mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-27 14:32:55 +00:00
0448f68a13
In CTF, rail or plasma gun/ammo were not predicted for pickup depending on what team player is on. The rail and plasma values are the same as PW_REDFLAG and PW_BLUEFLAG. In 1FCTF, only neutral flag, BFG, and BFG ammo were predicted for pickup. WP_BFG is equal to PW_NEUTRALFLAG.
626 lines
17 KiB
C
626 lines
17 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
// cg_predict.c -- this file generates cg.predictedPlayerState by either
|
|
// interpolating between snapshots from the server or locally predicting
|
|
// ahead the client's movement.
|
|
// It also handles local physics interaction, like fragments bouncing off walls
|
|
|
|
#include "cg_local.h"
|
|
|
|
static pmove_t cg_pmove;
|
|
|
|
static int cg_numSolidEntities;
|
|
static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
|
|
static int cg_numTriggerEntities;
|
|
static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];
|
|
|
|
/*
|
|
====================
|
|
CG_BuildSolidList
|
|
|
|
When a new cg.snap has been set, this function builds a sublist
|
|
of the entities that are actually solid, to make for more
|
|
efficient collision detection
|
|
====================
|
|
*/
|
|
void CG_BuildSolidList( void ) {
|
|
int i;
|
|
centity_t *cent;
|
|
snapshot_t *snap;
|
|
entityState_t *ent;
|
|
|
|
cg_numSolidEntities = 0;
|
|
cg_numTriggerEntities = 0;
|
|
|
|
if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
|
|
snap = cg.nextSnap;
|
|
} else {
|
|
snap = cg.snap;
|
|
}
|
|
|
|
for ( i = 0 ; i < snap->numEntities ; i++ ) {
|
|
cent = &cg_entities[ snap->entities[ i ].number ];
|
|
ent = ¢->currentState;
|
|
|
|
if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) {
|
|
cg_triggerEntities[cg_numTriggerEntities] = cent;
|
|
cg_numTriggerEntities++;
|
|
continue;
|
|
}
|
|
|
|
if ( cent->nextState.solid ) {
|
|
cg_solidEntities[cg_numSolidEntities] = cent;
|
|
cg_numSolidEntities++;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CG_ClipMoveToEntities
|
|
|
|
====================
|
|
*/
|
|
static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
|
int skipNumber, int mask, trace_t *tr ) {
|
|
int i, x, zd, zu;
|
|
trace_t trace;
|
|
entityState_t *ent;
|
|
clipHandle_t cmodel;
|
|
vec3_t bmins, bmaxs;
|
|
vec3_t origin, angles;
|
|
centity_t *cent;
|
|
|
|
for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
|
|
cent = cg_solidEntities[ i ];
|
|
ent = ¢->currentState;
|
|
|
|
if ( ent->number == skipNumber ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ent->solid == SOLID_BMODEL ) {
|
|
// special value for bmodel
|
|
cmodel = trap_CM_InlineModel( ent->modelindex );
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin );
|
|
} else {
|
|
// encoded bbox
|
|
x = (ent->solid & 255);
|
|
zd = ((ent->solid>>8) & 255);
|
|
zu = ((ent->solid>>16) & 255) - 32;
|
|
|
|
bmins[0] = bmins[1] = -x;
|
|
bmaxs[0] = bmaxs[1] = x;
|
|
bmins[2] = -zd;
|
|
bmaxs[2] = zu;
|
|
|
|
cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
|
|
VectorCopy( vec3_origin, angles );
|
|
VectorCopy( cent->lerpOrigin, origin );
|
|
}
|
|
|
|
|
|
trap_CM_TransformedBoxTrace ( &trace, start, end,
|
|
mins, maxs, cmodel, mask, origin, angles);
|
|
|
|
if (trace.allsolid || trace.fraction < tr->fraction) {
|
|
trace.entityNum = ent->number;
|
|
*tr = trace;
|
|
} else if (trace.startsolid) {
|
|
tr->startsolid = qtrue;
|
|
}
|
|
if ( tr->allsolid ) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_Trace
|
|
================
|
|
*/
|
|
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
|
int skipNumber, int mask ) {
|
|
trace_t t;
|
|
|
|
trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
|
|
t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
|
|
// check all other solid models
|
|
CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t);
|
|
|
|
*result = t;
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_PointContents
|
|
================
|
|
*/
|
|
int CG_PointContents( const vec3_t point, int passEntityNum ) {
|
|
int i;
|
|
entityState_t *ent;
|
|
centity_t *cent;
|
|
clipHandle_t cmodel;
|
|
int contents;
|
|
|
|
contents = trap_CM_PointContents (point, 0);
|
|
|
|
for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
|
|
cent = cg_solidEntities[ i ];
|
|
|
|
ent = ¢->currentState;
|
|
|
|
if ( ent->number == passEntityNum ) {
|
|
continue;
|
|
}
|
|
|
|
if (ent->solid != SOLID_BMODEL) { // special value for bmodel
|
|
continue;
|
|
}
|
|
|
|
cmodel = trap_CM_InlineModel( ent->modelindex );
|
|
if ( !cmodel ) {
|
|
continue;
|
|
}
|
|
|
|
contents |= trap_CM_TransformedPointContents( point, cmodel, cent->lerpOrigin, cent->lerpAngles );
|
|
}
|
|
|
|
return contents;
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
CG_InterpolatePlayerState
|
|
|
|
Generates cg.predictedPlayerState by interpolating between
|
|
cg.snap->player_state and cg.nextFrame->player_state
|
|
========================
|
|
*/
|
|
static void CG_InterpolatePlayerState( qboolean grabAngles ) {
|
|
float f;
|
|
int i;
|
|
playerState_t *out;
|
|
snapshot_t *prev, *next;
|
|
|
|
out = &cg.predictedPlayerState;
|
|
prev = cg.snap;
|
|
next = cg.nextSnap;
|
|
|
|
*out = cg.snap->ps;
|
|
|
|
// if we are still allowing local input, short circuit the view angles
|
|
if ( grabAngles ) {
|
|
usercmd_t cmd;
|
|
int cmdNum;
|
|
|
|
cmdNum = trap_GetCurrentCmdNumber();
|
|
trap_GetUserCmd( cmdNum, &cmd );
|
|
|
|
PM_UpdateViewAngles( out, &cmd );
|
|
}
|
|
|
|
// if the next frame is a teleport, we can't lerp to it
|
|
if ( cg.nextFrameTeleport ) {
|
|
return;
|
|
}
|
|
|
|
if ( !next || next->serverTime <= prev->serverTime ) {
|
|
return;
|
|
}
|
|
|
|
f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime );
|
|
|
|
i = next->ps.bobCycle;
|
|
if ( i < prev->ps.bobCycle ) {
|
|
i += 256; // handle wraparound
|
|
}
|
|
out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle );
|
|
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] );
|
|
if ( !grabAngles ) {
|
|
out->viewangles[i] = LerpAngle(
|
|
prev->ps.viewangles[i], next->ps.viewangles[i], f );
|
|
}
|
|
out->velocity[i] = prev->ps.velocity[i] +
|
|
f * (next->ps.velocity[i] - prev->ps.velocity[i] );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_TouchItem
|
|
===================
|
|
*/
|
|
static void CG_TouchItem( centity_t *cent ) {
|
|
gitem_t *item;
|
|
|
|
if ( !cg_predictItems.integer ) {
|
|
return;
|
|
}
|
|
if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, ¢->currentState, cg.time ) ) {
|
|
return;
|
|
}
|
|
|
|
// never pick an item up twice in a prediction
|
|
if ( cent->miscTime == cg.time ) {
|
|
return;
|
|
}
|
|
|
|
if ( !BG_CanItemBeGrabbed( cgs.gametype, ¢->currentState, &cg.predictedPlayerState ) ) {
|
|
return; // can't hold it
|
|
}
|
|
|
|
item = &bg_itemlist[ cent->currentState.modelindex ];
|
|
|
|
// Special case for flags.
|
|
// We don't predict touching our own flag
|
|
#ifdef MISSIONPACK
|
|
if( cgs.gametype == GT_1FCTF ) {
|
|
if( item->giType == IT_TEAM && item->giTag != PW_NEUTRALFLAG ) {
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
if( cgs.gametype == GT_CTF ) {
|
|
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
|
|
item->giType == IT_TEAM && item->giTag == PW_REDFLAG)
|
|
return;
|
|
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
|
|
item->giType == IT_TEAM && item->giTag == PW_BLUEFLAG)
|
|
return;
|
|
}
|
|
|
|
// grab it
|
|
BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);
|
|
|
|
// remove it from the frame so it won't be drawn
|
|
cent->currentState.eFlags |= EF_NODRAW;
|
|
|
|
// don't touch it again this prediction
|
|
cent->miscTime = cg.time;
|
|
|
|
// if it's a weapon, give them some predicted ammo so the autoswitch will work
|
|
if ( item->giType == IT_WEAPON ) {
|
|
cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag;
|
|
if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) {
|
|
cg.predictedPlayerState.ammo[ item->giTag ] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=========================
|
|
CG_TouchTriggerPrediction
|
|
|
|
Predict push triggers and items
|
|
=========================
|
|
*/
|
|
static 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.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
|
|
return;
|
|
}
|
|
|
|
spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR );
|
|
|
|
if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) {
|
|
return;
|
|
}
|
|
|
|
for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) {
|
|
cent = cg_triggerEntities[ i ];
|
|
ent = ¢->currentState;
|
|
|
|
if ( ent->eType == ET_ITEM && !spectator ) {
|
|
CG_TouchItem( cent );
|
|
continue;
|
|
}
|
|
|
|
if ( ent->solid != SOLID_BMODEL ) {
|
|
continue;
|
|
}
|
|
|
|
cmodel = trap_CM_InlineModel( ent->modelindex );
|
|
if ( !cmodel ) {
|
|
continue;
|
|
}
|
|
|
|
trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin,
|
|
cg_pmove.mins, cg_pmove.maxs, cmodel, -1 );
|
|
|
|
if ( !trace.startsolid ) {
|
|
continue;
|
|
}
|
|
|
|
if ( ent->eType == ET_TELEPORT_TRIGGER ) {
|
|
cg.hyperspace = qtrue;
|
|
} else if ( ent->eType == ET_PUSH_TRIGGER ) {
|
|
BG_TouchJumpPad( &cg.predictedPlayerState, ent );
|
|
}
|
|
}
|
|
|
|
// if we didn't touch a jump pad this pmove frame
|
|
if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) {
|
|
cg.predictedPlayerState.jumppad_frame = 0;
|
|
cg.predictedPlayerState.jumppad_ent = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_PredictPlayerState
|
|
|
|
Generates cg.predictedPlayerState for the current cg.time
|
|
cg.predictedPlayerState is guaranteed to be valid after exiting.
|
|
|
|
For demo playback, this will be an interpolation between two valid
|
|
playerState_t.
|
|
|
|
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 snapshot will usually have one or more new usercmd over the last,
|
|
but we simulate all unacknowledged commands each time, not just the new ones.
|
|
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. Would require saving all intermediate
|
|
playerState_t during prediction.
|
|
|
|
We detect prediction errors and allow them to be decayed off over several frames
|
|
to ease the jerk.
|
|
=================
|
|
*/
|
|
void CG_PredictPlayerState( void ) {
|
|
int cmdNum, current;
|
|
playerState_t oldPlayerState;
|
|
qboolean moved;
|
|
usercmd_t oldestCmd;
|
|
usercmd_t latestCmd;
|
|
|
|
cg.hyperspace = qfalse; // will be set if touching a trigger_teleport
|
|
|
|
// if this is the first frame we must guarantee
|
|
// predictedPlayerState is valid even if there is some
|
|
// other error condition
|
|
if ( !cg.validPPS ) {
|
|
cg.validPPS = qtrue;
|
|
cg.predictedPlayerState = cg.snap->ps;
|
|
}
|
|
|
|
|
|
// demo playback just copies the moves
|
|
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
|
|
CG_InterpolatePlayerState( qfalse );
|
|
return;
|
|
}
|
|
|
|
// non-predicting local movement will grab the latest angles
|
|
if ( cg_nopredict.integer || cg_synchronousClients.integer ) {
|
|
CG_InterpolatePlayerState( qtrue );
|
|
return;
|
|
}
|
|
|
|
// prepare for pmove
|
|
cg_pmove.ps = &cg.predictedPlayerState;
|
|
cg_pmove.trace = CG_Trace;
|
|
cg_pmove.pointcontents = CG_PointContents;
|
|
if ( cg_pmove.ps->pm_type == PM_DEAD ) {
|
|
cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
|
|
}
|
|
else {
|
|
cg_pmove.tracemask = MASK_PLAYERSOLID;
|
|
}
|
|
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
|
|
cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies
|
|
}
|
|
cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;
|
|
|
|
// save the state before the pmove so we can detect transitions
|
|
oldPlayerState = cg.predictedPlayerState;
|
|
|
|
current = trap_GetCurrentCmdNumber();
|
|
|
|
// if we don't have the commands right after the snapshot, we
|
|
// can't accurately predict a current position, so just freeze at
|
|
// the last good position we had
|
|
cmdNum = current - CMD_BACKUP + 1;
|
|
trap_GetUserCmd( cmdNum, &oldestCmd );
|
|
if ( oldestCmd.serverTime > cg.snap->ps.commandTime
|
|
&& oldestCmd.serverTime < cg.time ) { // special check for map_restart
|
|
if ( cg_showmiss.integer ) {
|
|
CG_Printf ("exceeded PACKET_BACKUP on commands\n");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// get the latest command so we can know which commands are from previous map_restarts
|
|
trap_GetUserCmd( current, &latestCmd );
|
|
|
|
// get the most recent information we have, even if
|
|
// the server time is beyond our current cg.time,
|
|
// because predicted player positions are going to
|
|
// be ahead of everything else anyway
|
|
if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
|
|
cg.predictedPlayerState = cg.nextSnap->ps;
|
|
cg.physicsTime = cg.nextSnap->serverTime;
|
|
} else {
|
|
cg.predictedPlayerState = cg.snap->ps;
|
|
cg.physicsTime = cg.snap->serverTime;
|
|
}
|
|
|
|
if ( pmove_msec.integer < 8 ) {
|
|
trap_Cvar_Set("pmove_msec", "8");
|
|
}
|
|
else if (pmove_msec.integer > 33) {
|
|
trap_Cvar_Set("pmove_msec", "33");
|
|
}
|
|
|
|
cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer;
|
|
cg_pmove.pmove_msec = pmove_msec.integer;
|
|
|
|
// run cmds
|
|
moved = qfalse;
|
|
for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) {
|
|
// get the command
|
|
trap_GetUserCmd( cmdNum, &cg_pmove.cmd );
|
|
|
|
if ( cg_pmove.pmove_fixed ) {
|
|
PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd );
|
|
}
|
|
|
|
// don't do anything if the time is before the snapshot player time
|
|
if ( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) {
|
|
continue;
|
|
}
|
|
|
|
// don't do anything if the command was from a previous map_restart
|
|
if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) {
|
|
continue;
|
|
}
|
|
|
|
// 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 ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) {
|
|
vec3_t delta;
|
|
float len;
|
|
|
|
if ( cg.thisFrameTeleport ) {
|
|
// a teleport will not cause an error decay
|
|
VectorClear( cg.predictedError );
|
|
if ( cg_showmiss.integer ) {
|
|
CG_Printf( "PredictionTeleport\n" );
|
|
}
|
|
cg.thisFrameTeleport = qfalse;
|
|
} else {
|
|
vec3_t adjusted, new_angles;
|
|
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
|
|
cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, cg.predictedPlayerState.viewangles, new_angles);
|
|
|
|
if ( cg_showmiss.integer ) {
|
|
if (!VectorCompare( oldPlayerState.origin, adjusted )) {
|
|
CG_Printf("prediction error\n");
|
|
}
|
|
}
|
|
VectorSubtract( oldPlayerState.origin, adjusted, delta );
|
|
len = VectorLength( delta );
|
|
if ( len > 0.1 ) {
|
|
if ( cg_showmiss.integer ) {
|
|
CG_Printf("Prediction miss: %f\n", len);
|
|
}
|
|
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;
|
|
}
|
|
if ( f > 0 && cg_showmiss.integer ) {
|
|
CG_Printf("Double prediction decay: %f\n", f);
|
|
}
|
|
VectorScale( cg.predictedError, f, cg.predictedError );
|
|
} else {
|
|
VectorClear( cg.predictedError );
|
|
}
|
|
VectorAdd( delta, cg.predictedError, cg.predictedError );
|
|
cg.predictedErrorTime = cg.oldTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't predict gauntlet firing, which is only supposed to happen
|
|
// when it actually inflicts damage
|
|
cg_pmove.gauntletHit = qfalse;
|
|
|
|
if ( cg_pmove.pmove_fixed ) {
|
|
cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
|
|
}
|
|
|
|
Pmove (&cg_pmove);
|
|
|
|
moved = qtrue;
|
|
|
|
// add push trigger movement effects
|
|
CG_TouchTriggerPrediction();
|
|
|
|
// check for predictable events that changed from previous predictions
|
|
//CG_CheckChangedPredictableEvents(&cg.predictedPlayerState);
|
|
}
|
|
|
|
if ( cg_showmiss.integer > 1 ) {
|
|
CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time );
|
|
}
|
|
|
|
if ( !moved ) {
|
|
if ( cg_showmiss.integer ) {
|
|
CG_Printf( "not moved\n" );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// adjust for the movement of the groundentity
|
|
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
|
|
cg.predictedPlayerState.groundEntityNum,
|
|
cg.physicsTime, cg.time, cg.predictedPlayerState.origin, cg.predictedPlayerState.viewangles, cg.predictedPlayerState.viewangles);
|
|
|
|
if ( cg_showmiss.integer ) {
|
|
if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {
|
|
CG_Printf("WARNING: dropped event\n");
|
|
}
|
|
}
|
|
|
|
// fire events and other transition triggered things
|
|
CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState );
|
|
|
|
if ( cg_showmiss.integer ) {
|
|
if (cg.eventSequence > cg.predictedPlayerState.eventSequence) {
|
|
CG_Printf("WARNING: double event\n");
|
|
cg.eventSequence = cg.predictedPlayerState.eventSequence;
|
|
}
|
|
}
|
|
}
|
|
|
|
|