125 lines
3.1 KiB
Plaintext
125 lines
3.1 KiB
Plaintext
/*
|
|
* Copyright (c) 2016-2022 Vera Visions LLC.
|
|
*
|
|
* 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_EntityUpdate
|
|
|
|
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
|
|
Predict_EntityUpdate(player pl, float new)
|
|
{
|
|
if (Util_IsPaused())
|
|
return;
|
|
|
|
/* this is a new client entity, let's set it up right */
|
|
if (new || self.classname != "player") {
|
|
spawnfunc_player();
|
|
pl.classname = "player";
|
|
|
|
if (pl.entnum == player_localentnum) {
|
|
//pl.solid = SOLID_SLIDEBOX;
|
|
//pl.movetype = MOVETYPE_NONE;
|
|
pl.customphysics = Empty;
|
|
} else {
|
|
/* other players will act like missiles for interpolation purposes */
|
|
pl.solid = SOLID_SLIDEBOX;
|
|
pl.movetype = MOVETYPE_FLY;
|
|
pl.customphysics = __NULL__;
|
|
}
|
|
|
|
pl.Physics_SetViewParms();
|
|
pl.drawmask = MASK_ENGINE;
|
|
return;
|
|
}
|
|
|
|
/* this is us, so we know about this clients' input_ fields */
|
|
if (pl.entnum == player_localentnum) {
|
|
/* run the player physics from the last approved servercommandframe to the current one */
|
|
for (int i = pl.sequence+1; i <= servercommandframe; i++) {
|
|
/* ...maybe the input state is too old? */
|
|
if (!getinputstate(i)) {
|
|
break;
|
|
}
|
|
input_sequence = i;
|
|
pl.Physics_Run();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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
|
|
Predict_PlayerPreFrame(player pl)
|
|
{
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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
|
|
Predict_PlayerPostFrame(player pl)
|
|
{
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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
|
|
Predict_SpectatorPreFrame(NSClientSpectator pl)
|
|
{
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Predict_SpectatorPostFrame
|
|
|
|
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
|
|
Predict_SpectatorPostFrame(NSClientSpectator pl)
|
|
{
|
|
}
|