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Merge branch 'LerpAdjustments' of https://github.com/Edward850/zdoom
This commit is contained in:
commit
32cd4eb7c6
1 changed files with 34 additions and 15 deletions
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@ -78,7 +78,9 @@ CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCO
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struct PredictPos
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{
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int gametic;
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FVector3 point;
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fixed_t x;
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fixed_t y;
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fixed_t z;
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fixed_t pitch;
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fixed_t yaw;
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} static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
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@ -2606,12 +2608,19 @@ void P_PredictionLerpReset()
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PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
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}
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bool P_LerpCalculate(FVector3 from, FVector3 to, FVector3 &result, float scale)
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bool P_LerpCalculate(PredictPos from, PredictPos to, PredictPos &result, float scale)
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{
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result = to - from;
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result *= scale;
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result = result + from;
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FVector3 delta = result - to;
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FVector3 vecFrom(FIXED2DBL(from.x), FIXED2DBL(from.y), FIXED2DBL(from.z));
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FVector3 vecTo(FIXED2DBL(to.x), FIXED2DBL(to.y), FIXED2DBL(to.z));
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FVector3 vecResult;
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vecResult = vecTo - vecFrom;
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vecResult *= scale;
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vecResult = vecResult + vecFrom;
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FVector3 delta = vecResult - vecTo;
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result.x = FLOAT2FIXED(vecResult.X);
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result.y = FLOAT2FIXED(vecResult.Y);
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result.z = FLOAT2FIXED(vecResult.Z);
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// As a fail safe, assume extrapolation is the threshold.
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return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
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@ -2716,8 +2725,18 @@ void P_PredictPlayer (player_t *player)
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if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld)
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{
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// Z is not compared as lifts will alter this with no apparent change
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DoLerp = (PredictionLast.point.X != FIXED2FLOAT(player->mo->x) ||
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PredictionLast.point.Y != FIXED2FLOAT(player->mo->y));
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// Make lerping less picky by only testing whole units
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DoLerp = ((PredictionLast.x >> 16) != (player->mo->x >> 16) ||
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(PredictionLast.y >> 16) != (player->mo->y >> 16));
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// Aditional Debug information
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if (developer && DoLerp)
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{
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DPrintf("Lerp! Ltic (%d) && Ptic (%d) | Lx (%d) && Px (%d) | Ly (%d) && Py (%d)\n",
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PredictionLast.gametic, i,
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(PredictionLast.x >> 16), (player->mo->x >> 16),
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(PredictionLast.y >> 16), (player->mo->y >> 16));
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}
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}
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}
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@ -2734,19 +2753,19 @@ void P_PredictPlayer (player_t *player)
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}
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PredictionLast.gametic = maxtic - 1;
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PredictionLast.point.X = FIXED2FLOAT(player->mo->x);
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PredictionLast.point.Y = FIXED2FLOAT(player->mo->y);
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PredictionLast.point.Z = FIXED2FLOAT(player->mo->z);
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PredictionLast.x = player->mo->x;
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PredictionLast.y = player->mo->y;
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PredictionLast.z = player->mo->z;
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if (PredictionLerptics > 0)
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{
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if (PredictionLerpFrom.gametic > 0 &&
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P_LerpCalculate(PredictionLerpFrom.point, PredictionLast.point, PredictionLerpResult.point, (float)PredictionLerptics * cl_predict_lerpscale))
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P_LerpCalculate(PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale))
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{
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PredictionLerptics++;
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player->mo->x = FLOAT2FIXED(PredictionLerpResult.point.X);
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player->mo->y = FLOAT2FIXED(PredictionLerpResult.point.Y);
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player->mo->z = FLOAT2FIXED(PredictionLerpResult.point.Z);
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player->mo->x = PredictionLerpResult.x;
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player->mo->y = PredictionLerpResult.y;
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player->mo->z = PredictionLerpResult.z;
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}
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else
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{
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