nuclide/src/client/predict.c

97 lines
2.7 KiB
C

/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* 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 Predict_PreFrame(player pl)
{
pl.netorigin = pl.origin;
pl.netvelocity = pl.velocity;
pl.netflags = pl.flags;
pl.netjumptime = pl.jumptime;
pl.netteleport_time = pl.teleport_time;
#ifdef VALVE
pl.net_w_attack_next = pl.w_attack_next;
pl.net_w_idle_next = pl.w_idle_next;
pl.net_ammo1 = pl.a_ammo1;
pl.net_ammo2 = pl.a_ammo2;
pl.net_ammo3 = pl.a_ammo3;
#endif
pl.net_weapontime = pl.weapontime;
//self.netpmove_flags = self.pmove_flags;
//we want to predict an exact copy of the data in the new packet
/*for (; self.pmove_frame <= servercommandframe; self.pmove_frame++) {
float flSuccess = getinputstate(self.pmove_frame);*/
for ( int i = pl.sequence + 1; i <= clientcommandframe; i++ ) {
float flSuccess = getinputstate( i );
input_sequence = i;
if (flSuccess == FALSE) {
continue;
}
if (i==clientcommandframe){
CSQC_Input_Frame();
}
// Partial frames are the worst
if (input_timelength == 0) {
break;
}
QPhysics_Run(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_PostFrame(player pl)
{
pl.origin = pl.netorigin;
pl.velocity = pl.netvelocity;
pl.flags = pl.netflags;
pl.jumptime = pl.netjumptime;
pl.teleport_time = pl.netteleport_time;
#ifdef VALVE
pl.w_attack_next = pl.net_w_attack_next;
pl.w_idle_next = pl.net_w_idle_next;
pl.a_ammo1 = pl.net_ammo1;
pl.a_ammo2 = pl.net_ammo2;
pl.a_ammo3 = pl.net_ammo3;
#endif
pl.weapontime = pl.net_weapontime;
//self.pmove_flags = self.netpmove_flags;
setorigin(pl, pl.origin);
//self.pmove_frame = servercommandframe + 1;
}