raze/source/blood/src/prediction.cpp
2020-08-02 19:43:45 +02:00

730 lines
23 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include <stdlib.h>
#include <string.h>
#include "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "v_font.h"
#include "endgame.h"
#include "aistate.h"
#include "map2d.h"
#include "loadsave.h"
#include "sectorfx.h"
#include "choke.h"
#include "view.h"
#include "nnexts.h"
#include "zstring.h"
#include "menu.h"
#include "gstrings.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "v_font.h"
#include "glbackend/glbackend.h"
BEGIN_BLD_NS
void fakePlayerProcess(PLAYER* pPlayer, GINPUT* pInput);
void fakeActProcessSprites(void);
bool gPrediction = true;
VIEW predict, predictOld;
static VIEW predictFifo[256];
void viewInitializePrediction(void)
{
predict.at30 = gMe->q16ang;
predict.at20 = gMe->q16look;
predict.at24 = gMe->q16horiz;
predict.at28 = gMe->q16slopehoriz;
predict.at2c = gMe->slope;
predict.at6f = gMe->cantJump;
predict.at70 = gMe->isRunning;
predict.at72 = gMe->isUnderwater;
predict.at71 = gMe->input.buttonFlags.jump;
predict.at50 = gMe->pSprite->x;
predict.at54 = gMe->pSprite->y;
predict.at58 = gMe->pSprite->z;
predict.at68 = gMe->pSprite->sectnum;
predict.at73 = gMe->pSprite->flags;
predict.at5c = xvel[gMe->pSprite->index];
predict.at60 = yvel[gMe->pSprite->index];
predict.at64 = zvel[gMe->pSprite->index];
predict.at6a = gMe->pXSprite->height;
predict.at48 = gMe->posture;
predict.at4c = gMe->spin;
predict.at6e = gMe->input.keyFlags.lookCenter;
memcpy(&predict.at75,&gSpriteHit[gMe->pSprite->extra],sizeof(SPRITEHIT));
predict.at0 = gMe->bobPhase;
predict.at4 = gMe->bobAmp;
predict.at8 = gMe->bobHeight;
predict.atc = gMe->bobWidth;
predict.at10 = gMe->swayPhase;
predict.at14 = gMe->swayAmp;
predict.at18 = gMe->swayHeight;
predict.at1c = gMe->swayWidth;
predict.at34 = gMe->zWeapon-gMe->zView-(12<<8);
predict.at38 = gMe->zView;
predict.at3c = gMe->zViewVel;
predict.at40 = gMe->zWeapon;
predict.at44 = gMe->zWeaponVel;
predictOld = predict;
if (numplayers != 1)
{
gViewAngle = predict.at30;
gViewLook = predict.at20;
}
}
void viewUpdatePrediction(GINPUT *pInput)
{
predictOld = predict;
short bakCstat = gMe->pSprite->cstat;
gMe->pSprite->cstat = 0;
fakePlayerProcess(gMe, pInput);
fakeActProcessSprites();
gMe->pSprite->cstat = bakCstat;
predictFifo[gPredictTail&255] = predict;
gPredictTail++;
if (numplayers != 1)
{
gViewAngle = predict.at30;
gViewLook = predict.at20;
}
}
static void sub_158B4(PLAYER *pPlayer)
{
predict.at38 = predict.at58 - pPlayer->pPosture[pPlayer->lifeMode][predict.at48].eyeAboveZ;
predict.at40 = predict.at58 - pPlayer->pPosture[pPlayer->lifeMode][predict.at48].weaponAboveZ;
}
static void fakeProcessInput(PLAYER *pPlayer, GINPUT *pInput)
{
POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.at48];
if (numplayers > 1 && gPrediction)
{
gViewAngleAdjust = 0.f;
gViewLookRecenter = false;
gViewLookAdjust = 0.f;
}
predict.at70 = pInput->syncFlags.run;
predict.at70 = 0;
predict.at71 = pInput->buttonFlags.jump;
if (predict.at48 == 1)
{
int x = Cos(fix16_to_int(predict.at30));
int y = Sin(fix16_to_int(predict.at30));
if (pInput->forward)
{
int forward = pInput->forward;
if (forward > 0)
forward = mulscale8(pPosture->frontAccel, forward);
else
forward = mulscale8(pPosture->backAccel, forward);
predict.at5c += mulscale30(forward, x);
predict.at60 += mulscale30(forward, y);
}
if (pInput->strafe)
{
int strafe = pInput->strafe;
strafe = mulscale8(pPosture->sideAccel, strafe);
predict.at5c += mulscale30(strafe, y);
predict.at60 -= mulscale30(strafe, x);
}
}
else if (predict.at6a < 0x100)
{
int speed = 0x10000;
if (predict.at6a > 0)
speed -= divscale16(predict.at6a, 0x100);
int x = Cos(fix16_to_int(predict.at30));
int y = Sin(fix16_to_int(predict.at30));
if (pInput->forward)
{
int forward = pInput->forward;
if (forward > 0)
forward = mulscale8(pPosture->frontAccel, forward);
else
forward = mulscale8(pPosture->backAccel, forward);
if (predict.at6a)
forward = mulscale16(forward, speed);
predict.at5c += mulscale30(forward, x);
predict.at60 += mulscale30(forward, y);
}
if (pInput->strafe)
{
int strafe = pInput->strafe;
strafe = mulscale8(pPosture->sideAccel, strafe);
if (predict.at6a)
strafe = mulscale16(strafe, speed);
predict.at5c += mulscale30(strafe, y);
predict.at60 -= mulscale30(strafe, x);
}
}
if (pInput->q16turn)
predict.at30 = (predict.at30+pInput->q16turn)&0x7ffffff;
if (pInput->keyFlags.spin180)
if (!predict.at4c)
predict.at4c = -1024;
if (predict.at4c < 0)
{
int speed;
if (predict.at48 == 1)
speed = 64;
else
speed = 128;
predict.at4c = min(predict.at4c+speed, 0);
predict.at30 += fix16_from_int(speed);
if (numplayers > 1 && gPrediction)
gViewAngleAdjust += float(speed);
}
if (!predict.at71)
predict.at6f = 0;
switch (predict.at48)
{
case 1:
if (predict.at71)
predict.at64 -= pPosture->normalJumpZ;//0x5b05;
if (pInput->buttonFlags.crouch)
predict.at64 += pPosture->normalJumpZ;//0x5b05;
break;
case 2:
if (!pInput->buttonFlags.crouch)
predict.at48 = 0;
break;
default:
if (!predict.at6f && predict.at71 && predict.at6a == 0) {
if (packItemActive(pPlayer, 4)) predict.at64 = pPosture->pwupJumpZ;//-0x175555;
else predict.at64 = pPosture->normalJumpZ;//-0xbaaaa;
predict.at6f = 1;
}
if (pInput->buttonFlags.crouch)
predict.at48 = 2;
break;
}
#if 0
if (predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
{
if (predict.at20 < 0)
predict.at20 = fix16_min(predict.at20+fix16_from_int(4), fix16_from_int(0));
if (predict.at20 > 0)
predict.at20 = fix16_max(predict.at20-fix16_from_int(4), fix16_from_int(0));
if (predict.at20 == 0)
predict.at6e = 0;
}
else
{
if (pInput->buttonFlags.lookUp)
predict.at20 = fix16_min(predict.at20+fix16_from_int(4), fix16_from_int(60));
if (pInput->buttonFlags.lookDown)
predict.at20 = fix16_max(predict.at20-fix16_from_int(4), fix16_from_int(-60));
}
predict.at20 = fix16_clamp(predict.at20+pInput->q16mlook, fix16_from_int(-60), fix16_from_int(60));
if (predict.at20 > 0)
predict.at24 = mulscale30(fix16_from_int(120), Sin(fix16_to_int(predict.at20<<3)));
else if (predict.at20 < 0)
predict.at24 = mulscale30(fix16_from_int(180), Sin(fix16_to_int(predict.at20<<3)));
else
predict.at24 = 0;
#endif
int upAngle = 289;
int downAngle = -347;
double lookStepUp = 4.0*upAngle/60.0;
double lookStepDown = -4.0*downAngle/60.0;
if (predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown)
{
if (predict.at20 < 0)
predict.at20 = fix16_min(predict.at20+fix16_from_dbl(lookStepDown), fix16_from_int(0));
if (predict.at20 > 0)
predict.at20 = fix16_max(predict.at20-fix16_from_dbl(lookStepUp), fix16_from_int(0));
if (predict.at20 == 0)
predict.at6e = 0;
}
else
{
if (pInput->buttonFlags.lookUp)
predict.at20 = fix16_min(predict.at20+fix16_from_dbl(lookStepUp), fix16_from_int(upAngle));
if (pInput->buttonFlags.lookDown)
predict.at20 = fix16_max(predict.at20-fix16_from_dbl(lookStepDown), fix16_from_int(downAngle));
}
if (numplayers > 1 && gPrediction)
{
if (pInput->buttonFlags.lookUp)
{
gViewLookAdjust += float(lookStepUp);
}
if (pInput->buttonFlags.lookDown)
{
gViewLookAdjust -= float(lookStepDown);
}
gViewLookRecenter = predict.at6e && !pInput->buttonFlags.lookUp && !pInput->buttonFlags.lookDown;
}
predict.at20 = fix16_clamp(predict.at20+(pInput->q16mlook<<3), fix16_from_int(downAngle), fix16_from_int(upAngle));
predict.at24 = fix16_from_float(100.f*tanf(fix16_to_float(predict.at20)*fPI/1024.f));
int nSector = predict.at68;
int florhit = predict.at75.florhit & 0xc000;
char va;
if (predict.at6a < 16 && (florhit == 0x4000 || florhit == 0))
va = 1;
else
va = 0;
if (va && (sector[nSector].floorstat&2) != 0)
{
int z1 = getflorzofslope(nSector, predict.at50, predict.at54);
int x2 = predict.at50+mulscale30(64, Cos(fix16_to_int(predict.at30)));
int y2 = predict.at54+mulscale30(64, Sin(fix16_to_int(predict.at30)));
short nSector2 = nSector;
updatesector(x2, y2, &nSector2);
if (nSector2 == nSector)
{
int z2 = getflorzofslope(nSector2, x2, y2);
predict.at28 = interpolate(predict.at28, fix16_from_int(z1-z2)>>3, 0x4000);
}
}
else
{
predict.at28 = interpolate(predict.at28, 0, 0x4000);
if (klabs(predict.at28) < 4)
predict.at28 = 0;
}
predict.at2c = (-fix16_to_int(predict.at24))<<7;
}
void fakePlayerProcess(PLAYER *pPlayer, GINPUT *pInput)
{
spritetype *pSprite = pPlayer->pSprite;
XSPRITE *pXSprite = pPlayer->pXSprite;
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][predict.at48];
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
top += predict.at58-pSprite->z;
bottom += predict.at58-pSprite->z;
int dzb = (bottom-predict.at58)/4;
int dzt = (predict.at58-top)/4;
int dw = pSprite->clipdist<<2;
short nSector = predict.at68;
if (!gNoClip)
{
pushmove_old((int32_t*)&predict.at50, (int32_t*)&predict.at54, (int32_t*)&predict.at58, &predict.at68, dw, dzt, dzb, CLIPMASK0);
if (predict.at68 == -1)
predict.at68 = nSector;
}
fakeProcessInput(pPlayer, pInput);
int nSpeed = approxDist(predict.at5c, predict.at60);
predict.at3c = interpolate(predict.at3c, predict.at64, 0x7000);
int dz = predict.at58-pPosture->eyeAboveZ-predict.at38;
if (dz > 0)
predict.at3c += mulscale16(dz<<8, 0xa000);
else
predict.at3c += mulscale16(dz<<8, 0x1800);
predict.at38 += predict.at3c>>8;
predict.at44 = interpolate(predict.at44, predict.at64, 0x5000);
dz = predict.at58-pPosture->weaponAboveZ-predict.at40;
if (dz > 0)
predict.at44 += mulscale16(dz<<8, 0x8000);
else
predict.at44 += mulscale16(dz<<8, 0xc00);
predict.at40 += predict.at44>>8;
predict.at34 = predict.at40 - predict.at38 - (12<<8);
predict.at0 = ClipLow(predict.at0-4, 0);
nSpeed >>= 16;
if (predict.at48 == 1)
{
predict.at4 = (predict.at4+17)&2047;
predict.at14 = (predict.at14+17)&2047;
predict.at8 = mulscale30(10*pPosture->bobV,Sin(predict.at4*2));
predict.atc = mulscale30(predict.at0*pPosture->bobH,Sin(predict.at4-256));
predict.at18 = mulscale30(predict.at0*pPosture->swayV,Sin(predict.at14*2));
predict.at1c = mulscale30(predict.at0*pPosture->swayH,Sin(predict.at14-0x155));
}
else
{
if (pXSprite->height < 256)
{
predict.at4 = (predict.at4+(pPosture->pace[predict.at70]*4))&2047;
predict.at14 = (predict.at14+(pPosture->pace[predict.at70]*4)/2)&2047;
if (predict.at70)
{
if (predict.at0 < 60)
predict.at0 = ClipHigh(predict.at0 + nSpeed, 60);
}
else
{
if (predict.at0 < 30)
predict.at0 = ClipHigh(predict.at0 + nSpeed, 30);
}
}
predict.at8 = mulscale30(predict.at0*pPosture->bobV,Sin(predict.at4*2));
predict.atc = mulscale30(predict.at0*pPosture->bobH,Sin(predict.at4-256));
predict.at18 = mulscale30(predict.at0*pPosture->swayV,Sin(predict.at14*2));
predict.at1c = mulscale30(predict.at0*pPosture->swayH,Sin(predict.at14-0x155));
}
if (!pXSprite->health)
return;
predict.at72 = 0;
if (predict.at48 == 1)
{
predict.at72 = 1;
int nSector = predict.at68;
int nLink = gLowerLink[nSector];
if (nLink > 0 && (sprite[nLink].type == kMarkerLowGoo || sprite[nLink].type == kMarkerLowWater))
{
if (getceilzofslope(nSector, predict.at50, predict.at54) > predict.at38)
predict.at72 = 0;
}
}
}
static void fakeMoveDude(spritetype *pSprite)
{
PLAYER *pPlayer = NULL;
int bottom, top;
if (IsPlayerSprite(pSprite))
pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
dassert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
GetSpriteExtents(pSprite, &top, &bottom);
top += predict.at58 - pSprite->z;
bottom += predict.at58 - pSprite->z;
int bz = (bottom-predict.at58)/4;
int tz = (predict.at58-top)/4;
int wd = pSprite->clipdist*4;
int nSector = predict.at68;
dassert(nSector >= 0 && nSector < kMaxSectors);
if (predict.at5c || predict.at60)
{
if (pPlayer && gNoClip)
{
predict.at50 += predict.at5c>>12;
predict.at54 += predict.at60>>12;
if (!FindSector(predict.at50, predict.at54, &nSector))
nSector = predict.at68;
}
else
{
short bakCstat = pSprite->cstat;
pSprite->cstat &= ~257;
predict.at75.hit = ClipMove(&predict.at50, &predict.at54, &predict.at58, &nSector, predict.at5c >> 12, predict.at60 >> 12, wd, tz, bz, CLIPMASK0);
if (nSector == -1)
nSector = predict.at68;
if (sector[nSector].type >= kSectorPath && sector[nSector].type <= kSectorRotate)
{
short nSector2 = nSector;
pushmove_old((int32_t*)&predict.at50, (int32_t*)&predict.at54, (int32_t*)&predict.at58, &nSector2, wd, tz, bz, CLIPMASK0);
if (nSector2 != -1)
nSector = nSector2;
}
dassert(nSector >= 0);
pSprite->cstat = bakCstat;
}
switch (predict.at75.hit&0xc000)
{
case 0x8000:
{
int nHitWall = predict.at75.hit&0x3fff;
walltype *pHitWall = &wall[nHitWall];
if (pHitWall->nextsector != -1)
{
sectortype *pHitSector = &sector[pHitWall->nextsector];
if (top < pHitSector->ceilingz || bottom > pHitSector->floorz)
{
// ???
}
}
actWallBounceVector(&predict.at5c, &predict.at60, nHitWall, 0);
break;
}
}
}
if (predict.at68 != nSector)
{
dassert(nSector >= 0 && nSector < kMaxSectors);
predict.at68 = nSector;
}
char bUnderwater = 0;
char bDepth = 0;
int nXSector = sector[nSector].extra;
if (nXSector > 0)
{
XSECTOR *pXSector = &xsector[nXSector];
if (pXSector->Underwater)
bUnderwater = 1;
if (pXSector->Depth)
bDepth = 1;
}
int nUpperLink = gUpperLink[nSector];
int nLowerLink = gLowerLink[nSector];
if (nUpperLink >= 0 && (sprite[nUpperLink].type == kMarkerUpWater || sprite[nUpperLink].type == kMarkerUpGoo))
bDepth = 1;
if (nLowerLink >= 0 && (sprite[nLowerLink].type == kMarkerLowWater || sprite[nLowerLink].type == kMarkerLowGoo))
bDepth = 1;
if (pPlayer)
wd += 16;
if (predict.at64)
predict.at58 += predict.at64 >> 8;
spritetype pSpriteBak = *pSprite;
spritetype *pTempSprite = pSprite;
pTempSprite->x = predict.at50;
pTempSprite->y = predict.at54;
pTempSprite->z = predict.at58;
pTempSprite->sectnum = predict.at68;
int ceilZ, ceilHit, floorZ, floorHit;
GetZRange(pTempSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0);
GetSpriteExtents(pTempSprite, &top, &bottom);
if (predict.at73 & 2)
{
int vc = 58254;
if (bDepth)
{
if (bUnderwater)
{
int cz = getceilzofslope(nSector, predict.at50, predict.at54);
if (cz > top)
vc += ((bottom-cz)*-80099) / (bottom-top);
else
vc = 0;
}
else
{
int fz = getflorzofslope(nSector, predict.at50, predict.at54);
if (fz < bottom)
vc += ((bottom-fz)*-80099) / (bottom-top);
}
}
else
{
if (bUnderwater)
vc = 0;
else if (bottom >= floorZ)
vc = 0;
}
if (vc)
{
predict.at58 += ((vc*4)/2)>>8;
predict.at64 += vc;
}
}
GetSpriteExtents(pTempSprite, &top, &bottom);
if (bottom >= floorZ)
{
int floorZ2 = floorZ;
int floorHit2 = floorHit;
GetZRange(pTempSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist<<2, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
if (bottom <= floorZ && predict.at58-floorZ2 < bz)
{
floorZ = floorZ2;
floorHit = floorHit2;
}
}
if (floorZ <= bottom)
{
predict.at75.florhit = floorHit;
predict.at58 += floorZ-bottom;
int var44 = predict.at64-velFloor[predict.at68];
if (var44 > 0)
{
actFloorBounceVector(&predict.at5c, &predict.at60, &var44, predict.at68, 0);
predict.at64 = var44;
if (klabs(predict.at64) < 0x10000)
{
predict.at64 = velFloor[predict.at68];
predict.at73 &= ~4;
}
else
predict.at73 |= 4;
}
else if (predict.at64 == 0)
predict.at73 &= ~4;
}
else
{
predict.at75.florhit = 0;
if (predict.at73 & 2)
predict.at73 |= 4;
}
if (top <= ceilZ)
{
predict.at75.ceilhit = ceilHit;
predict.at58 += ClipLow(ceilZ-top, 0);
if (predict.at64 <= 0 && (predict.at73&4))
predict.at64 = mulscale16(-predict.at64, 0x2000);
}
else
predict.at75.ceilhit = 0;
GetSpriteExtents(pTempSprite, &top, &bottom);
*pSprite = pSpriteBak;
predict.at6a = ClipLow(floorZ-bottom, 0)>>8;
if (predict.at5c || predict.at60)
{
if ((floorHit & 0xc000) == 0xc000)
{
int nHitSprite = floorHit & 0x3fff;
if ((sprite[nHitSprite].cstat & 0x30) == 0)
{
predict.at5c += mulscale(4, predict.at50 - sprite[nHitSprite].x, 2);
predict.at60 += mulscale(4, predict.at54 - sprite[nHitSprite].y, 2);
return;
}
}
int nXSector = sector[pSprite->sectnum].extra;
if (nXSector > 0 && xsector[nXSector].Underwater)
return;
if (predict.at6a >= 0x100)
return;
int nDrag = gDudeDrag;
if (predict.at6a > 0)
nDrag -= scale(gDudeDrag, predict.at6a, 0x100);
predict.at5c -= mulscale16r(predict.at5c, nDrag);
predict.at60 -= mulscale16r(predict.at60, nDrag);
if (approxDist(predict.at5c, predict.at60) < 0x1000)
predict.at5c = predict.at60 = 0;
}
}
static void fakeActAirDrag(spritetype *, int num)
{
int xvec = 0;
int yvec = 0;
int nSector = predict.at68;
dassert(nSector >= 0 && nSector < kMaxSectors);
sectortype *pSector = &sector[nSector];
int nXSector = pSector->extra;
if (nXSector > 0)
{
dassert(nXSector < kMaxXSectors);
XSECTOR *pXSector = &xsector[nXSector];
if (pXSector->windVel && (pXSector->windAlways || pXSector->busy))
{
int vel = pXSector->windVel<<12;
if (!pXSector->windAlways && pXSector->busy)
vel = mulscale16(vel, pXSector->busy);
xvec = mulscale30(vel, Cos(pXSector->windAng));
yvec = mulscale30(vel, Sin(pXSector->windAng));
}
}
predict.at5c += mulscale16(xvec-predict.at5c, num);
predict.at60 += mulscale16(yvec-predict.at60, num);
predict.at64 -= mulscale16(predict.at64, num);
}
void fakeActProcessSprites(void)
{
spritetype *pSprite = gMe->pSprite;
if (pSprite->statnum == kStatDude)
{
int nXSprite = pSprite->extra;
dassert(nXSprite > 0 && nXSprite < kMaxXSprites);
int nSector = predict.at68;
int nXSector = sector[nSector].extra;
XSECTOR *pXSector = NULL;
if (nXSector > 0)
{
dassert(nXSector > 0 && nXSector < kMaxXSectors);
dassert(xsector[nXSector].reference == nSector);
pXSector = &xsector[nXSector];
}
if (pXSector)
{
int top, bottom;
GetSpriteExtents(pSprite, &top, &bottom);
top += predict.at58 - pSprite->z;
bottom += predict.at58 - pSprite->z;
if (getflorzofslope(nSector, predict.at50, predict.at54) < bottom)
{
int angle = pXSector->panAngle;
int speed = 0;
if (pXSector->panAlways || pXSector->state || pXSector->busy)
{
speed = pXSector->panVel << 9;
if (!pXSector->panAlways && pXSector->busy)
speed = mulscale16(speed, pXSector->busy);
}
if (sector[nSector].floorstat&64)
angle = (GetWallAngle(sector[nSector].wallptr)+512)&2047;
predict.at5c += mulscale30(speed,Cos(angle));
predict.at60 += mulscale30(speed,Sin(angle));
}
}
if (pXSector && pXSector->Underwater)
fakeActAirDrag(pSprite, 5376);
else
fakeActAirDrag(pSprite, 128);
if ((predict.at73 & 4) != 0 || predict.at5c != 0 || predict.at60 != 0 || predict.at64 != 0 || velFloor[predict.at68] != 0 || velCeil[predict.at68] != 0)
{
fakeMoveDude(pSprite);
}
}
}
void viewCorrectPrediction(void)
{
if (numplayers == 1)
{
gViewLook = gMe->q16look;
gViewAngle = gMe->q16ang;
return;
}
spritetype *pSprite = gMe->pSprite;
VIEW *pView = &predictFifo[(gNetFifoTail-1)&255];
if (gMe->q16ang != pView->at30 || pView->at24 != gMe->q16horiz || pView->at50 != pSprite->x || pView->at54 != pSprite->y || pView->at58 != pSprite->z)
{
viewInitializePrediction();
predictOld = gPrevView[myconnectindex];
gPredictTail = gNetFifoTail;
while (gPredictTail < gNetFifoHead[myconnectindex])
{
viewUpdatePrediction(&gFifoInput[gPredictTail&255][myconnectindex]);
}
}
}
END_BLD_NS