mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
Started work on prediction lerping
This commit is contained in:
parent
7175374350
commit
e1b8b4a871
1 changed files with 63 additions and 4 deletions
|
@ -63,6 +63,22 @@ 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)
|
||||
|
||||
#define LERPSCALE 0.05
|
||||
|
||||
struct PredictCheck
|
||||
{
|
||||
int gametic;
|
||||
fixed_t x;
|
||||
fixed_t y;
|
||||
fixed_t z;
|
||||
fixed_t pitch;
|
||||
fixed_t yaw;
|
||||
bool onground;
|
||||
} static PredictionResults[BACKUPTICS], PredictionResult_Last;
|
||||
static int PredictionLerptics;
|
||||
static int PredictionMaxLerptics;
|
||||
|
||||
static player_t PredictionPlayerBackup;
|
||||
static BYTE PredictionActorBackup[sizeof(AActor)];
|
||||
static TArray<sector_t *> PredictionTouchingSectorsBackup;
|
||||
|
@ -1882,6 +1898,7 @@ void P_MovePlayer (player_t *player)
|
|||
else
|
||||
{
|
||||
mo->angle += cmd->ucmd.yaw << 16;
|
||||
Printf("%d\n", cmd->ucmd.yaw);
|
||||
}
|
||||
|
||||
player->onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
|
||||
|
@ -2648,7 +2665,7 @@ void P_PredictPlayer (player_t *player)
|
|||
player->mo == NULL ||
|
||||
player != &players[consoleplayer] ||
|
||||
player->playerstate != PST_LIVE ||
|
||||
!netgame ||
|
||||
//!netgame ||
|
||||
/*player->morphTics ||*/
|
||||
(player->cheats & CF_PREDICTING))
|
||||
{
|
||||
|
@ -2665,8 +2682,8 @@ 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;
|
||||
|
@ -2732,7 +2749,49 @@ void P_PredictPlayer (player_t *player)
|
|||
player->cmd = localcmds[i % LOCALCMDTICS];
|
||||
P_PlayerThink (player);
|
||||
player->mo->Tick ();
|
||||
|
||||
if (PredictionResults[i % BACKUPTICS].gametic && i == PredictionResults[i % BACKUPTICS].gametic && !NoInterpolateOld && PredictionLerptics >= PredictionMaxLerptics)
|
||||
{
|
||||
if (PredictionResults[i % BACKUPTICS].x != player->mo->x ||
|
||||
PredictionResults[i % BACKUPTICS].y != player->mo->y ||
|
||||
(PredictionResults[i % BACKUPTICS].z != player->mo->z && PredictionResults[i % BACKUPTICS].onground && player->onground))
|
||||
// If the player was always on the ground, they might be on a lift, and lerping would be disruptive on z height changes alone
|
||||
{
|
||||
PredictionLerptics = 0;
|
||||
PredictionMaxLerptics = (maxtic - gametic);
|
||||
}
|
||||
}
|
||||
|
||||
PredictionResults[i % BACKUPTICS].gametic = i;
|
||||
PredictionResults[i % BACKUPTICS].x = player->mo->x;
|
||||
PredictionResults[i % BACKUPTICS].y = player->mo->y;
|
||||
PredictionResults[i % BACKUPTICS].z = player->mo->z;
|
||||
PredictionResults[i % BACKUPTICS].onground = player->onground;
|
||||
}
|
||||
|
||||
if (PredictionLerptics < PredictionMaxLerptics)
|
||||
{
|
||||
PredictionLerptics++;
|
||||
FVector3 pointold, pointnew, step, difference, result;
|
||||
pointold.X = FIXED2FLOAT(PredictionResult_Last.x); // Old player pos
|
||||
pointold.Y = FIXED2FLOAT(PredictionResult_Last.y);
|
||||
pointold.Z = FIXED2FLOAT(PredictionResult_Last.z);
|
||||
pointnew.X = FIXED2FLOAT(player->mo->x); // New player pos
|
||||
pointnew.Y = FIXED2FLOAT(player->mo->y);
|
||||
pointnew.Z = FIXED2FLOAT(player->mo->z);
|
||||
|
||||
difference = pointnew - pointold;
|
||||
step = difference / PredictionMaxLerptics;
|
||||
result = step * PredictionLerptics;
|
||||
result += pointold;
|
||||
|
||||
player->mo->x = FLOAT2FIXED(result.X);
|
||||
player->mo->y = FLOAT2FIXED(result.Y);
|
||||
player->mo->z = FLOAT2FIXED(result.Z);
|
||||
Printf("Lerped! x%f y%f z%f\n", result.X, result.Y, result.Z);
|
||||
}
|
||||
if (PredictionLerptics >= PredictionMaxLerptics)
|
||||
PredictionResult_Last = PredictionResults[(maxtic - 1) % BACKUPTICS];
|
||||
}
|
||||
|
||||
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
|
||||
|
@ -2757,7 +2816,7 @@ 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.
|
||||
|
|
Loading…
Reference in a new issue