/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /* ================= Predict_PreFrame We're part way through parsing new player data. Propagate our pmove state to whatever the current frame before its stomped on (so any non-networked state updates locally). ================= */ void GamePredict_PreFrame(player pl) { pl.net_cs_shotmultiplier = pl.cs_shotmultiplier; pl.net_cs_shottime = pl.cs_shottime; } /* ================= Predict_PostFrame We're part way through parsing new player data. Rewind our pmove state back to before we started predicting. (to give consistent state instead of accumulating errors) ================= */ void GamePredict_PostFrame(player pl) { pl.cs_shotmultiplier = pl.net_cs_shotmultiplier; pl.cs_shottime = pl.net_cs_shottime; }