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Fixed prediction thinglist order restoration
Prediction didn't take sector_thinglist and thinglist order into account. This notably broke the order in which things were damaged.
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parent
a9bea7d774
commit
be33d2894a
1 changed files with 107 additions and 8 deletions
115
src/p_user.cpp
115
src/p_user.cpp
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@ -65,6 +65,8 @@ CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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static player_t PredictionPlayerBackup;
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static BYTE PredictionActorBackup[sizeof(AActor)];
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static TArray<sector_t *> PredictionTouchingSectorsBackup;
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static TArray<AActor *> PredictionSectorListBackup;
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static TArray<msecnode_t *> PredictionSector_sprev_Backup;
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// [GRB] Custom player classes
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TArray<FPlayerClass> PlayerClasses;
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@ -2661,15 +2663,41 @@ void P_PredictPlayer (player_t *player)
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player->cheats |= CF_PREDICTING;
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// The ordering of the touching_sectorlist needs to remain unchanged
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// Also store a copy of all previous sector_thinglist nodes
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msecnode_t *mnode = act->touching_sectorlist;
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msecnode_t *snode;
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PredictionSector_sprev_Backup.Clear();
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PredictionTouchingSectorsBackup.Clear ();
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while (mnode != NULL)
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{
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PredictionTouchingSectorsBackup.Push (mnode->m_sector);
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for (snode = mnode->m_sector->touching_thinglist; snode; snode = snode->m_snext)
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{
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if (snode->m_thing == act)
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{
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PredictionSector_sprev_Backup.Push(snode->m_sprev);
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break;
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}
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}
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mnode = mnode->m_tnext;
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}
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// Keep an ordered list off all actors in the linked sector.
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PredictionSectorListBackup.Clear();
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if (!(act->flags & MF_NOSECTOR))
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{
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AActor *link = act->Sector->thinglist;
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while (link != NULL)
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{
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PredictionSectorListBackup.Push(link);
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link = link->snext;
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}
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}
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// Blockmap ordering also needs to stay the same, so unlink the block nodes
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// without releasing them. (They will be used again in P_UnpredictPlayer).
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FBlockNode *block = act->BlockNode;
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@ -2701,6 +2729,7 @@ void P_UnPredictPlayer ()
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if (player->cheats & CF_PREDICTING)
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{
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unsigned int i;
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AActor *act = player->mo;
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AActor *savedcamera = player->camera;
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@ -2710,23 +2739,93 @@ void P_UnPredictPlayer ()
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// could cause it to change during prediction.
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player->camera = savedcamera;
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act->UnlinkFromWorld ();
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memcpy (&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
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act->UnlinkFromWorld();
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memcpy(&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x - (BYTE *)act));
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// Make the sector_list match the player's touching_sectorlist before it got predicted.
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P_DelSeclist (sector_list);
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P_DelSeclist(sector_list);
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sector_list = NULL;
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for (unsigned int i = PredictionTouchingSectorsBackup.Size (); i-- > 0; )
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for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
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{
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sector_list = P_AddSecnode (PredictionTouchingSectorsBackup[i], act, sector_list);
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sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list);
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}
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// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
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// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
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// mess with them.
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act->flags |= MF_NOBLOCKMAP;
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act->LinkToWorld ();
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act->flags &= ~MF_NOBLOCKMAP;
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{
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DWORD keepflags = act->flags;
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act->flags |= MF_NOBLOCKMAP;
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act->LinkToWorld();
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act->flags = keepflags;
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}
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// Restore sector links.
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if (!(act->flags & MF_NOSECTOR))
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{
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sector_t *sec = act->Sector;
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AActor *me, *next;
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AActor **link;// , **prev;
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// The thinglist is just a pointer chain. We are restoring the exact same things, so we can NULL the head safely
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sec->thinglist = NULL;
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// [ED850] It doesn't look like I need this method. I'll keep it just incase something crops up, however.
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/*for (i = PredictionSectorListBackup.Size(); i-- > 0;)
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{
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me = PredictionSectorListBackup[i];
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prev = me->sprev;
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next = me->snext;
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if (prev != NULL) // prev will be NULL if this actor gets deleted due to cleaning up from a broken savegame
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{
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if ((*prev = next)) // unlink from sector list
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next->sprev = prev;
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me->snext = NULL;
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me->sprev = (AActor **)(size_t)0xBeefCafe; // Woo! Bug-catching value!
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}
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}*/
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for (i = PredictionSectorListBackup.Size(); i-- > 0;)
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{
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me = PredictionSectorListBackup[i];
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link = &sec->thinglist;
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next = *link;
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if ((me->snext = next))
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next->sprev = &me->snext;
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me->sprev = link;
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*link = me;
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}
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// Restore sector thinglist order
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for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
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{
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msecnode_t *snode;
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for (snode = PredictionTouchingSectorsBackup[i]->touching_thinglist; snode; snode = snode->m_snext)
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{
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// If we were already the head, none of this is needed
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if (snode->m_thing == act && PredictionSector_sprev_Backup[i])
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{
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if (snode->m_sprev)
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snode->m_sprev->m_snext = snode->m_snext;
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else
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snode->m_sector->touching_thinglist = snode->m_snext;
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if (snode->m_snext)
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snode->m_snext->m_sprev = snode->m_sprev;
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snode->m_sprev = PredictionSector_sprev_Backup[i];
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// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
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if (snode->m_sprev->m_snext)
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snode->m_sprev->m_snext->m_sprev = snode;
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snode->m_snext = snode->m_sprev->m_snext;
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snode->m_sprev->m_snext = snode;
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break;
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}
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}
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}
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}
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// Now fix the pointers in the blocknode chain
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FBlockNode *block = act->BlockNode;
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