mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 23:11:58 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean
This commit is contained in:
commit
c29772de25
15 changed files with 224 additions and 110 deletions
|
@ -937,9 +937,6 @@ public:
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TObjPtr<AInventory> Inventory; // [RH] This actor's inventory
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DWORD InventoryID; // A unique ID to keep track of inventory items
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//Added by MC:
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SDWORD id; // Player ID (for items, # in list.)
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BYTE smokecounter;
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BYTE FloatBobPhase;
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BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
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|
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@ -249,7 +249,7 @@ shootmissile:
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if (m)
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{
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if (inc[actor->id])
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if (inc[actor->player - players])
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actor->player->angle += m;
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else
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actor->player->angle -= m;
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@ -257,7 +257,7 @@ shootmissile:
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if (abs (actor->player->angle - actor->angle) < 4*ANGLE_1)
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{
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inc[actor->id] = !inc[actor->id];
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inc[actor->player - players] = !inc[actor->player - players];
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}
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if (Check_LOS (actor, enemy, (SHOOTFOV/2)))
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@ -17,20 +17,7 @@
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#include "gi.h"
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#include "a_keys.h"
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#include "d_event.h"
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enum dirtype_t
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{
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DI_EAST,
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DI_NORTHEAST,
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DI_NORTH,
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DI_NORTHWEST,
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DI_WEST,
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DI_SOUTHWEST,
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DI_SOUTH,
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DI_SOUTHEAST,
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DI_NODIR,
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NUMDIRS
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};
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#include "p_enemy.h"
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static FRandom pr_botopendoor ("BotOpenDoor");
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static FRandom pr_bottrywalk ("BotTryWalk");
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@ -39,10 +26,6 @@ static FRandom pr_botnewchasedir ("BotNewChaseDir");
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// borrow some tables from p_enemy.cpp
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extern dirtype_t opposite[9];
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extern dirtype_t diags[4];
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extern fixed_t xspeed[8];
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extern fixed_t yspeed[8];
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extern TArray<line_t *> spechit;
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//Called while the bot moves after its player->dest mobj
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//which can be a weapon/enemy/item whatever.
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@ -39,7 +39,6 @@
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#include "cmdlib.h"
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#include "s_sound.h"
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#include "m_cheat.h"
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#include "p_effect.h"
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#include "p_local.h"
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#include "c_dispatch.h"
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#include "sbar.h"
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@ -670,6 +669,9 @@ void PlayerIsGone (int netnode, int netconsole)
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{
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int i;
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if (!nodeingame[netnode])
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return;
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for (i = netnode + 1; i < doomcom.numnodes; ++i)
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{
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if (nodeingame[i])
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@ -680,77 +682,40 @@ void PlayerIsGone (int netnode, int netconsole)
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doomcom.numnodes = netnode;
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}
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if (playeringame[netconsole])
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{
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players[netconsole].playerstate = PST_GONE;
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}
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nodeingame[netnode] = false;
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playeringame[netconsole] = false;
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nodejustleft[netnode] = false;
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if (deathmatch)
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{
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Printf ("%s left the game with %d frags\n",
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players[netconsole].userinfo.GetName(),
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players[netconsole].fragcount);
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}
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else
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{
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Printf ("%s left the game\n", players[netconsole].userinfo.GetName());
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}
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// [RH] Revert each player to their own view if spying through the player who left
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for (int ii = 0; ii < MAXPLAYERS; ++ii)
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{
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if (playeringame[ii] && players[ii].camera == players[netconsole].mo)
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{
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players[ii].camera = players[ii].mo;
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if (ii == consoleplayer && StatusBar != NULL)
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{
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StatusBar->AttachToPlayer (&players[ii]);
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}
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}
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}
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// [RH] Make the player disappear
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FBehavior::StaticStopMyScripts (players[netconsole].mo);
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if (players[netconsole].mo != NULL)
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{
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P_DisconnectEffect (players[netconsole].mo);
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players[netconsole].mo->player = NULL;
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players[netconsole].mo->Destroy ();
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if (!(players[netconsole].mo->ObjectFlags & OF_EuthanizeMe))
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{ // We just destroyed a morphed player, so now the original player
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// has taken their place. Destroy that one too.
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players[netconsole].mo->Destroy();
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}
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players[netconsole].mo = NULL;
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players[netconsole].camera = NULL;
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}
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// [RH] Let the scripts know the player left
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FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, netconsole);
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if (netconsole == Net_Arbitrator)
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{
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bglobal.RemoveAllBots (true);
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Printf ("Removed all bots\n");
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bglobal.RemoveAllBots(true);
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Printf("Removed all bots\n");
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// Pick a new network arbitrator
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && !players[i].isbot)
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if (i != netconsole && playeringame[i] && !players[i].isbot)
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{
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Net_Arbitrator = i;
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players[i].settings_controller = true;
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Printf ("%s is the new arbitrator\n", players[i].userinfo.GetName());
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Printf("%s is the new arbitrator\n", players[i].userinfo.GetName());
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break;
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}
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}
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if (debugfile && NetMode == NET_PacketServer)
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}
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if (debugfile && NetMode == NET_PacketServer)
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{
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if (Net_Arbitrator == consoleplayer)
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{
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if (Net_Arbitrator == consoleplayer)
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{
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fprintf (debugfile, "I am the new master!\n");
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}
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else
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{
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fprintf (debugfile, "Node %d is the new master!\n", nodeforplayer[Net_Arbitrator]);
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}
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fprintf(debugfile, "I am the new master!\n");
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}
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else
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{
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fprintf(debugfile, "Node %d is the new master!\n", nodeforplayer[Net_Arbitrator]);
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}
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}
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@ -1760,10 +1725,19 @@ void D_CheckNetGame (void)
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resendto[i] = 0; // which tic to start sending
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}
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// Packet server has proven to be rather slow over the internet. Print a warning about it.
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v = Args->CheckValue("-netmode");
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if (v != NULL && (atoi(v) != 0))
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{
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Printf(TEXTCOLOR_YELLOW "Notice: Using PacketServer (netmode 1) over the internet is prone to running too slow on some internet configurations."
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"\nIf the game is running well below expected speeds, use netmode 0 (P2P) instead.\n");
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}
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// I_InitNetwork sets doomcom and netgame
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if (I_InitNetwork ())
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{
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NetMode = NET_PacketServer;
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// For now, stop auto selecting PacketServer, as it's more likely to cause confusion.
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//NetMode = NET_PacketServer;
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}
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if (doomcom.id != DOOMCOM_ID)
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{
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|
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@ -60,9 +60,6 @@
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static FRandom pr_pickteam ("PickRandomTeam");
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extern bool st_firsttime;
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EXTERN_CVAR (Bool, teamplay)
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CVAR (Float, autoaim, 5000.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Color, color, 0x40cf00, CVAR_USERINFO | CVAR_ARCHIVE);
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@ -76,8 +76,6 @@ FPlayerColorSet *P_GetPlayerColorSet(FName classname, int setnum);
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void P_EnumPlayerColorSets(FName classname, TArray<int> *out);
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const char *GetPrintableDisplayName(const PClass *cls);
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class player_t;
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class APlayerPawn : public AActor
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{
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DECLARE_CLASS (APlayerPawn, AActor)
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@ -176,7 +174,8 @@ typedef enum
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PST_LIVE, // Playing or camping.
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PST_DEAD, // Dead on the ground, view follows killer.
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PST_REBORN, // Ready to restart/respawn???
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PST_ENTER // [BC] Entered the game
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PST_ENTER, // [BC] Entered the game
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PST_GONE // Player has left the game
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} playerstate_t;
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@ -398,8 +397,7 @@ public:
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int inventorytics;
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BYTE CurrentPlayerClass; // class # for this player instance
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bool backpack;
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int frags[MAXPLAYERS]; // kills of other players
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int fragcount; // [RH] Cumulative frags for this player
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int lastkilltime; // [RH] For multikills
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@ -76,6 +76,7 @@
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#include "d_net.h"
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#include "d_event.h"
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#include "p_acs.h"
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#include "p_effect.h"
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#include "m_joy.h"
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#include "farchive.h"
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#include "r_renderer.h"
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@ -1013,10 +1014,16 @@ void G_Ticker ()
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// do player reborns if needed
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] &&
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(players[i].playerstate == PST_REBORN || players[i].playerstate == PST_ENTER))
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if (playeringame[i])
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{
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G_DoReborn (i, false);
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if ((players[i].playerstate == PST_GONE))
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{
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G_DoPlayerPop(i);
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}
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if ((players[i].playerstate == PST_REBORN || players[i].playerstate == PST_ENTER))
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{
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G_DoReborn(i, false);
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}
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}
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}
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@ -1658,6 +1665,56 @@ void G_DoReborn (int playernum, bool freshbot)
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}
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}
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//
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// G_DoReborn
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//
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void G_DoPlayerPop(int playernum)
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{
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playeringame[playernum] = false;
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if (deathmatch)
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{
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Printf("%s left the game with %d frags\n",
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players[playernum].userinfo.GetName(),
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players[playernum].fragcount);
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}
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else
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{
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Printf("%s left the game\n", players[playernum].userinfo.GetName());
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}
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// [RH] Revert each player to their own view if spying through the player who left
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for (int ii = 0; ii < MAXPLAYERS; ++ii)
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{
|
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if (playeringame[ii] && players[ii].camera == players[playernum].mo)
|
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{
|
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players[ii].camera = players[ii].mo;
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if (ii == consoleplayer && StatusBar != NULL)
|
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{
|
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StatusBar->AttachToPlayer(&players[ii]);
|
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}
|
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}
|
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}
|
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|
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// [RH] Make the player disappear
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FBehavior::StaticStopMyScripts(players[playernum].mo);
|
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if (players[playernum].mo != NULL)
|
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{
|
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P_DisconnectEffect(players[playernum].mo);
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players[playernum].mo->player = NULL;
|
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players[playernum].mo->Destroy();
|
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if (!(players[playernum].mo->ObjectFlags & OF_EuthanizeMe))
|
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{ // We just destroyed a morphed player, so now the original player
|
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// has taken their place. Destroy that one too.
|
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players[playernum].mo->Destroy();
|
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}
|
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players[playernum].mo = NULL;
|
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players[playernum].camera = NULL;
|
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}
|
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// [RH] Let the scripts know the player left
|
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FBehavior::StaticStartTypedScripts(SCRIPT_Disconnect, NULL, true, playernum);
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}
|
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|
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void G_ScreenShot (char *filename)
|
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{
|
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shotfile = filename;
|
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|
|
|
@ -81,6 +81,7 @@ enum EFinishLevelType
|
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void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags);
|
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|
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void G_DoReborn (int playernum, bool freshbot);
|
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void G_DoPlayerPop(int playernum);
|
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|
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// Adds pitch to consoleplayer's viewpitch and clamps it
|
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void G_AddViewPitch (int look);
|
||||
|
|
|
@ -1025,7 +1025,7 @@ void AInventory::Touch (AActor *toucher)
|
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for (int i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i] && this == players[i].dest)
|
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players[i].dest = NULL;
|
||||
players[i].dest = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -110,6 +110,7 @@ const char *neterror (void);
|
|||
enum
|
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{
|
||||
PRE_CONNECT, // Sent from guest to host for initial connection
|
||||
PRE_KEEPALIVE,
|
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PRE_DISCONNECT, // Sent from guest that aborts the game
|
||||
PRE_ALLHERE, // Sent from host to guest when everybody has connected
|
||||
PRE_CONACK, // Sent from host to guest to acknowledge PRE_CONNECT receipt
|
||||
|
@ -548,10 +549,15 @@ bool Host_CheckForConnects (void *userdata)
|
|||
SendConAck (doomcom.numnodes, numplayers);
|
||||
}
|
||||
break;
|
||||
|
||||
case PRE_KEEPALIVE:
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (doomcom.numnodes < numplayers)
|
||||
{
|
||||
// Send message to everyone as a keepalive
|
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SendConAck(doomcom.numnodes, numplayers);
|
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return false;
|
||||
}
|
||||
|
||||
|
@ -822,6 +828,10 @@ bool Guest_WaitForOthers (void *userdata)
|
|||
}
|
||||
}
|
||||
|
||||
packet.Fake = PRE_FAKE;
|
||||
packet.Message = PRE_KEEPALIVE;
|
||||
PreSend(&packet, 2, &sendaddress[1]);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -105,6 +105,7 @@ void P_FallingDamage (AActor *ent);
|
|||
void P_PlayerThink (player_t *player);
|
||||
void P_PredictPlayer (player_t *player);
|
||||
void P_UnPredictPlayer ();
|
||||
void P_PredictionLerpReset();
|
||||
|
||||
//
|
||||
// P_MOBJ
|
||||
|
|
|
@ -252,9 +252,13 @@ void AActor::Serialize (FArchive &arc)
|
|||
<< MinMissileChance
|
||||
<< SpawnFlags
|
||||
<< Inventory
|
||||
<< InventoryID
|
||||
<< id
|
||||
<< FloatBobPhase
|
||||
<< InventoryID;
|
||||
if (SaveVersion < 4513)
|
||||
{
|
||||
SDWORD id;
|
||||
arc << id;
|
||||
}
|
||||
arc << FloatBobPhase
|
||||
<< Translation
|
||||
<< SeeSound
|
||||
<< AttackSound
|
||||
|
@ -4246,6 +4250,12 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
|
||||
return NULL;
|
||||
|
||||
// Old lerp data needs to go
|
||||
if (playernum == consoleplayer)
|
||||
{
|
||||
P_PredictionLerpReset();
|
||||
}
|
||||
|
||||
p = &players[playernum];
|
||||
|
||||
if (p->cls == NULL)
|
||||
|
@ -4358,9 +4368,6 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
mobj->pitch = mobj->roll = 0;
|
||||
mobj->health = p->health;
|
||||
|
||||
//Added by MC: Identification (number in the players[MAXPLAYERS] array)
|
||||
mobj->id = playernum;
|
||||
|
||||
// [RH] Set player sprite based on skin
|
||||
if (!(mobj->flags4 & MF4_NOSKIN))
|
||||
{
|
||||
|
|
109
src/p_user.cpp
109
src/p_user.cpp
|
@ -63,8 +63,29 @@ static FRandom pr_skullpop ("SkullPop");
|
|||
// Variables for prediction
|
||||
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||
CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
|
||||
CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
{
|
||||
P_PredictionLerpReset();
|
||||
}
|
||||
CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
{
|
||||
if (self < 0.1f)
|
||||
self = 0.1f;
|
||||
P_PredictionLerpReset();
|
||||
}
|
||||
|
||||
struct PredictPos
|
||||
{
|
||||
int gametic;
|
||||
FVector3 point;
|
||||
fixed_t pitch;
|
||||
fixed_t yaw;
|
||||
} static PredictionLerpFrom, PredictionLerpResult, PredictionLast;
|
||||
static int PredictionLerptics;
|
||||
|
||||
static player_t PredictionPlayerBackup;
|
||||
static BYTE PredictionActorBackup[sizeof(AActor)];
|
||||
static BYTE PredictionActorBackup[sizeof(APlayerPawn)];
|
||||
static TArray<sector_t *> PredictionTouchingSectorsBackup;
|
||||
static TArray<AActor *> PredictionSectorListBackup;
|
||||
static TArray<msecnode_t *> PredictionSector_sprev_Backup;
|
||||
|
@ -240,7 +261,6 @@ player_t::player_t()
|
|||
health(0),
|
||||
inventorytics(0),
|
||||
CurrentPlayerClass(0),
|
||||
backpack(0),
|
||||
fragcount(0),
|
||||
lastkilltime(0),
|
||||
multicount(0),
|
||||
|
@ -341,7 +361,6 @@ player_t &player_t::operator=(const player_t &p)
|
|||
health = p.health;
|
||||
inventorytics = p.inventorytics;
|
||||
CurrentPlayerClass = p.CurrentPlayerClass;
|
||||
backpack = p.backpack;
|
||||
memcpy(frags, &p.frags, sizeof(frags));
|
||||
fragcount = p.fragcount;
|
||||
lastkilltime = p.lastkilltime;
|
||||
|
@ -2638,6 +2657,22 @@ void P_PlayerThink (player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
void P_PredictionLerpReset()
|
||||
{
|
||||
PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0;
|
||||
}
|
||||
|
||||
bool P_LerpCalculate(FVector3 from, FVector3 to, FVector3 &result, float scale)
|
||||
{
|
||||
result = to - from;
|
||||
result *= scale;
|
||||
result = result + from;
|
||||
FVector3 delta = result - to;
|
||||
|
||||
// As a fail safe, assume extrapolation is the threshold.
|
||||
return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
|
||||
}
|
||||
|
||||
void P_PredictPlayer (player_t *player)
|
||||
{
|
||||
int maxtic;
|
||||
|
@ -2665,8 +2700,8 @@ void P_PredictPlayer (player_t *player)
|
|||
// Save original values for restoration later
|
||||
PredictionPlayerBackup = *player;
|
||||
|
||||
AActor *act = player->mo;
|
||||
memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
|
||||
APlayerPawn *act = player->mo;
|
||||
memcpy(PredictionActorBackup, &act->x, sizeof(APlayerPawn) - ((BYTE *)&act->x - (BYTE *)act));
|
||||
|
||||
act->flags &= ~MF_PICKUP;
|
||||
act->flags2 &= ~MF2_PUSHWALL;
|
||||
|
@ -2723,7 +2758,8 @@ void P_PredictPlayer (player_t *player)
|
|||
}
|
||||
act->BlockNode = NULL;
|
||||
|
||||
bool NoInterpolateOld = R_GetViewInterpolationStatus();
|
||||
// Values too small to be usable for lerping can be considered "off".
|
||||
bool CanLerp = (!(cl_predict_lerpscale < 0.01f) && (ticdup == 1)), DoLerp = false, NoInterpolateOld = R_GetViewInterpolationStatus();
|
||||
for (int i = gametic; i < maxtic; ++i)
|
||||
{
|
||||
if (!NoInterpolateOld)
|
||||
|
@ -2732,6 +2768,47 @@ void P_PredictPlayer (player_t *player)
|
|||
player->cmd = localcmds[i % LOCALCMDTICS];
|
||||
P_PlayerThink (player);
|
||||
player->mo->Tick ();
|
||||
|
||||
if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld)
|
||||
{
|
||||
// Z is not compared as lifts will alter this with no apparent change
|
||||
DoLerp = (PredictionLast.point.X != FIXED2FLOAT(player->mo->x) ||
|
||||
PredictionLast.point.Y != FIXED2FLOAT(player->mo->y));
|
||||
}
|
||||
}
|
||||
|
||||
if (CanLerp)
|
||||
{
|
||||
if (NoInterpolateOld)
|
||||
P_PredictionLerpReset();
|
||||
|
||||
else if (DoLerp)
|
||||
{
|
||||
// If lerping is already in effect, use the previous camera postion so the view doesn't suddenly snap
|
||||
PredictionLerpFrom = (PredictionLerptics == 0) ? PredictionLast : PredictionLerpResult;
|
||||
PredictionLerptics = 1;
|
||||
}
|
||||
|
||||
PredictionLast.gametic = maxtic - 1;
|
||||
PredictionLast.point.X = FIXED2FLOAT(player->mo->x);
|
||||
PredictionLast.point.Y = FIXED2FLOAT(player->mo->y);
|
||||
PredictionLast.point.Z = FIXED2FLOAT(player->mo->z);
|
||||
|
||||
if (PredictionLerptics > 0)
|
||||
{
|
||||
if (PredictionLerpFrom.gametic > 0 &&
|
||||
P_LerpCalculate(PredictionLerpFrom.point, PredictionLast.point, PredictionLerpResult.point, (float)PredictionLerptics * cl_predict_lerpscale))
|
||||
{
|
||||
PredictionLerptics++;
|
||||
player->mo->x = FLOAT2FIXED(PredictionLerpResult.point.X);
|
||||
player->mo->y = FLOAT2FIXED(PredictionLerpResult.point.Y);
|
||||
player->mo->z = FLOAT2FIXED(PredictionLerpResult.point.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
PredictionLerptics = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2744,9 +2821,12 @@ void P_UnPredictPlayer ()
|
|||
if (player->cheats & CF_PREDICTING)
|
||||
{
|
||||
unsigned int i;
|
||||
AActor *act = player->mo;
|
||||
APlayerPawn *act = player->mo;
|
||||
AActor *savedcamera = player->camera;
|
||||
|
||||
TObjPtr<AInventory> InvSel = act->InvSel;
|
||||
int inventorytics = player->inventorytics;
|
||||
|
||||
*player = PredictionPlayerBackup;
|
||||
|
||||
// Restore the camera instead of using the backup's copy, because spynext/prev
|
||||
|
@ -2754,7 +2834,7 @@ void P_UnPredictPlayer ()
|
|||
player->camera = savedcamera;
|
||||
|
||||
act->UnlinkFromWorld();
|
||||
memcpy(&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x - (BYTE *)act));
|
||||
memcpy(&act->x, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->x - (BYTE *)act));
|
||||
|
||||
// The blockmap ordering needs to remain unchanged, too.
|
||||
// Restore sector links and refrences.
|
||||
|
@ -2859,6 +2939,9 @@ void P_UnPredictPlayer ()
|
|||
}
|
||||
block = block->NextBlock;
|
||||
}
|
||||
|
||||
act->InvSel = InvSel;
|
||||
player->inventorytics = inventorytics;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2889,9 +2972,13 @@ void player_t::Serialize (FArchive &arc)
|
|||
<< vely
|
||||
<< centering
|
||||
<< health
|
||||
<< inventorytics
|
||||
<< backpack
|
||||
<< fragcount
|
||||
<< inventorytics;
|
||||
if (SaveVersion < 4513)
|
||||
{
|
||||
bool backpack;
|
||||
arc << backpack;
|
||||
}
|
||||
arc << fragcount
|
||||
<< spreecount
|
||||
<< multicount
|
||||
<< lastkilltime
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4512
|
||||
#define SAVEVER 4513
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
|
@ -1613,6 +1613,8 @@ OptionMenu NetworkOptions
|
|||
StaticText "Local options", 1
|
||||
Option "Movement prediction", "cl_noprediction", "OffOn"
|
||||
Option "Predict line actions", "cl_predict_specials", "OnOff"
|
||||
Slider "Prediction Lerp Scale", "cl_predict_lerpscale", 0.0, 0.5, 0.05
|
||||
Slider "Lerp Threshold", "cl_predict_lerpthreshold", 0.1, 16.0, 0.1
|
||||
StaticText " "
|
||||
StaticText "Host options", 1
|
||||
Option "Extra Tics", "net_extratic", "ExtraTicMode"
|
||||
|
|
Loading…
Reference in a new issue