|
|
*/
|
|
|
|
// non-predicting local movement will grab the latest angles
|
|
CG_InterpolatePlayerState( qtrue );
|
|
return;
|
|
}
|
|
|
|
// prepare for pmove
|
|
//FIXME: is this bad???
|
|
cg_pmove.gent = NULL;
|
|
cg_pmove.ps = &cg.predicted_player_state;
|
|
cg_pmove.trace = CG_Trace;
|
|
cg_pmove.pointcontents = CG_PointContents;
|
|
cg_pmove.tracemask = MASK_PLAYERSOLID;
|
|
cg_pmove.noFootsteps = qfalse;//( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;
|
|
|
|
// save the state before the pmove so we can detect transitions
|
|
oldPlayerState = cg.predicted_player_state;
|
|
|
|
// if we are too far out of date, just freeze
|
|
cmdNum = cg.snap->cmdNum;
|
|
current = cgi_GetCurrentCmdNumber();
|
|
|
|
if ( current - cmdNum >= CMD_BACKUP ) {
|
|
return;
|
|
}
|
|
|
|
// get the most recent information we have
|
|
cg.predicted_player_state = cg.snap->ps;
|
|
|
|
// we should always be predicting at least one frame
|
|
if ( cmdNum >= current ) {
|
|
return;
|
|
}
|
|
|
|
// run cmds
|
|
do {
|
|
// check for a prediction error from last frame
|
|
// on a lan, this will often be the exact value
|
|
// from the snapshot, but on a wan we will have
|
|
// to predict several commands to get to the point
|
|
// we want to compare
|
|
if ( cmdNum == current - 1 ) {
|
|
vec3_t delta;
|
|
float len;
|
|
|
|
if ( cg.thisFrameTeleport ) {
|
|
// a teleport will not cause an error decay
|
|
VectorClear( cg.predictedError );
|
|
cg.thisFrameTeleport = qfalse;
|
|
} else {
|
|
vec3_t adjusted;
|
|
CG_AdjustPositionForMover( cg.predicted_player_state.origin,
|
|
cg.predicted_player_state.groundEntityNum, cg.oldTime, adjusted );
|
|
|
|
VectorSubtract( oldPlayerState.origin, adjusted, delta );
|
|
len = VectorLength( delta );
|
|
if ( len > 0.1 ) {
|
|
if ( cg_errorDecay.integer ) {
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cg.predictedErrorTime;
|
|
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
|
|
if ( f < 0 ) {
|
|
f = 0;
|
|
}
|
|
VectorScale( cg.predictedError, f, cg.predictedError );
|
|
} else {
|
|
VectorClear( cg.predictedError );
|
|
}
|
|
VectorAdd( delta, cg.predictedError, cg.predictedError );
|
|
cg.predictedErrorTime = cg.oldTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the command can't be gotten because it is
|
|
// too far out of date, the frame is invalid
|
|
// this should never happen, because we check ranges at
|
|
// the top of the function
|
|
cmdNum++;
|
|
if ( !cgi_GetUserCmd( cmdNum, &cg_pmove.cmd ) ) {
|
|
break;
|
|
}
|
|
|
|
gentity_t *ent = &g_entities[0];//cheating and dirty, I know, but this is a SP game so prediction can cheat
|
|
if ( player_locked ||
|
|
(ent && !ent->s.number&&ent->aimDebounceTime>level.time) ||
|
|
(ent && ent->client && ent->client->ps.pm_time && (ent->client->ps.pm_flags&PMF_TIME_KNOCKBACK)) ||
|
|
(ent && ent->forcePushTime > level.time) )
|
|
{//lock out player control unless dead
|
|
//VectorClear( cg_pmove.cmd.angles );
|
|
cg_pmove.cmd.forwardmove = 0;
|
|
cg_pmove.cmd.rightmove = 0;
|
|
cg_pmove.cmd.buttons = 0;
|
|
cg_pmove.cmd.upmove = 0;
|
|
}
|
|
CG_CheckModifyUCmd( &cg_pmove.cmd, NULL );
|
|
//FIXME: prediction on clients in timescale results in jerky positional translation
|
|
Pmove( &cg_pmove );
|
|
|
|
// add push trigger movement effects
|
|
CG_TouchTriggerPrediction();
|
|
|
|
} while ( cmdNum < current );
|
|
|
|
// adjust for the movement of the groundentity
|
|
CG_AdjustPositionForMover( cg.predicted_player_state.origin,
|
|
cg.predicted_player_state.groundEntityNum,
|
|
cg.time, cg.predicted_player_state.origin );
|
|
|
|
// fire events and other transition triggered things
|
|
CG_TransitionPlayerState( &cg.predicted_player_state, &oldPlayerState );
|
|
}
|
|
|
|
|