Prediction was rebuilding too much thinglist data

- Stopped player prediction from rebuilding more sector list data then
the player originally had.
This commit is contained in:
Edward Richardson 2014-06-16 03:19:05 +12:00
parent 67c6690689
commit 2838c4b25b
2 changed files with 39 additions and 19 deletions

View file

@ -500,6 +500,7 @@ void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
void P_DelSector_List();
void P_DelSeclist(msecnode_t *); // phares 3/16/98
msecnode_t* P_DelSecnode(msecnode_t *);
void P_CreateSecNodeList(AActor*,fixed_t,fixed_t); // phares 3/14/98
int P_GetMoveFactor(const AActor *mo, int *frictionp); // phares 3/6/98
int P_GetFriction(const AActor *mo, int *frictionfactor);

View file

@ -2742,25 +2742,11 @@ void P_UnPredictPlayer ()
act->UnlinkFromWorld();
memcpy(&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x - (BYTE *)act));
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(sector_list);
sector_list = NULL;
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list);
}
// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
// mess with them.
{
DWORD keepflags = act->flags;
act->flags |= MF_NOBLOCKMAP;
act->LinkToWorld();
act->flags = keepflags;
}
// Restore sector links.
// The blockmap ordering needs to remain unchanged, too.
// Restore sector links and refrences.
// [ED850] This is somewhat of a duplicate of LinkToWorld(), but we need to keep every thing the same,
// otherwise we end up fixing bugs in blockmap logic (i.e undefined behaviour with polyobject collisions),
// which we really don't want to do here.
if (!(act->flags & MF_NOSECTOR))
{
sector_t *sec = act->Sector;
@ -2781,6 +2767,39 @@ void P_UnPredictPlayer ()
*link = me;
}
// Destroy old refrences
msecnode_t *node = sector_list;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(sector_list);
sector_list = NULL;
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list);
}
act->touching_sectorlist = sector_list; // Attach to thing
sector_list = NULL; // clear for next time
node = sector_list;
while (node)
{
if (node->m_thing == NULL)
{
if (node == sector_list)
sector_list = node->m_tnext;
node = P_DelSecnode(node);
}
else
{
node = node->m_tnext;
}
}
msecnode_t *snode;
// Restore sector thinglist order