mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-22 04:21:30 +00:00
1129 lines
23 KiB
C++
1129 lines
23 KiB
C++
//
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//-----------------------------------------------------
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//
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#define BENCH_TIME 10.0
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "usercmd.h"
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#include "pm_defs.h"
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#include "event_api.h"
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#include "bench.h"
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#include <string.h>
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#include <stdio.h>
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#include "parsemsg.h"
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#include "con_nprint.h"
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#include "netadr.h"
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#include "hud_benchtrace.h"
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#include "net_api.h"
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#include "entity_types.h"
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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#define NUM_BENCH_OBJ 12
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#define BENCH_CYCLE_TIME 10.0
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#define BENCH_INNER_CYCLE_TIME 4.0
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#define BENCH_VIEW_CYCLE_TIME 7.1
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#define BENCH_SWEEP 360.0
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#define BENCH_RADIUS 80.0
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#define BENCH_VIEW_OFFSET 250.0
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#define BLEND_IN_SPEED 150.0
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#define BENCH_BALLHEIGHT 72.0
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#define BENCH_BALL_VIEWDRIFT 60.0;
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#define BENCH_RANGE 60.0
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// Scale:
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// 0 - 100
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// 0 is worst
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// 100 is best
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// PP has 40 - 100 range
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// Non-pp has 0 - 60 range
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const float weights[3] = { 0.2, 0.3, 0.5 };
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const char *g_title = "PowerPlay QoS Test"; //uality of Service Test";
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const char *pp_strings[2] =
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{
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" PowerPlay Detected",
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" PowerPlay Not Detected" ,
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};
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const char *g_stage1[2] =
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{
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" Stage 1: Testing System Connectivity...",
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" Stage 1: %i",
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};
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const char *g_stage2[2] =
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{
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" Stage 2: Testing System Performance...",
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" Stage 2: %i",
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};
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const char *g_stage3[2] =
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{
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" Stage 3: Testing Tracking Accuracy...",
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" Stage 3: %i",
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};
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const char *g_stage4 = " Composite Score: %i";
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extern vec3_t v_origin;
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static int g_isPowerPlay = 0;
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static int g_currentstage = 0;
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static int g_renderedBenchmarkDot = 0;
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static float g_benchSwitchTime = 0.0;
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static float g_benchSwitchTimes[ LAST_STAGE + 1 ] = { 0.0, 10.0, 12.0, 10.0, 5.0 };
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#define SCORE_TIME_UP 1.5
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DECLARE_MESSAGE(m_Benchmark, Bench);
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void VectorAngles( const float *forward, float *angles );
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void Bench_SetStage( int stage )
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{
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g_currentstage = stage;
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}
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int Bench_GetStage( void )
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{
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return g_currentstage;
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}
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float Bench_GetSwitchTime( void )
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{
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return g_benchSwitchTimes[ min( Bench_GetStage(), LAST_STAGE ) ];
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}
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int Bench_InStage( int stage )
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{
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return ( Bench_GetStage() == stage ) ? 1 : 0;
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}
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void Bench_SetPowerPlay( int set )
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{
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g_isPowerPlay = set ? 1 : 0;
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}
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int Bench_GetPowerPlay( void )
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{
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return g_isPowerPlay;
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}
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int Bench_Active( void )
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{
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return g_currentstage != 0 ? 1 : 0;
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}
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void __CmdFunc_BenchMark( void )
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{
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gHUD.m_Benchmark.Restart();
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}
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void CHudBenchmark::Restart( void )
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{
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Bench_SetStage( FIRST_STAGE );
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g_benchSwitchTime = gHUD.m_flTime + g_benchSwitchTimes[ FIRST_STAGE ];
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StartNextSection( FIRST_STAGE );
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gHUD.m_Benchmark.m_iFlags |= HUD_ACTIVE;
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gHUD.m_Benchmark.m_fDrawTime = gHUD.m_flTime + BENCH_TIME;
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}
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int CHudBenchmark::MsgFunc_Bench(const char *pszName, int iSize, void *pbuf)
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{
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int section = READ_BYTE();
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m_fReceiveTime = gHUD.m_flTime;
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m_StoredLatency = ( m_fReceiveTime - m_fSendTime );
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m_StoredLatency = min( 1.0, m_StoredLatency );
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m_StoredLatency = max( 0.0, m_StoredLatency );
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m_StoredPacketLoss = 0.0;
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{
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char sz[ 256 ];
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netadr_t adr;
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net_status_t status;
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gEngfuncs.pNetAPI->Status( &status );
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if ( status.connected )
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{
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adr = status.remote_address;
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sprintf( sz, "%i.%i.%i.%i",
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adr.ip[ 0 ], adr.ip[ 1 ], adr.ip[ 2 ], adr.ip[ 3 ] );
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if ( adr.type == NA_IP )
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{
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Trace_StartTrace( &m_nStoredHopCount, &m_nTraceDone, (const char *)sz );
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}
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else
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{
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m_nStoredHopCount = 0;
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}
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}
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}
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return 1;
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}
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void CHudBenchmark::StartNextSection( int section )
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{
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net_status_t status;
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switch ( section )
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{
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case 1:
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// Stage 2 requires that we tell the server to "drop" an item
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m_fSendTime = gHUD.m_flTime;
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m_fReceiveTime = 0.0;
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m_StoredLatency = 0.0;
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m_StoredPacketLoss = 0.0;
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m_nStoredHopCount = 0;
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m_nTraceDone = 0;
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ServerCmd( "ppdemo 1 start\n" );
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break;
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case 2:
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if ( m_nTraceDone )
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{
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gEngfuncs.pNetAPI->Status( &status );
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gEngfuncs.Con_Printf( "Hops == %i\n", m_nStoredHopCount );
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m_StoredPacketLoss = status.packet_loss;
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gEngfuncs.Con_Printf( "PL == %i\n", (int)m_StoredPacketLoss );
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}
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m_nSentFinish = 0; // added by minman
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ServerCmd( "ppdemo 2\n" );
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break;
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case 3:
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m_nSentFinish = 0; // added by minman
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ServerCmd( "ppdemo 3\n" );
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break;
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default:
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break;
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}
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m_fStageStarted = gHUD.m_flTime;
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g_benchSwitchTime = gHUD.m_flTime + Bench_GetSwitchTime();
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}
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void CHudBenchmark::CountFrame( float dt )
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{
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m_nFPSCount++;
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m_fAverageFT += dt;
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}
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static int started = 0;
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void Bench_CheckStart( void )
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{
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const char *level;
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if ( !started && !Bench_Active() )
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{
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level = gEngfuncs.pfnGetLevelName();
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if ( level && level[0] && !stricmp( level, "maps/ppdemo.bsp" ) )
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{
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started = 1;
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EngineClientCmd( "ppdemostart\n" );
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}
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}
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}
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void CHudBenchmark::Think( void )
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{
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if ( !Bench_Active() )
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return;
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Trace_Think();
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if ( started )
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{
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started = 0;
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// Clear variable
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m_fReceiveTime = 0.0;
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m_nFPSCount = 0;
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m_fAverageFT = 0.0;
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m_nSentFinish = 0;
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m_StoredLatency = 0.0;
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m_StoredPacketLoss = 0.0;
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m_nStoredHopCount = 0;
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m_nTraceDone = 0;
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m_nObjects = 0;
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m_nScoreComputed = 0;
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m_nCompositeScore = 0;
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m_fAvgScore = 0;
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m_fDrawScore = 0.0;
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m_fAvgFrameRate = 0.0;
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}
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if ( gHUD.m_flTime > g_benchSwitchTime )
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{
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Bench_SetStage( Bench_GetStage() + 1 );
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StartNextSection( Bench_GetStage() );
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}
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if ( Bench_InStage( FIRST_STAGE ) )
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{
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// Assume 1000 ms lag is the max and that would take all but 2 seconds of this interval to traverse
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if ( m_fReceiveTime )
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{
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float latency = 2.0 * m_StoredLatency;
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float switch_time;
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float total_time;
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latency = max( 0.0, latency );
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latency = min( 1.0, latency );
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total_time = Bench_GetSwitchTime();
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total_time -= 2.0;
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switch_time = m_fStageStarted + latency * total_time;
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switch_time += 1.0;
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if ( gHUD.m_flTime >= switch_time )
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{
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if ( !m_nSentFinish )
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{
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g_benchSwitchTime = gHUD.m_flTime + 1.0 + SCORE_TIME_UP;
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ServerCmd( "ppdemo 1 finish\n" );
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m_nSentFinish = 1;
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}
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}
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else
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{
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g_benchSwitchTime = gHUD.m_flTime + 10.0;
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}
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}
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}
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if ( Bench_InStage( SECOND_STAGE ) )
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{
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// frametime
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static float lasttime;
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float elapsed;
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float total;
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float frac;
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float switch_time; // added by minman
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if ( lasttime )
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{
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float dt;
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dt = gHUD.m_flTime - lasttime;
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if ( dt > 0 )
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{
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CountFrame( dt );
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}
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}
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lasttime = gHUD.m_flTime;
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elapsed = gHUD.m_flTime - m_fStageStarted;
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total = Bench_GetSwitchTime();
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if ( total )
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{
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frac = elapsed / total;
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// Only takes 1/2 time to get up to maximum speed
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frac *= 2.0;
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frac = max( 0.0, frac );
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frac = min( 1.0, frac );
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m_nObjects = (int)(NUM_BENCH_OBJ * frac);
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}
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switch_time = m_fStageStarted + total;
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/* BELOW ADDED BY minman */
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if (gHUD.m_flTime >= switch_time)
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{
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if ( !m_nSentFinish)
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{
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g_benchSwitchTime = gHUD.m_flTime + SCORE_TIME_UP;
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m_nSentFinish = 1;
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}
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}
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else
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g_benchSwitchTime = gHUD.m_flTime + 10.0;
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}
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/* BELOW ADDED BY minman */
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if ( Bench_InStage (THIRD_STAGE))
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{
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float switch_time = m_fStageStarted + Bench_GetSwitchTime();
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if (gHUD.m_flTime >= switch_time)
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{
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if ( !m_nSentFinish)
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{
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g_benchSwitchTime = gHUD.m_flTime + SCORE_TIME_UP;
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m_nSentFinish = 1;
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}
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}
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else
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g_benchSwitchTime = gHUD.m_flTime + 10.0;
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}
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if ( Bench_InStage( FOURTH_STAGE ) )
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{
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if ( !m_nScoreComputed )
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{
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m_nScoreComputed = 1;
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gHUD.m_Benchmark.SetCompositeScore();
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}
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}
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if ( Bench_GetStage() > LAST_STAGE )
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{
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m_iFlags &= ~HUD_ACTIVE;
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EngineClientCmd( "quit\n" );
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}
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}
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int CHudBenchmark::Init( void )
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{
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gHUD.AddHudElem( this );
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HOOK_COMMAND( "ppdemostart", BenchMark );
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HOOK_MESSAGE(Bench);
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return 1;
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}
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int CHudBenchmark::VidInit( void )
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{
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return 1;
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}
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int CHudBenchmark::Bench_ScoreForValue( int stage, float raw )
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{
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int score = 100.0;
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int power_play = Bench_GetPowerPlay() ? 1 : 0;
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switch ( stage )
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{
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case 1: // ping
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score = 100.0 * ( m_StoredLatency );
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score = max( score, 0 );
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score = min( score, 100 );
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// score is inverted
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score = 100 - score;
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break;
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case 2: // framerate/performance
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score = (int)( 100 * m_fAvgFrameRate ) / 72;
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score = min( score, 100 );
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score = max( score, 0 );
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score *= BENCH_RANGE/100.0;
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if ( power_play )
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{
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score += ( 100 - BENCH_RANGE );
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}
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break;
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case 3: // tracking
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score = (100 * m_fAvgScore) / 40;
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score = max( score, 0 );
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score = min( score, 100 );
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// score is inverted
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score = 100 - score;
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score *= BENCH_RANGE/100.0;
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if ( power_play )
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{
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score += ( 100 - BENCH_RANGE );
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}
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break;
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}
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return score;
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}
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void CHudBenchmark::SetCompositeScore( void )
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{
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int tracking_score = Bench_ScoreForValue( THIRD_STAGE, m_fAvgScore );
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int ping_score = Bench_ScoreForValue( FIRST_STAGE, m_StoredLatency );
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int frame_score = Bench_ScoreForValue( SECOND_STAGE, m_fAvgFrameRate );
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int composite = ( ping_score * weights[ 0 ] + frame_score * weights[ 1 ] + tracking_score * weights[ 2 ] );
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composite = min( 100, composite );
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composite = max( 0, composite );
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m_nCompositeScore = composite;
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}
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int CHudBenchmark::Draw( float flTime )
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{
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char sz[ 256 ];
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int x, y;
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if ( m_fDrawTime < flTime || !Bench_Active() )
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{
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m_iFlags &= ~HUD_ACTIVE;
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return 1;
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}
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x = 10;
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y = 25; //480 - 150;
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sprintf( sz, "%s: %s", g_title , pp_strings[ Bench_GetPowerPlay() ? 0 : 1]);
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gHUD.DrawHudString( x, y, 320, sz, 251, 237, 7);// , 200, 200); //255, 255, 255 );
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y += 20;
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// sprintf( sz, pp_strings[ Bench_GetPowerPlay() ? 0 : 1 ] );
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// gHUD.DrawHudString( x, y, 320, sz, 31, 200, 200 );
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// y += 20;
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if ( Bench_InStage( FIRST_STAGE) /*|| Bench_InStage( SECOND_STAGE ) || Bench_InStage( THIRD_STAGE )*/ || Bench_InStage( FOURTH_STAGE ) )
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{
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if ( m_fReceiveTime && m_nSentFinish )
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{
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sprintf( sz, g_stage1[1], Bench_ScoreForValue( FIRST_STAGE, m_StoredLatency ));
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}
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else
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{
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sprintf( sz, g_stage1[0] );
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}
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gHUD.DrawHudString( x, y, 320, sz, 255, 255, 255 );
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y += 20;
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}
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if ( Bench_InStage( SECOND_STAGE )/* || Bench_InStage( THIRD_STAGE )*/ || Bench_InStage( FOURTH_STAGE ) )
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{
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float avg = 0.0;
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if ( m_nFPSCount > 0 )
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{
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avg = m_fAverageFT / (float)m_nFPSCount;
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m_fAvgFrameRate = 1.0 / avg;
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}
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if ( m_nSentFinish /* Bench_InStage( THIRD_STAGE ) */|| Bench_InStage( FOURTH_STAGE ) )
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{
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sprintf( sz, g_stage2[1], Bench_ScoreForValue( SECOND_STAGE, m_fAvgFrameRate ) );
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}
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else
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{
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sprintf( sz, g_stage2[0] );
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}
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gHUD.DrawHudString( x, y, 320, sz, 255, 255, 255 );
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y += 20;
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}
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if ( Bench_InStage( THIRD_STAGE ) || Bench_InStage( FOURTH_STAGE ) )
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{
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if ( m_nSentFinish || Bench_InStage( FOURTH_STAGE ) )
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{
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sprintf( sz, g_stage3[1], Bench_ScoreForValue( THIRD_STAGE, m_fAvgScore ) );
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}
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else
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{
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sprintf( sz, g_stage3[0] );
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}
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gHUD.DrawHudString( x, y, 320, sz, 255, 255, 255 );
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y += 20;
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}
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if ( Bench_InStage( FOURTH_STAGE ) )
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{
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sprintf( sz, g_stage4, m_nCompositeScore );
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gHUD.DrawHudString( x, y, 320, sz, 31, 200, 200 );
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}
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|
|
m_fDrawTime = gHUD.m_flTime + BENCH_TIME;
|
|
|
|
return 1;
|
|
}
|
|
|
|
#define SCORE_AVG 0.9
|
|
|
|
void CHudBenchmark::SetScore( float score )
|
|
{
|
|
// added by minman
|
|
if (m_nSentFinish)
|
|
return;
|
|
|
|
m_fDrawScore = score;
|
|
m_fDrawTime = gHUD.m_flTime + BENCH_TIME;
|
|
|
|
m_fAvgScore = ( SCORE_AVG ) * m_fAvgScore + ( 1.0 - SCORE_AVG ) * m_fDrawScore;
|
|
}
|
|
|
|
void Bench_SetDotAdded( int dot )
|
|
{
|
|
g_renderedBenchmarkDot = dot;
|
|
}
|
|
|
|
int Bench_GetDotAdded( void )
|
|
{
|
|
return g_renderedBenchmarkDot;
|
|
}
|
|
|
|
void Bench_SpotPosition( vec3_t dot, vec3_t target )
|
|
{
|
|
// Compute new score
|
|
vec3_t delta;
|
|
|
|
VectorSubtract( target, dot, delta );
|
|
|
|
gHUD.m_Benchmark.SetScore( delta.Length() );
|
|
}
|
|
|
|
typedef struct model_s
|
|
{
|
|
char name[64];
|
|
qboolean needload; // bmodels and sprites don't cache normally
|
|
|
|
int type;
|
|
int numframes;
|
|
int synctype;
|
|
|
|
int flags;
|
|
|
|
//
|
|
// volume occupied by the model
|
|
//
|
|
vec3_t mins, maxs;
|
|
} model_t;
|
|
|
|
static vec3_t g_dotorg;
|
|
vec3_t g_aimorg;
|
|
float g_fZAdjust = 0.0;
|
|
|
|
void Bench_CheckEntity( int type, struct cl_entity_s *ent, const char *modelname )
|
|
{
|
|
if ( Bench_InStage( THIRD_STAGE ) && !stricmp( modelname, "*3" ) )
|
|
{
|
|
model_t *pmod;
|
|
vec3_t v;
|
|
pmod = (model_t *)( ent->model );
|
|
|
|
VectorAdd( pmod->mins, pmod->maxs, v );
|
|
VectorScale( v, 0.5, v );
|
|
|
|
VectorAdd( v, ent->origin, g_aimorg );
|
|
}
|
|
|
|
if ( Bench_InStage( THIRD_STAGE ) && strstr( modelname, "ppdemodot" ) )
|
|
{
|
|
Bench_SetDotAdded( 1 );
|
|
VectorCopy( ent->origin, g_dotorg );
|
|
|
|
// Adjust end position
|
|
if ( Bench_Active() && Bench_InStage( THIRD_STAGE ) )
|
|
{
|
|
static float fZAdjust = 0.0;
|
|
static float fLastTime;
|
|
float dt;
|
|
float fRate = Bench_GetPowerPlay() ? 4.0 : 8.0;
|
|
float fBounds = Bench_GetPowerPlay() ? 8.0 : 15.0;
|
|
|
|
dt = gHUD.m_flTime - fLastTime;
|
|
if ( dt > 0.0 && dt < 1.0 )
|
|
{
|
|
fZAdjust += gEngfuncs.pfnRandomFloat( -fRate, fRate );
|
|
fZAdjust = min( fBounds, fZAdjust );
|
|
fZAdjust = max( -fBounds, fZAdjust );
|
|
|
|
ent->origin[2] += fZAdjust;
|
|
|
|
g_fZAdjust = fZAdjust;
|
|
}
|
|
fLastTime = gHUD.m_flTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void NormalizeVector( vec3_t v )
|
|
{
|
|
int i;
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
while ( v[i] < -180.0 )
|
|
{
|
|
v[i] += 360.0;
|
|
}
|
|
|
|
while ( v[i] > 180.0 )
|
|
{
|
|
v[i] -= 360.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
float g_flStartTime;
|
|
int HUD_SetupBenchObjects( cl_entity_t *bench, int plindex, vec3_t origin )
|
|
{
|
|
int i, j;
|
|
vec3_t ang;
|
|
float offset;
|
|
struct model_s *mdl;
|
|
int index;
|
|
vec3_t forward, right, up;
|
|
vec3_t farpoint;
|
|
vec3_t centerspot;
|
|
pmtrace_t tr;
|
|
|
|
ang = vec3_origin;
|
|
//ang[1] = 90.0;
|
|
|
|
// Determine forward vector
|
|
AngleVectors ( ang, forward, right, up );
|
|
|
|
// Try to find the laserdot sprite model and retrieve the modelindex for it
|
|
mdl = gEngfuncs.CL_LoadModel( "models/spikeball.mdl", &index );
|
|
if ( !mdl )
|
|
return 0;
|
|
|
|
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
|
|
|
|
// Store off the old count
|
|
gEngfuncs.pEventAPI->EV_PushPMStates();
|
|
|
|
// Now add in all of the players.
|
|
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( plindex );
|
|
|
|
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
|
|
|
centerspot = origin;
|
|
centerspot[2] -= 512;
|
|
|
|
gEngfuncs.pEventAPI->EV_PlayerTrace( (float *)&origin, (float *)¢erspot, PM_NORMAL, -1, &tr );
|
|
|
|
centerspot = tr.endpos;
|
|
centerspot[2] += BENCH_BALLHEIGHT;
|
|
|
|
// Move center out from here
|
|
centerspot = centerspot + BENCH_VIEW_OFFSET * forward;
|
|
|
|
g_flStartTime = gHUD.m_flTime;
|
|
|
|
for ( i = 0; i < NUM_BENCH_OBJ; i++ )
|
|
{
|
|
offset = ( float ) i / (float) ( NUM_BENCH_OBJ - 1 );
|
|
|
|
ang[ 0 ] = 0;
|
|
ang[ 2 ] = 0;
|
|
ang[ 1 ] = BENCH_SWEEP * offset;
|
|
|
|
// normalize
|
|
NormalizeVector( ang );
|
|
|
|
// Determine forward vector
|
|
AngleVectors ( ang, forward, right, up );
|
|
|
|
bench[ i ].model = mdl;
|
|
|
|
bench[ i ].curstate.modelindex = index;
|
|
|
|
// Set up dot info.
|
|
bench[ i ].curstate.movetype = MOVETYPE_NONE;
|
|
bench[ i ].curstate.solid = SOLID_NOT;
|
|
|
|
// Get a far point for ray trace
|
|
farpoint = centerspot + BENCH_RADIUS * forward;
|
|
|
|
gEngfuncs.pEventAPI->EV_PlayerTrace( (float *)¢erspot, (float *)&farpoint, PM_NORMAL, -1, &tr );
|
|
|
|
// Move dot to trace endpoint
|
|
bench[ i ].origin = tr.endpos;
|
|
bench[ i ].curstate.origin = bench[ i ].origin;
|
|
//bench[ i ].curstate.gravity = 0.5;
|
|
for ( j = 0; j < 2; j++ )
|
|
{
|
|
// bench[ i ].curstate.velocity[ j ] = gEngfuncs.pfnRandomLong( -300, 300 );
|
|
}
|
|
//bench[ i ].curstate.velocity[ 2 ] = gEngfuncs.pfnRandomLong( 0, 50 );
|
|
bench[ i ].curstate.velocity = vec3_origin;
|
|
|
|
bench[ i ].curstate.angles[ 2 ] = 0.0;
|
|
bench[ i ].curstate.angles[ 0 ] = 0.0;
|
|
bench[ i ].curstate.angles[ 1 ] = 0.0; // gEngfuncs.pfnRandomLong( -180, 180 );
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
// angular velocity
|
|
bench[ i ].baseline.angles[ 0 ] = gEngfuncs.pfnRandomLong( -300, 300 );
|
|
//bench[ i ].baseline.angles[ 0 ] = 0;
|
|
bench[ i ].baseline.angles[ 2 ] = 0;
|
|
bench[ i ].baseline.angles[ 1 ] = gEngfuncs.pfnRandomLong( -300, 300 );
|
|
}
|
|
|
|
bench[ i ].curstate.renderamt = 0;
|
|
|
|
// Force no interpolation, etc., probably not necessary
|
|
bench[ i ].prevstate = bench[ i ].curstate;
|
|
}
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
|
|
return 1;
|
|
}
|
|
|
|
void HUD_CreateBenchObjects( vec3_t origin )
|
|
{
|
|
static cl_entity_t bench[ NUM_BENCH_OBJ ];
|
|
cl_entity_t *player;
|
|
vec3_t forward, right, up;
|
|
vec3_t farpoint;
|
|
vec3_t centerspot;
|
|
static int first = true;
|
|
static int failed = false;
|
|
static float last_time;
|
|
float frametime;
|
|
float frac;
|
|
float frac2;
|
|
float dt;
|
|
|
|
pmtrace_t tr;
|
|
int i = 0;
|
|
|
|
if ( gHUD.m_flTime == last_time )
|
|
return;
|
|
|
|
frametime = gHUD.m_flTime - last_time;
|
|
last_time = gHUD.m_flTime;
|
|
|
|
if ( frametime <= 0.0 )
|
|
return;
|
|
|
|
if ( failed )
|
|
return;
|
|
|
|
player = gEngfuncs.GetLocalPlayer();
|
|
if ( !player )
|
|
{
|
|
failed = true;
|
|
return;
|
|
}
|
|
|
|
if ( first )
|
|
{
|
|
first = false;
|
|
|
|
if ( !HUD_SetupBenchObjects( bench, player->index - 1, origin ) )
|
|
{
|
|
failed = true;
|
|
return;
|
|
}
|
|
}
|
|
|
|
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
|
|
|
|
// Store off the old count
|
|
gEngfuncs.pEventAPI->EV_PushPMStates();
|
|
|
|
// Now add in all of the players.
|
|
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
|
|
|
|
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
|
|
|
dt = gHUD.m_flTime - g_flStartTime;
|
|
if ( dt < 0 )
|
|
return;
|
|
|
|
frac = dt / BENCH_CYCLE_TIME;
|
|
if ( frac > 1.0 )
|
|
{
|
|
frac = frac - (float)(int)frac;
|
|
}
|
|
|
|
frac2 = dt /BENCH_INNER_CYCLE_TIME;
|
|
if ( frac2 > 1.0 )
|
|
{
|
|
frac2 = frac2 - (float)(int)frac2;
|
|
}
|
|
|
|
// Determine forward vector
|
|
AngleVectors ( vec3_origin, forward, right, up );
|
|
|
|
centerspot = origin;
|
|
centerspot[2] -= 512;
|
|
|
|
gEngfuncs.pEventAPI->EV_PlayerTrace( (float *)&origin, (float *)¢erspot, PM_NORMAL, -1, &tr );
|
|
|
|
centerspot = tr.endpos;
|
|
centerspot[2] += BENCH_BALLHEIGHT;
|
|
|
|
// Move center out from here
|
|
centerspot = centerspot + BENCH_VIEW_OFFSET * forward;
|
|
|
|
for ( i = 0; i < NUM_BENCH_OBJ; i++ )
|
|
{
|
|
int j;
|
|
float jitter = 0.0;
|
|
float jfrac;
|
|
float offset;
|
|
float ofs_radius = 5.0;
|
|
|
|
vec3_t ang;
|
|
offset = ( float ) i / (float) ( NUM_BENCH_OBJ - 1 );
|
|
|
|
ang[ 0 ] = 0;
|
|
ang[ 2 ] = 0;
|
|
ang[ 1 ] = BENCH_SWEEP * offset + frac * 360.0;
|
|
// normalize
|
|
NormalizeVector( ang );
|
|
|
|
// Determine forward vector
|
|
AngleVectors ( ang, forward, right, up );
|
|
|
|
// Get a far point for ray trace
|
|
farpoint = centerspot + ( BENCH_RADIUS + ofs_radius * sin( BENCH_SWEEP * offset + frac2 * 2 * M_PI ) ) * forward;
|
|
farpoint[2] += 10 * cos( BENCH_SWEEP * offset + frac2 * 2 * M_PI );
|
|
|
|
gEngfuncs.pEventAPI->EV_PlayerTrace( (float *)¢erspot, (float *)&farpoint, PM_NORMAL, -1, &tr );
|
|
|
|
// Add angular velocity
|
|
VectorMA( bench[ i ].curstate.angles, frametime, bench[ i ].baseline.angles, bench[ i ].curstate.angles );
|
|
|
|
NormalizeVector( bench[ i ].curstate.angles );
|
|
|
|
jfrac = ( (float)gHUD.m_Benchmark.GetObjects() / (float)NUM_BENCH_OBJ );
|
|
|
|
// Adjust velocity
|
|
//bench[ i ].curstate.velocity[ 2 ] -= bench[ i ].curstate.gravity * frametime * 800;
|
|
|
|
/*
|
|
// Did we hit something?
|
|
if ( tr.fraction != 1.0 && !tr.inwater )
|
|
{
|
|
float damp;
|
|
float proj;
|
|
vec3_t traceNormal;
|
|
int j;
|
|
|
|
traceNormal = tr.plane.normal;
|
|
|
|
damp = 0.9;
|
|
|
|
// Reflect velocity
|
|
if ( damp != 0 )
|
|
{
|
|
proj = DotProduct( bench[ i ].curstate.velocity, traceNormal );
|
|
VectorMA( bench[ i ].curstate.velocity, -proj*2, traceNormal, bench[ i ].curstate.velocity );
|
|
// Reflect rotation (fake)
|
|
|
|
for ( j = 0 ; j < 3; j++ )
|
|
{
|
|
if ( bench[ i ].curstate.velocity[ j ] > 1000.0 )
|
|
{
|
|
bench[ i ].curstate.velocity[ j ] = 1000.0;
|
|
}
|
|
else if ( bench[ i ].curstate.velocity[ j ] < -1000.0 )
|
|
{
|
|
bench[ i ].curstate.velocity[ j ] = -1000.0;
|
|
}
|
|
}
|
|
|
|
bench[ i ].baseline.angles[1] = -bench[ i ].baseline.angles[1];
|
|
|
|
VectorScale( bench[ i ].curstate.velocity, damp, bench[ i ].curstate.velocity );
|
|
}
|
|
}
|
|
*/
|
|
|
|
if ( i == ( NUM_BENCH_OBJ - 1 ) )
|
|
{
|
|
g_aimorg = tr.endpos;
|
|
}
|
|
|
|
if ( Bench_GetPowerPlay() )
|
|
{
|
|
jitter = 0.5;
|
|
}
|
|
else
|
|
{
|
|
jitter = 8.0;
|
|
}
|
|
|
|
jitter *= jfrac;
|
|
|
|
for ( j = 0; j < 2; j++ )
|
|
{
|
|
tr.endpos[ j ] += gEngfuncs.pfnRandomFloat( -jitter, jitter );
|
|
}
|
|
|
|
// Add to visedicts list for rendering
|
|
// Move dot to trace endpoint
|
|
bench[ i ].origin = tr.endpos;
|
|
bench[ i ].curstate.origin = bench[ i ].origin;
|
|
bench[ i ].angles = bench[ i ].curstate.angles;
|
|
|
|
// Force no interpolation, etc., probably not necessary
|
|
bench[ i ].prevstate = bench[ i ].curstate;
|
|
|
|
if ( ( NUM_BENCH_OBJ - i - 1 ) < gHUD.m_Benchmark.GetObjects() )
|
|
{
|
|
if ( bench[ i ].curstate.renderamt == 255 )
|
|
{
|
|
bench[i].curstate.rendermode = kRenderNormal;
|
|
}
|
|
else
|
|
{
|
|
bench[i].curstate.renderamt += BLEND_IN_SPEED * frametime;
|
|
bench[i].curstate.renderamt = min( 255, bench[i].curstate.renderamt );
|
|
bench[i].curstate.rendermode = kRenderTransAlpha;
|
|
}
|
|
|
|
gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &bench[ i ] );
|
|
}
|
|
}
|
|
|
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
|
}
|
|
|
|
void Bench_AddObjects( void )
|
|
{
|
|
if ( Bench_GetDotAdded() )
|
|
{
|
|
Bench_SpotPosition( g_dotorg, g_aimorg );
|
|
Bench_SetDotAdded( 0 );
|
|
}
|
|
|
|
if ( Bench_InStage( SECOND_STAGE ) )
|
|
{
|
|
HUD_CreateBenchObjects( v_origin );
|
|
}
|
|
}
|
|
|
|
|
|
static vec3_t v_stochastic;
|
|
|
|
void Bench_SetViewAngles( int recalc_wander, float *viewangles, float frametime, struct usercmd_s *cmd )
|
|
{
|
|
if ( !Bench_Active() )
|
|
return;
|
|
|
|
int i;
|
|
vec3_t lookdir;
|
|
|
|
// Clear stochastic offset between runs
|
|
if ( Bench_InStage( FIRST_STAGE ) )
|
|
{
|
|
VectorCopy( vec3_origin, v_stochastic );
|
|
}
|
|
|
|
if ( Bench_InStage( SECOND_STAGE ) || Bench_InStage( THIRD_STAGE ) )
|
|
{
|
|
VectorSubtract( g_aimorg, v_origin, lookdir );
|
|
VectorNormalize( lookdir );
|
|
VectorAngles( (float *)&lookdir, viewangles );
|
|
|
|
viewangles[0] = -viewangles[0];
|
|
|
|
/*
|
|
if ( recalc_wander )
|
|
{
|
|
float fmag = 2.0;
|
|
if ( Bench_GetPowerPlay() )
|
|
{
|
|
fmag = 10.0;
|
|
}
|
|
|
|
for ( i = 0; i < 2; i++ )
|
|
{
|
|
v_stochastic[ i ] += frametime * gEngfuncs.pfnRandomFloat( -fmag, fmag );
|
|
v_stochastic[ i ] = max( -15.0, v_stochastic[ i ] );
|
|
v_stochastic[ i ] = min( 15.0, v_stochastic[ i ] );
|
|
}
|
|
|
|
v_stochastic[ 2 ] = 0.0;
|
|
}
|
|
*/
|
|
|
|
VectorAdd( viewangles, v_stochastic, viewangles );
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
if ( viewangles[ i ] > 180 )
|
|
viewangles[ i ] -= 360;
|
|
if ( viewangles[ i ] < -180 )
|
|
viewangles[ i ] += 360;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( vec3_origin, viewangles )
|
|
|
|
if ( Bench_InStage( FIRST_STAGE ) )
|
|
{
|
|
viewangles[ 1 ] = -90;
|
|
}
|
|
}
|
|
|
|
if ( cmd )
|
|
{
|
|
if ( Bench_InStage( THIRD_STAGE ) )
|
|
{
|
|
cmd->buttons = IN_ATTACK;
|
|
}
|
|
else
|
|
{
|
|
cmd->buttons = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Bench_SetViewOrigin( float *vieworigin, float frametime )
|
|
{
|
|
float dt;
|
|
float frac;
|
|
float offset_amt = BENCH_BALL_VIEWDRIFT;
|
|
float drift;
|
|
vec3_t ang, right;
|
|
vec3_t move;
|
|
|
|
if ( !Bench_InStage( SECOND_STAGE ) )
|
|
return;
|
|
|
|
dt = gHUD.m_flTime - g_flStartTime;
|
|
if ( dt < 0 )
|
|
return;
|
|
|
|
frac = dt / BENCH_VIEW_CYCLE_TIME;
|
|
frac *= 2 * M_PI;
|
|
|
|
drift = sin( frac ) * offset_amt;
|
|
|
|
ang = vec3_origin;
|
|
|
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AngleVectors( ang, NULL, right, NULL );
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// offset along right axis
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move = right * drift;
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VectorAdd( vieworigin, move, vieworigin );
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}
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|