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OldMP wip
This commit is contained in:
parent
fb59a49342
commit
fe80b46d54
3 changed files with 525 additions and 9 deletions
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@ -45,6 +45,26 @@ int32_t g_networkMode = NET_CLIENT;
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int32_t g_netIndex = 2;
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int32_t g_netIndex = 2;
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newgame_t pendingnewgame;
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newgame_t pendingnewgame;
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uint8_t syncstat, syncval[MAXPLAYERS][MOVEFIFOSIZ];
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int32_t syncvalhead[MAXPLAYERS], syncvaltail, syncvaltottail;
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input_t dsync[MAXPLAYERS], loc;
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int32_t avgfvel, avgsvel, avgavel, avghorz, avgbits;
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int32_t movefifosendplc;
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int32_t movefifoend[MAXPLAYERS];
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vec3_t mypos, omypos, myvel;
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fix16_t myhoriz, omyhoriz, myhorizoff, omyhorizoff, myang, omyang;
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int16_t mycursectnum, myjumpingcounter;
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uint8_t myjumpingtoggle, myonground, myhardlanding, myreturntocenter;
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int32_t fakemovefifoplc, movefifoplc;
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vec3_t myposbak[MOVEFIFOSIZ];
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fix16_t myhorizbak[MOVEFIFOSIZ], myangbak[MOVEFIFOSIZ];
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int32_t myminlag[MAXPLAYERS], mymaxlag, otherminlag, bufferjitter = 1;
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#ifdef NETCODE_DISABLE
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#ifdef NETCODE_DISABLE
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void faketimerhandler(void) {}
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void faketimerhandler(void) {}
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#else
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#else
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@ -246,6 +266,503 @@ void Net_WaitForServer(void)
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void Net_ResetPrediction(void)
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void Net_ResetPrediction(void)
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{
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{
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mypos = omypos = g_player[myconnectindex].ps->pos;
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myvel = { 0, 0, 0 };
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myang = omyang = g_player[myconnectindex].ps->q16ang;
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myhoriz = omyhoriz = g_player[myconnectindex].ps->q16horiz;
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myhorizoff = omyhorizoff = g_player[myconnectindex].ps->q16horizoff;
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mycursectnum = g_player[myconnectindex].ps->cursectnum;
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myjumpingcounter = g_player[myconnectindex].ps->jumping_counter;
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myjumpingtoggle = g_player[myconnectindex].ps->jumping_toggle;
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myonground = g_player[myconnectindex].ps->on_ground;
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myhardlanding = g_player[myconnectindex].ps->hard_landing;
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myreturntocenter = g_player[myconnectindex].ps->return_to_center;
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}
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void Net_Predict(void)
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{
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// NUKE-TODO: Add RR code
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DukePlayer_t *const pPlayer = g_player[myconnectindex].ps;
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spritetype *const pSprite = &sprite[pPlayer->i];
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input_t *const pInput = &inputfifo[fakemovefifoplc&(MOVEFIFOSIZ-1)][myconnectindex];
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int16_t backcstat = pSprite->cstat;
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pSprite->cstat &= ~257;
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uint32_t playerBits = pInput->bits;
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int sectorLotag = sector[mycursectnum].lotag;
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uint8_t spritebridge = 0;
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int stepHeight, centerHoriz;
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int16_t ceilingBunch, floorBunch;
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if (ud.noclip == 0 && (mycursectnum < 0 || mycursectnum >= MAXSECTORS || sector[mycursectnum].floorpicnum == MIRROR))
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{
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mypos.x = omypos.x;
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mypos.y = omypos.y;
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}
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else
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{
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omypos.x = mypos.x;
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omypos.y = mypos.y;
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}
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omyhoriz = myhoriz;
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omyhorizoff = myhorizoff;
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omypos.z = mypos.z;
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omyang = myang;
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int32_t floorZ, ceilZ, highZhit, lowZhit;
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getzrange(&mypos, mycursectnum, &ceilZ, &highZhit, &floorZ, &lowZhit, 163, CLIPMASK0);
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int truecz, truefz;
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#ifdef YAX_ENABLE
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getzsofslope_player(mycursectnum, mypos.x, mypos.y, &truecz, &truefz);
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#else
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getzsofslope(psect, mypos.x, mypos.y, &truecz, &truefz);
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#endif
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int const trueFloorZ = truefz;
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int const trueFloorDist = klabs(mypos.z - trueFloorZ);
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if ((lowZhit & 49152) == 16384 && sectorLotag == 1 && trueFloorDist > PHEIGHT + ZOFFSET2)
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sectorLotag = 0;
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// calculates automatic view angle for playing without a mouse
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if (pPlayer->aim_mode == 0 && myonground && sectorLotag != ST_2_UNDERWATER
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&& (sector[mycursectnum].floorstat & 2))
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{
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vec2_t const adjustedPlayer = { mypos.x + (sintable[(fix16_to_int(myang) + 512) & 2047] >> 5),
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mypos.y + (sintable[fix16_to_int(myang) & 2047] >> 5) };
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int16_t curSectNum = mycursectnum;
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updatesector(adjustedPlayer.x, adjustedPlayer.y, &curSectNum);
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if (curSectNum >= 0)
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{
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int const slopeZ = getflorzofslope(mycursectnum, adjustedPlayer.x, adjustedPlayer.y);
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if ((mycursectnum == curSectNum) ||
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(klabs(getflorzofslope(curSectNum, adjustedPlayer.x, adjustedPlayer.y) - slopeZ) <= ZOFFSET6))
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myhorizoff += fix16_from_int(mulscale16(trueFloorZ - slopeZ, 160));
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}
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}
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if (myhorizoff > 0)
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{
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myhorizoff -= ((myhorizoff >> 3) + fix16_one);
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myhorizoff = max(myhorizoff, 0);
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}
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else if (myhorizoff < 0)
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{
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myhorizoff += (((-myhorizoff) >> 3) + fix16_one);
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myhorizoff = min(myhorizoff, 0);
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}
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if (highZhit >= 0 && (highZhit&49152) == 49152)
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{
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highZhit &= (MAXSPRITES-1);
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if (sprite[highZhit].statnum == STAT_ACTOR && sprite[highZhit].extra >= 0)
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{
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highZhit = 0;
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ceilZ = truecz;
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}
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}
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if (lowZhit >= 0 && (lowZhit&49152) == 49152)
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{
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int spriteNum = lowZhit&(MAXSPRITES-1);
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if ((sprite[spriteNum].cstat&33) == 33)
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{
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sectorLotag = 0;
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spritebridge = 1;
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//pPlayer->sbs = spriteNum;
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}
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else if (A_CheckEnemySprite(&sprite[spriteNum]) && sprite[spriteNum].xrepeat > 24
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&& klabs(pSprite->z - sprite[spriteNum].z) < (84 << 8))
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{
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// TX: I think this is what makes the player slide off enemies... might
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// be a good sprite flag to add later.
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// Helix: there's also SLIDE_ABOVE_ENEMY.
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int spriteAng = getangle(sprite[spriteNum].x - mypos.x,
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sprite[spriteNum].y - mypos.y);
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myvel.x -= sintable[(spriteAng + 512) & 2047] << 4;
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myvel.y -= sintable[spriteAng & 2047] << 4;
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}
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}
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int velocityModifier = TICSPERFRAME;
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int floorZOffset = 40;
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int const playerShrunk = (pSprite->yrepeat < 32);
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if (pSprite->extra <= 0)
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{
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if (sectorLotag == ST_2_UNDERWATER)
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{
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if (pPlayer->on_warping_sector == 0)
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{
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if (klabs(mypos.z - floorZ) >(PHEIGHT>>1))
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mypos.z += 348;
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}
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clipmove(&mypos, &mycursectnum,
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0, 0, 164, (4L<<8), (4L<<8), CLIPMASK0);
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}
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updatesector(mypos.x, mypos.y, &mycursectnum);
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pushmove(&mypos, &mycursectnum, 128L, (4L<<8), (20L<<8), CLIPMASK0);
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myhoriz = F16(100);
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myhorizoff = 0;
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goto ENDFAKEPROCESSINPUT;
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}
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if (pPlayer->on_crane >= 0)
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goto FAKEHORIZONLY;
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if (pPlayer->one_eighty_count < 0)
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myang += F16(128);
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if (sectorLotag == ST_2_UNDERWATER)
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{
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myjumpingcounter = 0;
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if (TEST_SYNC_KEY(playerBits, SK_JUMP))
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{
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myvel.z = max(min(-348, myvel.z - 348), -(256 * 6));
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}
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else if (TEST_SYNC_KEY(playerBits, SK_CROUCH))
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{
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myvel.z = min(max(348, myvel.z + 348), (256 * 6));
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}
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else
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{
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// normal view
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if (myvel.z < 0)
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myvel.z = min(0, myvel.z + 256);
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if (myvel.z > 0)
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myvel.z = max(0, myvel.z - 256);
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}
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if (myvel.z > 2048)
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myvel.z >>= 1;
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mypos.z += myvel.z;
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if (mypos.z > (floorZ-(15<<8)))
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mypos.z += ((floorZ-(15<<8))-mypos.z)>>1;
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if (mypos.z < ceilZ+ZOFFSET6)
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{
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mypos.z = ceilZ+ZOFFSET6;
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myvel.z = 0;
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}
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}
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else if (pPlayer->jetpack_on)
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{
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myonground = 0;
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myjumpingcounter = 0;
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myhardlanding = 0;
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if (pPlayer->jetpack_on < 11)
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mypos.z -= (pPlayer->jetpack_on<<7); //Goin up
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int const zAdjust = playerShrunk ? 512 : 2048;
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if (TEST_SYNC_KEY(playerBits, SK_JUMP)) // jumping, flying up
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{
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mypos.z -= zAdjust;
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}
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if (TEST_SYNC_KEY(playerBits, SK_CROUCH)) // crouching, flying down
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{
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mypos.z += zAdjust;
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}
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int const Zdiff = (playerShrunk == 0 && (sectorLotag == 0 || sectorLotag == ST_2_UNDERWATER)) ? 32 : 16;
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if (mypos.z > (floorZ - (Zdiff << 8)))
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mypos.z += ((floorZ - (Zdiff << 8)) - mypos.z) >> 1;
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if (mypos.z < (ceilZ + (18 << 8)))
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mypos.z = ceilZ + (18 << 8);
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}
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else
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{
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if (sectorLotag == ST_1_ABOVE_WATER && spritebridge == 0)
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{
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floorZOffset = playerShrunk ? 12 : 34;
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}
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if (mypos.z < (floorZ-(floorZOffset<<8))) //falling
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{
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if ((!TEST_SYNC_KEY(playerBits, SK_JUMP) && !TEST_SYNC_KEY(playerBits, SK_CROUCH)) && myonground &&
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(sector[mycursectnum].floorstat & 2) && mypos.z >= (floorZ - (floorZOffset << 8) - ZOFFSET2))
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mypos.z = floorZ - (floorZOffset << 8);
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else
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{
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myonground = 0;
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myvel.z += (g_spriteGravity + 80);
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if (myvel.z >= (4096 + 2048))
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myvel.z = (4096 + 2048);
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}
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}
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else
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{
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if ((sectorLotag != ST_1_ABOVE_WATER && sectorLotag != ST_2_UNDERWATER) &&
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(myonground == 0 && myvel.z > (6144 >> 1)))
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myhardlanding = myvel.z>>10;
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myonground = 1;
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if (floorZOffset == 40)
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{
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//Smooth on the ground
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int Zdiff = ((floorZ - (floorZOffset << 8)) - mypos.z) >> 1;
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if (klabs(Zdiff) < 256)
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Zdiff = 0;
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mypos.z += ((klabs(Zdiff) >= 256) ? (((floorZ - (floorZOffset << 8)) - mypos.z) >> 1) : 0);
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//myz += k; // ((fz-(i<<8))-myz)>>1;
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myvel.z -= 768; // 412;
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if (myvel.z < 0)
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myvel.z = 0;
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}
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else if (myjumpingcounter == 0)
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{
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mypos.z += ((floorZ - (floorZOffset << 7)) - mypos.z) >> 1; // Smooth on the water
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if (pPlayer->on_warping_sector == 0 && mypos.z > floorZ - ZOFFSET2)
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{
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mypos.z = floorZ - ZOFFSET2;
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myvel.z >>= 1;
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}
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}
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if (TEST_SYNC_KEY(playerBits, SK_CROUCH))
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mypos.z += (2048+768);
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if (!TEST_SYNC_KEY(playerBits, SK_JUMP) && myjumpingtoggle == 1)
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myjumpingtoggle = 0;
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else if (TEST_SYNC_KEY(playerBits, SK_JUMP) && myjumpingtoggle == 0)
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{
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if (myjumpingcounter == 0)
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if ((floorZ-ceilZ) > (56<<8))
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{
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myjumpingcounter = 1;
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myjumpingtoggle = 1;
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}
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}
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if (myjumpingcounter && !TEST_SYNC_KEY(playerBits, SK_JUMP))
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myjumpingcounter = 0;
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}
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if (myjumpingcounter)
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{
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if (!TEST_SYNC_KEY(playerBits, SK_JUMP) == 0 && myjumpingtoggle == 1)
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myjumpingtoggle = 0;
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if (myjumpingcounter < (1024+256))
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{
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if (sectorLotag == ST_1_ABOVE_WATER && myjumpingcounter > 768)
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{
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myjumpingcounter = 0;
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myvel.z = -512;
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}
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else
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{
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myvel.z -= (sintable[(2048-128+myjumpingcounter)&2047])/12;
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myjumpingcounter += 180;
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myonground = 0;
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}
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}
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else
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{
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myjumpingcounter = 0;
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myvel.z = 0;
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}
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}
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mypos.z += myvel.z;
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if (mypos.z < (ceilZ+ZOFFSET6))
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{
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myjumpingcounter = 0;
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if (myvel.z < 0)
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myvel.x = myvel.y = 0;
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myvel.z = 128;
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mypos.z = ceilZ+ZOFFSET6;
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}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if (pPlayer->fist_incs || pPlayer->transporter_hold > 2 || myhardlanding || pPlayer->access_incs > 0 ||
|
||||||
|
pPlayer->knee_incs > 0 || (pPlayer->curr_weapon == TRIPBOMB_WEAPON &&
|
||||||
|
pPlayer->kickback_pic > 1 && pPlayer->kickback_pic < 4))
|
||||||
|
{
|
||||||
|
velocityModifier = 0;
|
||||||
|
myvel.x = 0;
|
||||||
|
myvel.y = 0;
|
||||||
|
}
|
||||||
|
else if (pInput->q16avel) //p->ang += syncangvel * constant
|
||||||
|
{
|
||||||
|
fix16_t const inputAng = pInput->q16avel;
|
||||||
|
|
||||||
|
myang += (sectorLotag == ST_2_UNDERWATER) ? fix16_mul(inputAng - (inputAng >> 3), fix16_from_int(ksgn(velocityModifier)))
|
||||||
|
: fix16_mul(inputAng, fix16_from_int(ksgn(velocityModifier)));
|
||||||
|
|
||||||
|
myang &= 0x7FFFFFF;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (myvel.x || myvel.y || pInput->fvel || pInput->svel)
|
||||||
|
{
|
||||||
|
if (pPlayer->jetpack_on == 0 && pPlayer->inv_amount[GET_STEROIDS] > 0 && pPlayer->inv_amount[GET_STEROIDS] < 400)
|
||||||
|
velocityModifier <<= 1;
|
||||||
|
|
||||||
|
myvel.x += ((pInput->fvel * velocityModifier) << 6);
|
||||||
|
myvel.y += ((pInput->svel * velocityModifier) << 6);
|
||||||
|
|
||||||
|
int playerSpeedReduction = 0;
|
||||||
|
|
||||||
|
if (myonground && (TEST_SYNC_KEY(playerBits, SK_CROUCH)
|
||||||
|
|| (pPlayer->kickback_pic > 10 && pPlayer->curr_weapon == KNEE_WEAPON)))
|
||||||
|
playerSpeedReduction = 0x2000;
|
||||||
|
else if (sectorLotag == ST_2_UNDERWATER)
|
||||||
|
playerSpeedReduction = 0x1400;
|
||||||
|
|
||||||
|
myvel.x = mulscale16(myvel.x, pPlayer->runspeed - playerSpeedReduction);
|
||||||
|
myvel.y = mulscale16(myvel.y, pPlayer->runspeed - playerSpeedReduction);
|
||||||
|
|
||||||
|
if (klabs(myvel.x) < 2048 && klabs(myvel.y) < 2048)
|
||||||
|
myvel.x = myvel.y = 0;
|
||||||
|
|
||||||
|
if (playerShrunk)
|
||||||
|
{
|
||||||
|
myvel.x = mulscale16(myvel.x, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2));
|
||||||
|
myvel.y = mulscale16(myvel.y, pPlayer->runspeed - (pPlayer->runspeed >> 1) + (pPlayer->runspeed >> 2));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
FAKEHORIZONLY:;
|
||||||
|
stepHeight = (sectorLotag == ST_1_ABOVE_WATER || spritebridge == 1) ? pPlayer->autostep_sbw : pPlayer->autostep;
|
||||||
|
|
||||||
|
#ifdef YAX_ENABLE
|
||||||
|
if (mycursectnum >= 0)
|
||||||
|
yax_getbunches(mycursectnum, &ceilingBunch, &floorBunch);
|
||||||
|
|
||||||
|
// This updatesectorz conflicts with Duke3D's way of teleporting through water,
|
||||||
|
// so make it a bit conditional... OTOH, this way we have an ugly z jump when
|
||||||
|
// changing from above water to underwater
|
||||||
|
|
||||||
|
if ((mycursectnum >= 0 && !(sector[mycursectnum].lotag == ST_1_ABOVE_WATER && myonground && floorBunch >= 0))
|
||||||
|
&& ((floorBunch >= 0 && !(sector[mycursectnum].floorstat & 512))
|
||||||
|
|| (ceilingBunch >= 0 && !(sector[mycursectnum].ceilingstat & 512))))
|
||||||
|
{
|
||||||
|
mycursectnum += MAXSECTORS; // skip initial z check, restored by updatesectorz
|
||||||
|
updatesectorz(mypos.x, mypos.y, mypos.z, &mycursectnum);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
clipmove(&mypos, &mycursectnum, myvel.x, myvel.y, 164, (4L << 8), stepHeight, CLIPMASK0);
|
||||||
|
pushmove(&mypos, &mycursectnum, 164, (4L << 8), (4L << 8), CLIPMASK0);
|
||||||
|
|
||||||
|
// This makes the player view lower when shrunk. NOTE that it can get the
|
||||||
|
// view below the sector floor (and does, when on the ground).
|
||||||
|
if (pPlayer->jetpack_on == 0 && sectorLotag != ST_2_UNDERWATER && sectorLotag != ST_1_ABOVE_WATER && playerShrunk)
|
||||||
|
mypos.z += ZOFFSET5;
|
||||||
|
|
||||||
|
centerHoriz = 0;
|
||||||
|
if (TEST_SYNC_KEY(playerBits, SK_CENTER_VIEW) || myhardlanding)
|
||||||
|
myreturntocenter = 9;
|
||||||
|
|
||||||
|
if (TEST_SYNC_KEY(playerBits, SK_LOOK_UP))
|
||||||
|
{
|
||||||
|
myreturntocenter = 9;
|
||||||
|
myhoriz += fix16_from_int(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
||||||
|
centerHoriz++;
|
||||||
|
}
|
||||||
|
else if (TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN))
|
||||||
|
{
|
||||||
|
myreturntocenter = 9;
|
||||||
|
myhoriz -= fix16_from_int(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
||||||
|
centerHoriz++;
|
||||||
|
}
|
||||||
|
else if (TEST_SYNC_KEY(playerBits, SK_AIM_UP))
|
||||||
|
{
|
||||||
|
myhoriz += fix16_from_int(6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
||||||
|
centerHoriz++;
|
||||||
|
}
|
||||||
|
else if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN))
|
||||||
|
{
|
||||||
|
myhoriz -= fix16_from_int(6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
||||||
|
centerHoriz++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (myreturntocenter > 0 && !TEST_SYNC_KEY(playerBits, SK_LOOK_UP) && !TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN))
|
||||||
|
{
|
||||||
|
myreturntocenter--;
|
||||||
|
myhoriz += F16(33)-fix16_div(myhoriz, F16(3));
|
||||||
|
centerHoriz++;
|
||||||
|
}
|
||||||
|
if (myhardlanding > 0)
|
||||||
|
{
|
||||||
|
myhardlanding--;
|
||||||
|
myhoriz -= fix16_from_int(myhardlanding<<4);
|
||||||
|
}
|
||||||
|
|
||||||
|
myhoriz = fix16_clamp(myhoriz + pInput->q16horz, F16(HORIZ_MIN), F16(HORIZ_MAX));
|
||||||
|
|
||||||
|
if (centerHoriz)
|
||||||
|
{
|
||||||
|
if (myhoriz > F16(95) && myhoriz < F16(105)) myhoriz = F16(100);
|
||||||
|
if (myhorizoff > F16(-5) && myhorizoff < F16(5)) myhorizoff = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (pPlayer->knee_incs > 0)
|
||||||
|
{
|
||||||
|
myhoriz -= F16(48);
|
||||||
|
myreturntocenter = 9;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
ENDFAKEPROCESSINPUT:
|
||||||
|
|
||||||
|
myposbak[fakemovefifoplc&(MOVEFIFOSIZ-1)] = mypos;
|
||||||
|
myangbak[fakemovefifoplc&(MOVEFIFOSIZ-1)] = myang;
|
||||||
|
myhorizbak[fakemovefifoplc&(MOVEFIFOSIZ-1)] = myhoriz;
|
||||||
|
fakemovefifoplc++;
|
||||||
|
|
||||||
|
pSprite->cstat = backcstat;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Net_PredictionCorrect(void)
|
||||||
|
{
|
||||||
|
if (numplayers < 2)
|
||||||
|
return;
|
||||||
|
|
||||||
|
int i = ((movefifoplc-1)&(MOVEFIFOSIZ-1));
|
||||||
|
DukePlayer_t *p = g_player[myconnectindex].ps;
|
||||||
|
|
||||||
|
if (!Bmemcmp(&p->pos, &myposbak[i], sizeof(vec3_t))
|
||||||
|
&& p->q16horiz == myhorizbak[i] && p->q16ang == myangbak[i]) return;
|
||||||
|
|
||||||
|
mypos = p->pos; omypos = p->opos, myvel = p->vel;
|
||||||
|
myang = p->q16ang; omyang = p->oq16ang;
|
||||||
|
mycursectnum = p->cursectnum;
|
||||||
|
myhoriz = p->q16horiz; omyhoriz = p->oq16horiz;
|
||||||
|
myhorizoff = p->q16horizoff; omyhorizoff = p->oq16horizoff;
|
||||||
|
myjumpingcounter = p->jumping_counter;
|
||||||
|
myjumpingtoggle = p->jumping_toggle;
|
||||||
|
myonground = p->on_ground;
|
||||||
|
myhardlanding = p->hard_landing;
|
||||||
|
myreturntocenter = p->return_to_center;
|
||||||
|
|
||||||
|
fakemovefifoplc = movefifoplc;
|
||||||
|
while (fakemovefifoplc < movefifoend[myconnectindex])
|
||||||
|
Net_Predict();
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
|
@ -5923,7 +5923,7 @@ static int P_DoFist(DukePlayer_t *pPlayer)
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef YAX_ENABLE
|
#ifdef YAX_ENABLE
|
||||||
static void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ)
|
void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ)
|
||||||
{
|
{
|
||||||
int didCeiling = 0;
|
int didCeiling = 0;
|
||||||
|
|
||||||
|
@ -7959,26 +7959,22 @@ HORIZONLY:;
|
||||||
pPlayer->q16horiz += fix16_from_int(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
pPlayer->q16horiz += fix16_from_int(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
||||||
centerHoriz++;
|
centerHoriz++;
|
||||||
}
|
}
|
||||||
|
else if (TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN))
|
||||||
if (TEST_SYNC_KEY(playerBits, SK_LOOK_DOWN))
|
|
||||||
{
|
{
|
||||||
pPlayer->return_to_center = 9;
|
pPlayer->return_to_center = 9;
|
||||||
pPlayer->q16horiz -= fix16_from_int(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
pPlayer->q16horiz -= fix16_from_int(12<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
||||||
centerHoriz++;
|
centerHoriz++;
|
||||||
}
|
}
|
||||||
|
else if (TEST_SYNC_KEY(playerBits, SK_AIM_UP) && (!RRRA || !pPlayer->on_motorcycle))
|
||||||
if (TEST_SYNC_KEY(playerBits, SK_AIM_UP) && (!RRRA || !pPlayer->on_motorcycle))
|
|
||||||
{
|
{
|
||||||
pPlayer->q16horiz += fix16_from_int(6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
pPlayer->q16horiz += fix16_from_int(6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
||||||
centerHoriz++;
|
centerHoriz++;
|
||||||
}
|
}
|
||||||
|
else if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN) && (!RRRA || !pPlayer->on_motorcycle))
|
||||||
if (TEST_SYNC_KEY(playerBits, SK_AIM_DOWN) && (!RRRA || !pPlayer->on_motorcycle))
|
|
||||||
{
|
{
|
||||||
pPlayer->q16horiz -= fix16_from_int(6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
pPlayer->q16horiz -= fix16_from_int(6<<(int)(TEST_SYNC_KEY(playerBits, SK_RUN)));
|
||||||
centerHoriz++;
|
centerHoriz++;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (RR && pPlayer->recoil && *weaponFrame == 0)
|
if (RR && pPlayer->recoil && *weaponFrame == 0)
|
||||||
{
|
{
|
||||||
int delta = pPlayer->recoil >> 1;
|
int delta = pPlayer->recoil >> 1;
|
||||||
|
@ -8002,7 +7998,7 @@ HORIZONLY:;
|
||||||
pPlayer->q16horiz -= fix16_from_int(pPlayer->hard_landing<<4);
|
pPlayer->q16horiz -= fix16_from_int(pPlayer->hard_landing<<4);
|
||||||
}
|
}
|
||||||
|
|
||||||
pPlayer->q16horiz = fix16_clamp(pPlayer->q16horiz + g_player[playerNum].inputBits->q16horz, F16(HORIZ_MIN), F16(HORIZ_MAX));
|
pPlayer->q16horiz = fix16_clamp(pPlayer->q16horiz + (ud.recstat == 2 && g_demo_legacy && !pPlayer->aim_mode) ? 0 : g_player[playerNum].inputBits->q16horz, F16(HORIZ_MIN), F16(HORIZ_MAX));
|
||||||
|
|
||||||
if (ud.recstat == 2 && g_demo_legacy) centerHoriz = !pPlayer->aim_mode;
|
if (ud.recstat == 2 && g_demo_legacy) centerHoriz = !pPlayer->aim_mode;
|
||||||
|
|
||||||
|
|
|
@ -270,6 +270,9 @@ void P_DisplayWeapon(void);
|
||||||
void P_DropWeapon(int playerNum);
|
void P_DropWeapon(int playerNum);
|
||||||
int P_FindOtherPlayer(int playerNum, int32_t *pDist);
|
int P_FindOtherPlayer(int playerNum, int32_t *pDist);
|
||||||
void P_FragPlayer(int playerNum);
|
void P_FragPlayer(int playerNum);
|
||||||
|
#ifdef YAX_ENABLE
|
||||||
|
void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ);
|
||||||
|
#endif
|
||||||
void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer);
|
void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer);
|
||||||
void P_ProcessInput(int playerNum);
|
void P_ProcessInput(int playerNum);
|
||||||
void P_QuickKill(DukePlayer_t *pPlayer);
|
void P_QuickKill(DukePlayer_t *pPlayer);
|
||||||
|
|
Loading…
Reference in a new issue