97 lines
2.7 KiB
C
97 lines
2.7 KiB
C
/*
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* Copyright (c) 2016-2019 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_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 Predict_PreFrame(player pl)
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{
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pl.netorigin = pl.origin;
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pl.netvelocity = pl.velocity;
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pl.netflags = pl.flags;
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pl.netjumptime = pl.jumptime;
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pl.netteleport_time = pl.teleport_time;
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#ifdef VALVE
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pl.net_w_attack_next = pl.w_attack_next;
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pl.net_w_idle_next = pl.w_idle_next;
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pl.net_ammo1 = pl.a_ammo1;
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pl.net_ammo2 = pl.a_ammo2;
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pl.net_ammo3 = pl.a_ammo3;
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#endif
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pl.net_weapontime = pl.weapontime;
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//self.netpmove_flags = self.pmove_flags;
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//we want to predict an exact copy of the data in the new packet
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/*for (; self.pmove_frame <= servercommandframe; self.pmove_frame++) {
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float flSuccess = getinputstate(self.pmove_frame);*/
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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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input_sequence = 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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// Partial frames are the worst
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if (input_timelength == 0) {
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break;
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}
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QPhysics_Run(pl);
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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 Predict_PostFrame(player pl)
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{
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pl.origin = pl.netorigin;
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pl.velocity = pl.netvelocity;
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pl.flags = pl.netflags;
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pl.jumptime = pl.netjumptime;
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pl.teleport_time = pl.netteleport_time;
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#ifdef VALVE
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pl.w_attack_next = pl.net_w_attack_next;
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pl.w_idle_next = pl.net_w_idle_next;
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pl.a_ammo1 = pl.net_ammo1;
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pl.a_ammo2 = pl.net_ammo2;
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pl.a_ammo3 = pl.net_ammo3;
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#endif
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pl.weapontime = pl.net_weapontime;
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//self.pmove_flags = self.netpmove_flags;
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setorigin(pl, pl.origin);
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//self.pmove_frame = servercommandframe + 1;
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}
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