65 lines
1.5 KiB
C
65 lines
1.5 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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/*
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=================
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Predict_PreFrame
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We're part way through parsing new player data.
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Propagate our pmove state to whatever the current frame before its stomped on
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(so any non-networked state updates locally).
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=================
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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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//self.netpmove_flags = self.pmove_flags;
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//we want to predict an exact copy of the data in the new packet
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/*for (; self.pmove_frame <= servercommandframe; self.pmove_frame++) {
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float flSuccess = getinputstate(self.pmove_frame);*/
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for ( int i = servercommandframe + 1; i <= clientcommandframe; i++ ) {
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float flSuccess = getinputstate( i );
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if (flSuccess == FALSE) {
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continue;
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}
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if (i==clientcommandframe){
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CSQC_Input_Frame();
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}
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// Partial frames are the worst
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if (input_timelength == 0) {
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break;
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}
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QPhysics_Run(pl);
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}
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}
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/*
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=================
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Predict_PostFrame
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We're part way through parsing new player data.
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Propagate our pmove state to whatever the current frame before its stomped on
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(so any non-networked state updates locally).
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=================
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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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//self.pmove_flags = self.netpmove_flags;
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setorigin(pl, pl.origin);
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//self.pmove_frame = servercommandframe + 1;
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}
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