mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
57895d69f9
21 changed files with 663 additions and 528 deletions
|
@ -937,9 +937,6 @@ public:
|
||||||
TObjPtr<AInventory> Inventory; // [RH] This actor's inventory
|
TObjPtr<AInventory> Inventory; // [RH] This actor's inventory
|
||||||
DWORD InventoryID; // A unique ID to keep track of inventory items
|
DWORD InventoryID; // A unique ID to keep track of inventory items
|
||||||
|
|
||||||
//Added by MC:
|
|
||||||
SDWORD id; // Player ID (for items, # in list.)
|
|
||||||
|
|
||||||
BYTE smokecounter;
|
BYTE smokecounter;
|
||||||
BYTE FloatBobPhase;
|
BYTE FloatBobPhase;
|
||||||
BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
|
BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
|
||||||
|
|
|
@ -249,7 +249,7 @@ shootmissile:
|
||||||
|
|
||||||
if (m)
|
if (m)
|
||||||
{
|
{
|
||||||
if (inc[actor->id])
|
if (inc[actor->player - players])
|
||||||
actor->player->angle += m;
|
actor->player->angle += m;
|
||||||
else
|
else
|
||||||
actor->player->angle -= m;
|
actor->player->angle -= m;
|
||||||
|
@ -257,7 +257,7 @@ shootmissile:
|
||||||
|
|
||||||
if (abs (actor->player->angle - actor->angle) < 4*ANGLE_1)
|
if (abs (actor->player->angle - actor->angle) < 4*ANGLE_1)
|
||||||
{
|
{
|
||||||
inc[actor->id] = !inc[actor->id];
|
inc[actor->player - players] = !inc[actor->player - players];
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Check_LOS (actor, enemy, (SHOOTFOV/2)))
|
if (Check_LOS (actor, enemy, (SHOOTFOV/2)))
|
||||||
|
|
|
@ -17,20 +17,7 @@
|
||||||
#include "gi.h"
|
#include "gi.h"
|
||||||
#include "a_keys.h"
|
#include "a_keys.h"
|
||||||
#include "d_event.h"
|
#include "d_event.h"
|
||||||
|
#include "p_enemy.h"
|
||||||
enum dirtype_t
|
|
||||||
{
|
|
||||||
DI_EAST,
|
|
||||||
DI_NORTHEAST,
|
|
||||||
DI_NORTH,
|
|
||||||
DI_NORTHWEST,
|
|
||||||
DI_WEST,
|
|
||||||
DI_SOUTHWEST,
|
|
||||||
DI_SOUTH,
|
|
||||||
DI_SOUTHEAST,
|
|
||||||
DI_NODIR,
|
|
||||||
NUMDIRS
|
|
||||||
};
|
|
||||||
|
|
||||||
static FRandom pr_botopendoor ("BotOpenDoor");
|
static FRandom pr_botopendoor ("BotOpenDoor");
|
||||||
static FRandom pr_bottrywalk ("BotTryWalk");
|
static FRandom pr_bottrywalk ("BotTryWalk");
|
||||||
|
@ -39,10 +26,6 @@ static FRandom pr_botnewchasedir ("BotNewChaseDir");
|
||||||
// borrow some tables from p_enemy.cpp
|
// borrow some tables from p_enemy.cpp
|
||||||
extern dirtype_t opposite[9];
|
extern dirtype_t opposite[9];
|
||||||
extern dirtype_t diags[4];
|
extern dirtype_t diags[4];
|
||||||
extern fixed_t xspeed[8];
|
|
||||||
extern fixed_t yspeed[8];
|
|
||||||
|
|
||||||
extern TArray<line_t *> spechit;
|
|
||||||
|
|
||||||
//Called while the bot moves after its player->dest mobj
|
//Called while the bot moves after its player->dest mobj
|
||||||
//which can be a weapon/enemy/item whatever.
|
//which can be a weapon/enemy/item whatever.
|
||||||
|
|
|
@ -273,7 +273,8 @@ void CT_Drawer (void)
|
||||||
|
|
||||||
if (players[consoleplayer].camera != NULL &&
|
if (players[consoleplayer].camera != NULL &&
|
||||||
(Button_ShowScores.bDown ||
|
(Button_ShowScores.bDown ||
|
||||||
players[consoleplayer].camera->health <= 0) &&
|
players[consoleplayer].camera->health <= 0 ||
|
||||||
|
SB_ForceActive) &&
|
||||||
// Don't draw during intermission, since it has its own scoreboard in wi_stuff.cpp.
|
// Don't draw during intermission, since it has its own scoreboard in wi_stuff.cpp.
|
||||||
gamestate != GS_INTERMISSION)
|
gamestate != GS_INTERMISSION)
|
||||||
{
|
{
|
||||||
|
|
|
@ -39,7 +39,6 @@
|
||||||
#include "cmdlib.h"
|
#include "cmdlib.h"
|
||||||
#include "s_sound.h"
|
#include "s_sound.h"
|
||||||
#include "m_cheat.h"
|
#include "m_cheat.h"
|
||||||
#include "p_effect.h"
|
|
||||||
#include "p_local.h"
|
#include "p_local.h"
|
||||||
#include "c_dispatch.h"
|
#include "c_dispatch.h"
|
||||||
#include "sbar.h"
|
#include "sbar.h"
|
||||||
|
@ -670,6 +669,9 @@ void PlayerIsGone (int netnode, int netconsole)
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
|
|
||||||
|
if (!nodeingame[netnode])
|
||||||
|
return;
|
||||||
|
|
||||||
for (i = netnode + 1; i < doomcom.numnodes; ++i)
|
for (i = netnode + 1; i < doomcom.numnodes; ++i)
|
||||||
{
|
{
|
||||||
if (nodeingame[i])
|
if (nodeingame[i])
|
||||||
|
@ -680,51 +682,13 @@ void PlayerIsGone (int netnode, int netconsole)
|
||||||
doomcom.numnodes = netnode;
|
doomcom.numnodes = netnode;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (playeringame[netconsole])
|
||||||
|
{
|
||||||
|
players[netconsole].playerstate = PST_GONE;
|
||||||
|
}
|
||||||
nodeingame[netnode] = false;
|
nodeingame[netnode] = false;
|
||||||
playeringame[netconsole] = false;
|
|
||||||
nodejustleft[netnode] = false;
|
nodejustleft[netnode] = false;
|
||||||
|
|
||||||
if (deathmatch)
|
|
||||||
{
|
|
||||||
Printf ("%s left the game with %d frags\n",
|
|
||||||
players[netconsole].userinfo.GetName(),
|
|
||||||
players[netconsole].fragcount);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Printf ("%s left the game\n", players[netconsole].userinfo.GetName());
|
|
||||||
}
|
|
||||||
|
|
||||||
// [RH] Revert each player to their own view if spying through the player who left
|
|
||||||
for (int ii = 0; ii < MAXPLAYERS; ++ii)
|
|
||||||
{
|
|
||||||
if (playeringame[ii] && players[ii].camera == players[netconsole].mo)
|
|
||||||
{
|
|
||||||
players[ii].camera = players[ii].mo;
|
|
||||||
if (ii == consoleplayer && StatusBar != NULL)
|
|
||||||
{
|
|
||||||
StatusBar->AttachToPlayer (&players[ii]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// [RH] Make the player disappear
|
|
||||||
FBehavior::StaticStopMyScripts (players[netconsole].mo);
|
|
||||||
if (players[netconsole].mo != NULL)
|
|
||||||
{
|
|
||||||
P_DisconnectEffect (players[netconsole].mo);
|
|
||||||
players[netconsole].mo->player = NULL;
|
|
||||||
players[netconsole].mo->Destroy ();
|
|
||||||
if (!(players[netconsole].mo->ObjectFlags & OF_EuthanizeMe))
|
|
||||||
{ // We just destroyed a morphed player, so now the original player
|
|
||||||
// has taken their place. Destroy that one too.
|
|
||||||
players[netconsole].mo->Destroy();
|
|
||||||
}
|
|
||||||
players[netconsole].mo = NULL;
|
|
||||||
players[netconsole].camera = NULL;
|
|
||||||
}
|
|
||||||
// [RH] Let the scripts know the player left
|
|
||||||
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, netconsole);
|
|
||||||
if (netconsole == Net_Arbitrator)
|
if (netconsole == Net_Arbitrator)
|
||||||
{
|
{
|
||||||
bglobal.RemoveAllBots(true);
|
bglobal.RemoveAllBots(true);
|
||||||
|
@ -733,7 +697,7 @@ void PlayerIsGone (int netnode, int netconsole)
|
||||||
// Pick a new network arbitrator
|
// Pick a new network arbitrator
|
||||||
for (int i = 0; i < MAXPLAYERS; i++)
|
for (int i = 0; i < MAXPLAYERS; i++)
|
||||||
{
|
{
|
||||||
if (playeringame[i] && !players[i].isbot)
|
if (i != netconsole && playeringame[i] && !players[i].isbot)
|
||||||
{
|
{
|
||||||
Net_Arbitrator = i;
|
Net_Arbitrator = i;
|
||||||
players[i].settings_controller = true;
|
players[i].settings_controller = true;
|
||||||
|
@ -741,6 +705,8 @@ void PlayerIsGone (int netnode, int netconsole)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (debugfile && NetMode == NET_PacketServer)
|
if (debugfile && NetMode == NET_PacketServer)
|
||||||
{
|
{
|
||||||
if (Net_Arbitrator == consoleplayer)
|
if (Net_Arbitrator == consoleplayer)
|
||||||
|
@ -752,7 +718,6 @@ void PlayerIsGone (int netnode, int netconsole)
|
||||||
fprintf(debugfile, "Node %d is the new master!\n", nodeforplayer[Net_Arbitrator]);
|
fprintf(debugfile, "Node %d is the new master!\n", nodeforplayer[Net_Arbitrator]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
if (demorecording)
|
if (demorecording)
|
||||||
{
|
{
|
||||||
|
@ -1760,10 +1725,19 @@ void D_CheckNetGame (void)
|
||||||
resendto[i] = 0; // which tic to start sending
|
resendto[i] = 0; // which tic to start sending
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Packet server has proven to be rather slow over the internet. Print a warning about it.
|
||||||
|
v = Args->CheckValue("-netmode");
|
||||||
|
if (v != NULL && (atoi(v) != 0))
|
||||||
|
{
|
||||||
|
Printf(TEXTCOLOR_YELLOW "Notice: Using PacketServer (netmode 1) over the internet is prone to running too slow on some internet configurations."
|
||||||
|
"\nIf the game is running well below excpected speeds, use netmode 0 (P2P) instead.\n");
|
||||||
|
}
|
||||||
|
|
||||||
// I_InitNetwork sets doomcom and netgame
|
// I_InitNetwork sets doomcom and netgame
|
||||||
if (I_InitNetwork ())
|
if (I_InitNetwork ())
|
||||||
{
|
{
|
||||||
NetMode = NET_PacketServer;
|
// For now, stop auto selecting PacketServer, as it's more likely to cause confusion.
|
||||||
|
//NetMode = NET_PacketServer;
|
||||||
}
|
}
|
||||||
if (doomcom.id != DOOMCOM_ID)
|
if (doomcom.id != DOOMCOM_ID)
|
||||||
{
|
{
|
||||||
|
|
|
@ -60,9 +60,6 @@
|
||||||
|
|
||||||
static FRandom pr_pickteam ("PickRandomTeam");
|
static FRandom pr_pickteam ("PickRandomTeam");
|
||||||
|
|
||||||
extern bool st_firsttime;
|
|
||||||
EXTERN_CVAR (Bool, teamplay)
|
|
||||||
|
|
||||||
CVAR (Float, autoaim, 5000.f, CVAR_USERINFO | CVAR_ARCHIVE);
|
CVAR (Float, autoaim, 5000.f, CVAR_USERINFO | CVAR_ARCHIVE);
|
||||||
CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE);
|
CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE);
|
||||||
CVAR (Color, color, 0x40cf00, CVAR_USERINFO | CVAR_ARCHIVE);
|
CVAR (Color, color, 0x40cf00, CVAR_USERINFO | CVAR_ARCHIVE);
|
||||||
|
|
|
@ -76,8 +76,6 @@ FPlayerColorSet *P_GetPlayerColorSet(FName classname, int setnum);
|
||||||
void P_EnumPlayerColorSets(FName classname, TArray<int> *out);
|
void P_EnumPlayerColorSets(FName classname, TArray<int> *out);
|
||||||
const char *GetPrintableDisplayName(const PClass *cls);
|
const char *GetPrintableDisplayName(const PClass *cls);
|
||||||
|
|
||||||
class player_t;
|
|
||||||
|
|
||||||
class APlayerPawn : public AActor
|
class APlayerPawn : public AActor
|
||||||
{
|
{
|
||||||
DECLARE_CLASS (APlayerPawn, AActor)
|
DECLARE_CLASS (APlayerPawn, AActor)
|
||||||
|
@ -176,7 +174,8 @@ typedef enum
|
||||||
PST_LIVE, // Playing or camping.
|
PST_LIVE, // Playing or camping.
|
||||||
PST_DEAD, // Dead on the ground, view follows killer.
|
PST_DEAD, // Dead on the ground, view follows killer.
|
||||||
PST_REBORN, // Ready to restart/respawn???
|
PST_REBORN, // Ready to restart/respawn???
|
||||||
PST_ENTER // [BC] Entered the game
|
PST_ENTER, // [BC] Entered the game
|
||||||
|
PST_GONE // Player has left the game
|
||||||
} playerstate_t;
|
} playerstate_t;
|
||||||
|
|
||||||
|
|
||||||
|
@ -398,7 +397,6 @@ public:
|
||||||
|
|
||||||
int inventorytics;
|
int inventorytics;
|
||||||
BYTE CurrentPlayerClass; // class # for this player instance
|
BYTE CurrentPlayerClass; // class # for this player instance
|
||||||
bool backpack;
|
|
||||||
|
|
||||||
int frags[MAXPLAYERS]; // kills of other players
|
int frags[MAXPLAYERS]; // kills of other players
|
||||||
int fragcount; // [RH] Cumulative frags for this player
|
int fragcount; // [RH] Cumulative frags for this player
|
||||||
|
|
|
@ -76,6 +76,7 @@
|
||||||
#include "d_net.h"
|
#include "d_net.h"
|
||||||
#include "d_event.h"
|
#include "d_event.h"
|
||||||
#include "p_acs.h"
|
#include "p_acs.h"
|
||||||
|
#include "p_effect.h"
|
||||||
#include "m_joy.h"
|
#include "m_joy.h"
|
||||||
#include "farchive.h"
|
#include "farchive.h"
|
||||||
#include "r_renderer.h"
|
#include "r_renderer.h"
|
||||||
|
@ -1013,12 +1014,18 @@ void G_Ticker ()
|
||||||
// do player reborns if needed
|
// do player reborns if needed
|
||||||
for (i = 0; i < MAXPLAYERS; i++)
|
for (i = 0; i < MAXPLAYERS; i++)
|
||||||
{
|
{
|
||||||
if (playeringame[i] &&
|
if (playeringame[i])
|
||||||
(players[i].playerstate == PST_REBORN || players[i].playerstate == PST_ENTER))
|
{
|
||||||
|
if ((players[i].playerstate == PST_GONE))
|
||||||
|
{
|
||||||
|
G_DoPlayerPop(i);
|
||||||
|
}
|
||||||
|
if ((players[i].playerstate == PST_REBORN || players[i].playerstate == PST_ENTER))
|
||||||
{
|
{
|
||||||
G_DoReborn(i, false);
|
G_DoReborn(i, false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (ToggleFullscreen)
|
if (ToggleFullscreen)
|
||||||
{
|
{
|
||||||
|
@ -1658,6 +1665,56 @@ void G_DoReborn (int playernum, bool freshbot)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// G_DoReborn
|
||||||
|
//
|
||||||
|
void G_DoPlayerPop(int playernum)
|
||||||
|
{
|
||||||
|
playeringame[playernum] = false;
|
||||||
|
|
||||||
|
if (deathmatch)
|
||||||
|
{
|
||||||
|
Printf("%s left the game with %d frags\n",
|
||||||
|
players[playernum].userinfo.GetName(),
|
||||||
|
players[playernum].fragcount);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Printf("%s left the game\n", players[playernum].userinfo.GetName());
|
||||||
|
}
|
||||||
|
|
||||||
|
// [RH] Revert each player to their own view if spying through the player who left
|
||||||
|
for (int ii = 0; ii < MAXPLAYERS; ++ii)
|
||||||
|
{
|
||||||
|
if (playeringame[ii] && players[ii].camera == players[playernum].mo)
|
||||||
|
{
|
||||||
|
players[ii].camera = players[ii].mo;
|
||||||
|
if (ii == consoleplayer && StatusBar != NULL)
|
||||||
|
{
|
||||||
|
StatusBar->AttachToPlayer(&players[ii]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// [RH] Make the player disappear
|
||||||
|
FBehavior::StaticStopMyScripts(players[playernum].mo);
|
||||||
|
if (players[playernum].mo != NULL)
|
||||||
|
{
|
||||||
|
P_DisconnectEffect(players[playernum].mo);
|
||||||
|
players[playernum].mo->player = NULL;
|
||||||
|
players[playernum].mo->Destroy();
|
||||||
|
if (!(players[playernum].mo->ObjectFlags & OF_EuthanizeMe))
|
||||||
|
{ // We just destroyed a morphed player, so now the original player
|
||||||
|
// has taken their place. Destroy that one too.
|
||||||
|
players[playernum].mo->Destroy();
|
||||||
|
}
|
||||||
|
players[playernum].mo = NULL;
|
||||||
|
players[playernum].camera = NULL;
|
||||||
|
}
|
||||||
|
// [RH] Let the scripts know the player left
|
||||||
|
FBehavior::StaticStartTypedScripts(SCRIPT_Disconnect, NULL, true, playernum);
|
||||||
|
}
|
||||||
|
|
||||||
void G_ScreenShot (char *filename)
|
void G_ScreenShot (char *filename)
|
||||||
{
|
{
|
||||||
shotfile = filename;
|
shotfile = filename;
|
||||||
|
|
|
@ -81,6 +81,7 @@ enum EFinishLevelType
|
||||||
void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags);
|
void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags);
|
||||||
|
|
||||||
void G_DoReborn (int playernum, bool freshbot);
|
void G_DoReborn (int playernum, bool freshbot);
|
||||||
|
void G_DoPlayerPop(int playernum);
|
||||||
|
|
||||||
// Adds pitch to consoleplayer's viewpitch and clamps it
|
// Adds pitch to consoleplayer's viewpitch and clamps it
|
||||||
void G_AddViewPitch (int look);
|
void G_AddViewPitch (int look);
|
||||||
|
|
|
@ -49,6 +49,7 @@
|
||||||
#include "hu_stuff.h"
|
#include "hu_stuff.h"
|
||||||
#include "gstrings.h"
|
#include "gstrings.h"
|
||||||
#include "d_net.h"
|
#include "d_net.h"
|
||||||
|
#include "c_dispatch.h"
|
||||||
|
|
||||||
// MACROS ------------------------------------------------------------------
|
// MACROS ------------------------------------------------------------------
|
||||||
|
|
||||||
|
@ -117,6 +118,8 @@ int STACK_ARGS compareteams (const void *arg1, const void *arg2)
|
||||||
return diff;
|
return diff;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool SB_ForceActive = false;
|
||||||
|
|
||||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||||
|
|
||||||
// CODE --------------------------------------------------------------------
|
// CODE --------------------------------------------------------------------
|
||||||
|
@ -492,3 +495,8 @@ int HU_GetRowColor(player_t *player, bool highlight)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
CCMD (togglescoreboard)
|
||||||
|
{
|
||||||
|
SB_ForceActive = !SB_ForceActive;
|
||||||
|
}
|
||||||
|
|
|
@ -52,6 +52,8 @@ void HU_GetPlayerWidths(int &maxnamewidth, int &maxscorewidth, int &maxiconheigh
|
||||||
void HU_DrawColorBar(int x, int y, int height, int playernum);
|
void HU_DrawColorBar(int x, int y, int height, int playernum);
|
||||||
int HU_GetRowColor(player_t *player, bool hightlight);
|
int HU_GetRowColor(player_t *player, bool hightlight);
|
||||||
|
|
||||||
|
extern bool SB_ForceActive;
|
||||||
|
|
||||||
// Sorting routines
|
// Sorting routines
|
||||||
|
|
||||||
int STACK_ARGS comparepoints(const void *arg1, const void *arg2);
|
int STACK_ARGS comparepoints(const void *arg1, const void *arg2);
|
||||||
|
|
|
@ -110,6 +110,7 @@ const char *neterror (void);
|
||||||
enum
|
enum
|
||||||
{
|
{
|
||||||
PRE_CONNECT, // Sent from guest to host for initial connection
|
PRE_CONNECT, // Sent from guest to host for initial connection
|
||||||
|
PRE_KEEPALIVE,
|
||||||
PRE_DISCONNECT, // Sent from guest that aborts the game
|
PRE_DISCONNECT, // Sent from guest that aborts the game
|
||||||
PRE_ALLHERE, // Sent from host to guest when everybody has connected
|
PRE_ALLHERE, // Sent from host to guest when everybody has connected
|
||||||
PRE_CONACK, // Sent from host to guest to acknowledge PRE_CONNECT receipt
|
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);
|
SendConAck (doomcom.numnodes, numplayers);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case PRE_KEEPALIVE:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (doomcom.numnodes < numplayers)
|
if (doomcom.numnodes < numplayers)
|
||||||
{
|
{
|
||||||
|
// Send message to everyone as a keepalive
|
||||||
|
SendConAck(doomcom.numnodes, numplayers);
|
||||||
return false;
|
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;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -105,6 +105,7 @@ void P_FallingDamage (AActor *ent);
|
||||||
void P_PlayerThink (player_t *player);
|
void P_PlayerThink (player_t *player);
|
||||||
void P_PredictPlayer (player_t *player);
|
void P_PredictPlayer (player_t *player);
|
||||||
void P_UnPredictPlayer ();
|
void P_UnPredictPlayer ();
|
||||||
|
void P_PredictionLerpReset();
|
||||||
|
|
||||||
//
|
//
|
||||||
// P_MOBJ
|
// P_MOBJ
|
||||||
|
|
|
@ -252,9 +252,13 @@ void AActor::Serialize (FArchive &arc)
|
||||||
<< MinMissileChance
|
<< MinMissileChance
|
||||||
<< SpawnFlags
|
<< SpawnFlags
|
||||||
<< Inventory
|
<< Inventory
|
||||||
<< InventoryID
|
<< InventoryID;
|
||||||
<< id
|
if (SaveVersion < 4513)
|
||||||
<< FloatBobPhase
|
{
|
||||||
|
SDWORD id;
|
||||||
|
arc << id;
|
||||||
|
}
|
||||||
|
arc << FloatBobPhase
|
||||||
<< Translation
|
<< Translation
|
||||||
<< SeeSound
|
<< SeeSound
|
||||||
<< AttackSound
|
<< AttackSound
|
||||||
|
@ -4246,6 +4250,12 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
||||||
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
|
if ((unsigned)playernum >= (unsigned)MAXPLAYERS || !playeringame[playernum])
|
||||||
return NULL;
|
return NULL;
|
||||||
|
|
||||||
|
// Old lerp data needs to go
|
||||||
|
if (playernum == consoleplayer)
|
||||||
|
{
|
||||||
|
P_PredictionLerpReset();
|
||||||
|
}
|
||||||
|
|
||||||
p = &players[playernum];
|
p = &players[playernum];
|
||||||
|
|
||||||
if (p->cls == NULL)
|
if (p->cls == NULL)
|
||||||
|
@ -4358,9 +4368,6 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
||||||
mobj->pitch = mobj->roll = 0;
|
mobj->pitch = mobj->roll = 0;
|
||||||
mobj->health = p->health;
|
mobj->health = p->health;
|
||||||
|
|
||||||
//Added by MC: Identification (number in the players[MAXPLAYERS] array)
|
|
||||||
mobj->id = playernum;
|
|
||||||
|
|
||||||
// [RH] Set player sprite based on skin
|
// [RH] Set player sprite based on skin
|
||||||
if (!(mobj->flags4 & MF4_NOSKIN))
|
if (!(mobj->flags4 & MF4_NOSKIN))
|
||||||
{
|
{
|
||||||
|
|
|
@ -328,7 +328,6 @@ static AActor *SelectTeleDest (int tid, int tag, bool norandom)
|
||||||
bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog,
|
bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog,
|
||||||
bool sourceFog, bool keepOrientation, bool haltVelocity, bool keepHeight)
|
bool sourceFog, bool keepOrientation, bool haltVelocity, bool keepHeight)
|
||||||
{
|
{
|
||||||
bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
|
|
||||||
|
|
||||||
AActor *searcher;
|
AActor *searcher;
|
||||||
fixed_t z;
|
fixed_t z;
|
||||||
|
@ -341,6 +340,7 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool
|
||||||
{ // Teleport function called with an invalid actor
|
{ // Teleport function called with an invalid actor
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
|
||||||
if (thing->flags2 & MF2_NOTELEPORT)
|
if (thing->flags2 & MF2_NOTELEPORT)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
|
|
107
src/p_user.cpp
107
src/p_user.cpp
|
@ -63,6 +63,27 @@ static FRandom pr_skullpop ("SkullPop");
|
||||||
// Variables for prediction
|
// Variables for prediction
|
||||||
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
||||||
CVAR(Bool, cl_predict_specials, true, 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 player_t PredictionPlayerBackup;
|
||||||
static BYTE PredictionActorBackup[sizeof(AActor)];
|
static BYTE PredictionActorBackup[sizeof(AActor)];
|
||||||
static TArray<sector_t *> PredictionTouchingSectorsBackup;
|
static TArray<sector_t *> PredictionTouchingSectorsBackup;
|
||||||
|
@ -240,7 +261,6 @@ player_t::player_t()
|
||||||
health(0),
|
health(0),
|
||||||
inventorytics(0),
|
inventorytics(0),
|
||||||
CurrentPlayerClass(0),
|
CurrentPlayerClass(0),
|
||||||
backpack(0),
|
|
||||||
fragcount(0),
|
fragcount(0),
|
||||||
lastkilltime(0),
|
lastkilltime(0),
|
||||||
multicount(0),
|
multicount(0),
|
||||||
|
@ -341,7 +361,6 @@ player_t &player_t::operator=(const player_t &p)
|
||||||
health = p.health;
|
health = p.health;
|
||||||
inventorytics = p.inventorytics;
|
inventorytics = p.inventorytics;
|
||||||
CurrentPlayerClass = p.CurrentPlayerClass;
|
CurrentPlayerClass = p.CurrentPlayerClass;
|
||||||
backpack = p.backpack;
|
|
||||||
memcpy(frags, &p.frags, sizeof(frags));
|
memcpy(frags, &p.frags, sizeof(frags));
|
||||||
fragcount = p.fragcount;
|
fragcount = p.fragcount;
|
||||||
lastkilltime = p.lastkilltime;
|
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)
|
void P_PredictPlayer (player_t *player)
|
||||||
{
|
{
|
||||||
int maxtic;
|
int maxtic;
|
||||||
|
@ -2665,8 +2700,8 @@ void P_PredictPlayer (player_t *player)
|
||||||
// Save original values for restoration later
|
// Save original values for restoration later
|
||||||
PredictionPlayerBackup = *player;
|
PredictionPlayerBackup = *player;
|
||||||
|
|
||||||
AActor *act = player->mo;
|
APlayerPawn *act = player->mo;
|
||||||
memcpy (PredictionActorBackup, &act->x, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
|
memcpy(PredictionActorBackup, &act->x, sizeof(APlayerPawn) - ((BYTE *)&act->x - (BYTE *)act));
|
||||||
|
|
||||||
act->flags &= ~MF_PICKUP;
|
act->flags &= ~MF_PICKUP;
|
||||||
act->flags2 &= ~MF2_PUSHWALL;
|
act->flags2 &= ~MF2_PUSHWALL;
|
||||||
|
@ -2723,7 +2758,8 @@ void P_PredictPlayer (player_t *player)
|
||||||
}
|
}
|
||||||
act->BlockNode = NULL;
|
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)
|
for (int i = gametic; i < maxtic; ++i)
|
||||||
{
|
{
|
||||||
if (!NoInterpolateOld)
|
if (!NoInterpolateOld)
|
||||||
|
@ -2732,6 +2768,47 @@ void P_PredictPlayer (player_t *player)
|
||||||
player->cmd = localcmds[i % LOCALCMDTICS];
|
player->cmd = localcmds[i % LOCALCMDTICS];
|
||||||
P_PlayerThink (player);
|
P_PlayerThink (player);
|
||||||
player->mo->Tick ();
|
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)
|
if (player->cheats & CF_PREDICTING)
|
||||||
{
|
{
|
||||||
unsigned int i;
|
unsigned int i;
|
||||||
AActor *act = player->mo;
|
APlayerPawn *act = player->mo;
|
||||||
AActor *savedcamera = player->camera;
|
AActor *savedcamera = player->camera;
|
||||||
|
|
||||||
|
TObjPtr<AInventory> InvSel = act->InvSel;
|
||||||
|
int inventorytics = player->inventorytics;
|
||||||
|
|
||||||
*player = PredictionPlayerBackup;
|
*player = PredictionPlayerBackup;
|
||||||
|
|
||||||
// Restore the camera instead of using the backup's copy, because spynext/prev
|
// Restore the camera instead of using the backup's copy, because spynext/prev
|
||||||
|
@ -2754,7 +2834,7 @@ void P_UnPredictPlayer ()
|
||||||
player->camera = savedcamera;
|
player->camera = savedcamera;
|
||||||
|
|
||||||
act->UnlinkFromWorld();
|
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.
|
// The blockmap ordering needs to remain unchanged, too.
|
||||||
// Restore sector links and refrences.
|
// Restore sector links and refrences.
|
||||||
|
@ -2859,6 +2939,9 @@ void P_UnPredictPlayer ()
|
||||||
}
|
}
|
||||||
block = block->NextBlock;
|
block = block->NextBlock;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
act->InvSel = InvSel;
|
||||||
|
player->inventorytics = inventorytics;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2889,9 +2972,13 @@ void player_t::Serialize (FArchive &arc)
|
||||||
<< vely
|
<< vely
|
||||||
<< centering
|
<< centering
|
||||||
<< health
|
<< health
|
||||||
<< inventorytics
|
<< inventorytics;
|
||||||
<< backpack
|
if (SaveVersion < 4513)
|
||||||
<< fragcount
|
{
|
||||||
|
bool backpack;
|
||||||
|
arc << backpack;
|
||||||
|
}
|
||||||
|
arc << fragcount
|
||||||
<< spreecount
|
<< spreecount
|
||||||
<< multicount
|
<< multicount
|
||||||
<< lastkilltime
|
<< lastkilltime
|
||||||
|
|
|
@ -1768,6 +1768,7 @@ enum SIX_Flags
|
||||||
SIXF_SETTARGET = 1 << 20,
|
SIXF_SETTARGET = 1 << 20,
|
||||||
SIXF_SETTRACER = 1 << 21,
|
SIXF_SETTRACER = 1 << 21,
|
||||||
SIXF_NOPOINTERS = 1 << 22,
|
SIXF_NOPOINTERS = 1 << 22,
|
||||||
|
SIXF_ORIGINATOR = 1 << 23,
|
||||||
};
|
};
|
||||||
|
|
||||||
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
||||||
|
@ -1803,11 +1804,13 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
||||||
{
|
{
|
||||||
mo->pitch = self->pitch;
|
mo->pitch = self->pitch;
|
||||||
}
|
}
|
||||||
|
if (!(flags & SIXF_ORIGINATOR))
|
||||||
|
{
|
||||||
while (originator && originator->isMissile())
|
while (originator && originator->isMissile())
|
||||||
{
|
{
|
||||||
originator = originator->target;
|
originator = originator->target;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
if (flags & SIXF_TELEFRAG)
|
if (flags & SIXF_TELEFRAG)
|
||||||
{
|
{
|
||||||
P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
|
P_TeleportMove(mo, mo->x, mo->y, mo->z, true);
|
||||||
|
@ -3279,17 +3282,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
||||||
enum JLOS_flags
|
enum JLOS_flags
|
||||||
{
|
{
|
||||||
JLOSF_PROJECTILE = 1,
|
JLOSF_PROJECTILE = 1,
|
||||||
JLOSF_NOSIGHT=2,
|
JLOSF_NOSIGHT = 1 << 1,
|
||||||
JLOSF_CLOSENOFOV=4,
|
JLOSF_CLOSENOFOV = 1 << 2,
|
||||||
JLOSF_CLOSENOSIGHT=8,
|
JLOSF_CLOSENOSIGHT = 1 << 3,
|
||||||
JLOSF_CLOSENOJUMP=16,
|
JLOSF_CLOSENOJUMP = 1 << 4,
|
||||||
JLOSF_DEADNOJUMP=32,
|
JLOSF_DEADNOJUMP = 1 << 5,
|
||||||
JLOSF_CHECKMASTER=64,
|
JLOSF_CHECKMASTER = 1 << 6,
|
||||||
JLOSF_TARGETLOS=128,
|
JLOSF_TARGETLOS = 1 << 7,
|
||||||
JLOSF_FLIPFOV=256,
|
JLOSF_FLIPFOV = 1 << 8,
|
||||||
JLOSF_ALLYNOJUMP=512,
|
JLOSF_ALLYNOJUMP = 1 << 9,
|
||||||
JLOSF_COMBATANTONLY=1024,
|
JLOSF_COMBATANTONLY = 1 << 10,
|
||||||
JLOSF_NOAUTOAIM=2048,
|
JLOSF_NOAUTOAIM = 1 << 11,
|
||||||
|
JLOSF_CHECKTRACER = 1 << 12,
|
||||||
};
|
};
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
||||||
|
@ -3314,9 +3318,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
||||||
{
|
{
|
||||||
target = self->master;
|
target = self->master;
|
||||||
}
|
}
|
||||||
else if (self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE))
|
else if ((self->flags & MF_MISSILE && (flags & JLOSF_PROJECTILE)) || (flags & JLOSF_CHECKTRACER))
|
||||||
{
|
{
|
||||||
if (self->flags2 & MF2_SEEKERMISSILE)
|
if ((self->flags2 & MF2_SEEKERMISSILE) || (flags & JLOSF_CHECKTRACER))
|
||||||
target = self->tracer;
|
target = self->tracer;
|
||||||
else
|
else
|
||||||
target = NULL;
|
target = NULL;
|
||||||
|
@ -5002,7 +5006,7 @@ static void DoKill(AActor *killtarget, AActor *self, FName damagetype, int flags
|
||||||
//since that's the whole point of it.
|
//since that's the whole point of it.
|
||||||
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(killtarget->flags5 & MF5_NODAMAGE))
|
if ((!(killtarget->flags2 & MF2_INVULNERABLE) || (flags & KILS_FOILINVUL)) && !(killtarget->flags5 & MF5_NODAMAGE))
|
||||||
{
|
{
|
||||||
P_ExplodeMissile(self->target, NULL, NULL);
|
P_ExplodeMissile(killtarget, NULL, NULL);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!(flags & KILS_NOMONSTERS))
|
if (!(flags & KILS_NOMONSTERS))
|
||||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
||||||
|
|
||||||
// Use 4500 as the base git save version, since it's higher than the
|
// Use 4500 as the base git save version, since it's higher than the
|
||||||
// SVN revision ever got.
|
// SVN revision ever got.
|
||||||
#define SAVEVER 4512
|
#define SAVEVER 4513
|
||||||
|
|
||||||
#define SAVEVERSTRINGIFY2(x) #x
|
#define SAVEVERSTRINGIFY2(x) #x
|
||||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||||
|
|
|
@ -70,6 +70,7 @@ const int SXF_TRANSFERRENDERSTYLE = 1 << 19;
|
||||||
const int SXF_SETTARGET = 1 << 20;
|
const int SXF_SETTARGET = 1 << 20;
|
||||||
const int SXF_SETTRACER = 1 << 21;
|
const int SXF_SETTRACER = 1 << 21;
|
||||||
const int SXF_NOPOINTERS = 1 << 22;
|
const int SXF_NOPOINTERS = 1 << 22;
|
||||||
|
const int SXF_ORIGINATOR = 1 << 23;
|
||||||
|
|
||||||
// Flags for A_Chase
|
// Flags for A_Chase
|
||||||
const int CHF_FASTCHASE = 1;
|
const int CHF_FASTCHASE = 1;
|
||||||
|
@ -92,18 +93,22 @@ const int RSF_KEEPTARGET = 2;
|
||||||
const int RSF_TELEFRAG = 4;
|
const int RSF_TELEFRAG = 4;
|
||||||
|
|
||||||
// Flags for A_JumpIfTargetInLOS and A_JumpIfInTargetLOS
|
// Flags for A_JumpIfTargetInLOS and A_JumpIfInTargetLOS
|
||||||
const int JLOSF_PROJECTILE = 1;
|
enum
|
||||||
const int JLOSF_NOSIGHT = 2;
|
{
|
||||||
const int JLOSF_CLOSENOFOV = 4;
|
JLOSF_PROJECTILE = 1,
|
||||||
const int JLOSF_CLOSENOSIGHT = 8;
|
JLOSF_NOSIGHT = 1 << 1,
|
||||||
const int JLOSF_CLOSENOJUMP = 16;
|
JLOSF_CLOSENOFOV = 1 << 2,
|
||||||
const int JLOSF_DEADNOJUMP = 32;
|
JLOSF_CLOSENOSIGHT = 1 << 3,
|
||||||
const int JLOSF_CHECKMASTER = 64;
|
JLOSF_CLOSENOJUMP = 1 << 4,
|
||||||
const int JLOSF_TARGETLOS = 128;
|
JLOSF_DEADNOJUMP = 1 << 5,
|
||||||
const int JLOSF_FLIPFOV = 256;
|
JLOSF_CHECKMASTER = 1 << 6,
|
||||||
const int JLOSF_ALLYNOJUMP = 512;
|
JLOSF_TARGETLOS = 1 << 7,
|
||||||
const int JLOSF_COMBATANTONLY = 1024;
|
JLOSF_FLIPFOV = 1 << 8,
|
||||||
const int JLOSF_NOAUTOAIM = 2048;
|
JLOSF_ALLYNOJUMP = 1 << 9,
|
||||||
|
JLOSF_COMBATANTONLY = 1 << 10,
|
||||||
|
JLOSF_NOAUTOAIM = 1 << 11,
|
||||||
|
JLOSF_CHECKTRACER = 1 << 12,
|
||||||
|
};
|
||||||
|
|
||||||
// Flags for A_ChangeVelocity
|
// Flags for A_ChangeVelocity
|
||||||
const int CVF_RELATIVE = 1;
|
const int CVF_RELATIVE = 1;
|
||||||
|
@ -388,7 +393,7 @@ enum
|
||||||
RMVF_MISSILES = 1 << 0,
|
RMVF_MISSILES = 1 << 0,
|
||||||
RMVF_NOMONSTERS = 1 << 1,
|
RMVF_NOMONSTERS = 1 << 1,
|
||||||
RMVF_MISC = 1 << 2,
|
RMVF_MISC = 1 << 2,
|
||||||
RMVF_EVERYTHING = 1 << 3
|
RMVF_EVERYTHING = 1 << 3,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -458,6 +458,7 @@ OptionMenu "CustomizeControls"
|
||||||
Control "Run", "+speed"
|
Control "Run", "+speed"
|
||||||
Control "Strafe", "+strafe"
|
Control "Strafe", "+strafe"
|
||||||
Control "Show Scoreboard", "+showscores"
|
Control "Show Scoreboard", "+showscores"
|
||||||
|
Control "Toggle Scoreboard", "togglescoreboard"
|
||||||
StaticText ""
|
StaticText ""
|
||||||
StaticText "Chat", 1
|
StaticText "Chat", 1
|
||||||
Control "Say", "messagemode"
|
Control "Say", "messagemode"
|
||||||
|
@ -1612,6 +1613,8 @@ OptionMenu NetworkOptions
|
||||||
StaticText "Local options", 1
|
StaticText "Local options", 1
|
||||||
Option "Movement prediction", "cl_noprediction", "OffOn"
|
Option "Movement prediction", "cl_noprediction", "OffOn"
|
||||||
Option "Predict line actions", "cl_predict_specials", "OnOff"
|
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 " "
|
||||||
StaticText "Host options", 1
|
StaticText "Host options", 1
|
||||||
Option "Extra Tics", "net_extratic", "ExtraTicMode"
|
Option "Extra Tics", "net_extratic", "ExtraTicMode"
|
||||||
|
|
Loading…
Reference in a new issue