166 lines
4.2 KiB
Plaintext
166 lines
4.2 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*
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=================
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Predict_EntityUpdate
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We're part way through parsing new player data.
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Propagate our pmove state to whatever the current frame before its stomped on
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(so any non-networked state updates locally).
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=================
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*/
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void
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Predict_EntityUpdate(player pl, float new)
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{
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/* this is a new client entity, let's set it up right */
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if (new || self.classname != "player") {
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spawnfunc_player();
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pl.classname = "player";
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if (pl.entnum == player_localentnum) {
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pl.solid = SOLID_SLIDEBOX;
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pl.movetype = MOVETYPE_NONE;
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pl.customphysics = Empty;
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} else {
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/* other players will act like missiles for interpolation purposes */
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pl.solid = SOLID_SLIDEBOX;
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pl.movetype = MOVETYPE_FLY;
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pl.customphysics = __NULL__;
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}
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pl.Physics_SetViewParms();
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pl.drawmask = MASK_ENGINE;
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return;
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}
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/* this is us, so we know about this clients' input_ fields */
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if (pl.entnum == player_localentnum) {
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/* run the player physics from the last approved servercommandframe to the current one */
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for (int i = pl.sequence+1; i <= servercommandframe; i++) {
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/* ...maybe the input state is too old? */
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if (!getinputstate(i)) {
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break;
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}
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input_sequence = i;
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pl.Physics_Run();
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}
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}
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}
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/*
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=================
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Predict_PreFrame
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We're part way through parsing new player data.
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Propagate our pmove state to whatever the current frame before its stomped on
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(so any non-networked state updates locally).
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=================
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*/
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void
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Predict_PlayerPreFrame(player pl)
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{
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/* this is where a game/mod would decide to add more prediction rollback
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* information. */
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pl.PredictPreFrame();
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if (pl.flags & FL_INVEHICLE)
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if (pl.vehicle) {
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CBaseVehicle veh = (CBaseVehicle)pl.vehicle;
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veh.PredictPreFrame();
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}
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/* run physics code for all the input frames which we've not heard back
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* from yet. This continues on in Player_ReceiveEntity! */
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for (int i = pl.sequence + 1; i <= clientcommandframe; i++) {
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float flSuccess = getinputstate(i);
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if (flSuccess == FALSE) {
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continue;
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}
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if (i==clientcommandframe){
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CSQC_Input_Frame();
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}
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/* don't do partial frames, aka incomplete input packets */
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if (input_timelength == 0) {
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break;
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}
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/* this global is for our shared random number seed */
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input_sequence = i;
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/* run our custom physics */
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pl.Physics_Run();
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}
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}
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/*
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=================
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Predict_PostFrame
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We're part way through parsing new player data.
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Rewind our pmove state back to before we started predicting.
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(to give consistent state instead of accumulating errors)
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=================
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*/
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void
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Predict_PlayerPostFrame(player pl)
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{
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/* give the game/mod a chance to roll back its values too */
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pl.PredictPostFrame();
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if (pl.flags & FL_INVEHICLE)
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if (pl.vehicle) {
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CBaseVehicle veh = (CBaseVehicle)pl.vehicle;
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veh.PredictPostFrame();
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}
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/* update bounds */
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setorigin(pl, pl.origin);
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}
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/*
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=================
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Predict_PreFrame
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We're part way through parsing new player data.
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Propagate our pmove state to whatever the current frame before its stomped on
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(so any non-networked state updates locally).
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=================
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*/
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void
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Predict_SpectatorPreFrame(spectator pl)
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{
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pl.PreFrame();
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}
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/*
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=================
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Predict_SpectatorPostFrame
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We're part way through parsing new player data.
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Rewind our pmove state back to before we started predicting.
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(to give consistent state instead of accumulating errors)
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=================
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*/
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void
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Predict_SpectatorPostFrame(spectator pl)
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{
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pl.PostFrame();
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}
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