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Prediction was rebuilding too much thinglist data
- Stopped player prediction from rebuilding more sector list data then the player originally had.
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67c6690689
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2 changed files with 39 additions and 19 deletions
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@ -500,6 +500,7 @@ void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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void P_DelSector_List();
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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msecnode_t* P_DelSecnode(msecnode_t *);
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void P_CreateSecNodeList(AActor*,fixed_t,fixed_t); // phares 3/14/98
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int P_GetMoveFactor(const AActor *mo, int *frictionp); // phares 3/6/98
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int P_GetFriction(const AActor *mo, int *frictionfactor);
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@ -2742,25 +2742,11 @@ void P_UnPredictPlayer ()
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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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sector_list = NULL;
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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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}
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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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{
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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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// The blockmap ordering needs to remain unchanged, too.
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// Restore sector links and refrences.
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// [ED850] This is somewhat of a duplicate of LinkToWorld(), but we need to keep every thing the same,
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// otherwise we end up fixing bugs in blockmap logic (i.e undefined behaviour with polyobject collisions),
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// which we really don't want to do here.
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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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@ -2781,6 +2767,39 @@ void P_UnPredictPlayer ()
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*link = me;
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}
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// Destroy old refrences
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msecnode_t *node = sector_list;
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while (node)
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{
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node->m_thing = NULL;
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node = node->m_tnext;
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}
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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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sector_list = NULL;
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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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}
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act->touching_sectorlist = sector_list; // Attach to thing
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sector_list = NULL; // clear for next time
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node = sector_list;
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while (node)
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{
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if (node->m_thing == NULL)
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{
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if (node == sector_list)
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sector_list = node->m_tnext;
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node = P_DelSecnode(node);
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}
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else
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{
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node = node->m_tnext;
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}
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}
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msecnode_t *snode;
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// Restore sector thinglist order
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