Cleaned up some names used in prediction.
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a802c3bf3e
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9feedd1f04
4 changed files with 30 additions and 29 deletions
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@ -25,12 +25,12 @@ Propagate our pmove state to whatever the current frame before its stomped on
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*/
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void Predict_PreFrame(player pl)
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{
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pl.netorigin = pl.origin;
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pl.netvelocity = pl.velocity;
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pl.netflags = pl.flags;
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pl.netjumptime = pl.jumptime;
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pl.netteleport_time = pl.teleport_time;
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pl.netviewzoom = pl.viewzoom;
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pl.net_origin = pl.origin;
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pl.net_velocity = pl.velocity;
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pl.net_flags = pl.flags;
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pl.net_jumptime = pl.jumptime;
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pl.net_teleport_time = pl.teleport_time;
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pl.net_viewzoom = pl.viewzoom;
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#ifdef VALVE
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pl.net_w_attack_next = pl.w_attack_next;
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@ -76,13 +76,13 @@ Rewind our pmove state back to before we started predicting.
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*/
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void Predict_PostFrame(player pl)
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{
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pl.origin = pl.netorigin;
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pl.velocity = pl.netvelocity;
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pl.flags = pl.netflags;
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pl.jumptime = pl.netjumptime;
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pl.teleport_time = pl.netteleport_time;
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pl.viewzoom = pl.netviewzoom;
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pl.origin = pl.net_origin;
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pl.velocity = pl.net_velocity;
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pl.flags = pl.net_flags;
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pl.jumptime = pl.net_jumptime;
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pl.teleport_time = pl.net_teleport_time;
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pl.viewzoom = pl.net_viewzoom;
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#ifdef VALVE
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pl.w_attack_next = pl.net_w_attack_next;
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pl.w_idle_next = pl.net_w_idle_next;
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@ -38,7 +38,7 @@ View_UpdateWeapon(entity vm, entity mflash)
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* vile but it'll have to do for now */
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pl.net_w_attack_next = pl.w_attack_next;
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pl.net_w_idle_next = pl.w_idle_next;
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pl.netviewzoom = pl.viewzoom;
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pl.net_viewzoom = pl.viewzoom;
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pl.net_weapontime = pl.weapontime;
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/* figure out when the attachments start. in FTE attachments for
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@ -61,18 +61,18 @@ class player
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float lastweapon;
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/* Prediction */
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vector netorigin;
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vector netvelocity;
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float netflags;
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vector net_origin;
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vector net_velocity;
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float net_flags;
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float net_w_attack_next;
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float net_w_idle_next;
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float net_jumptime;
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float net_teleport_time;
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float net_weapontime;
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float netjumptime;
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float netteleport_time;
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float netviewzoom;
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float net_viewzoom;
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int net_ammo1;
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int net_ammo2;
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int net_ammo3;
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int net_ammo2;
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int net_ammo3;
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int sequence;
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virtual void() gun_offset;
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@ -33,7 +33,8 @@ class player
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int a_ammo3;
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/* We can't use the default .items field, because FTE will assume
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* effects of some bits. Such as invisibility, quad, etc. */
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* effects of some bits. Such as invisibility, quad, etc.
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* also, modders probably want 32 bits for items. */
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int g_items;
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float activeweapon;
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@ -59,15 +60,15 @@ class player
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float lastweapon;
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/* Prediction */
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vector netorigin;
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vector netvelocity;
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float netflags;
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vector net_origin;
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vector net_velocity;
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float net_flags;
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float net_w_attack_next;
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float net_w_idle_next;
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float netjumptime;
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float netteleport_time;
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float net_jumptime;
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float net_teleport_time;
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float net_weapontime;
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float netviewzoom;
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float net_viewzoom;
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int net_ammo1;
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int net_ammo2;
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int net_ammo3;
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