mirror of
https://github.com/openmoh/openmohaa.git
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564 lines
16 KiB
C
564 lines
16 KiB
C
/*
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===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// DESCRIPTION:
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// this file generates cg.predicted_player_state by either
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// interpolating between snapshots from the server or locally predicting
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// ahead the client's movement. It also handles local physics interaction,
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// like fragments bouncing off walls
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#include "cg_local.h"
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static pmove_t cg_pmove;
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static int cg_numSolidEntities;
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static centity_t* cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
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static int cg_numTriggerEntities;
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// static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];
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/*
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====================
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CG_BuildSolidList
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When a new cg.snap has been set, this function builds a sublist
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of the entities that are actually solid, to make for more
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efficient collision detection
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====================
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*/
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void CG_BuildSolidList(void)
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{
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int i;
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centity_t* cent;
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snapshot_t* snap;
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entityState_t* ent;
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cg_numSolidEntities = 0;
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cg_numTriggerEntities = 0;
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if (cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport) {
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snap = cg.nextSnap;
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} else {
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snap = cg.snap;
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}
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for (i = 0; i < snap->numEntities; i++) {
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cent = &cg_entities[snap->entities[i].number];
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ent = ¢->currentState;
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if (ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER ||
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ent->eType == ET_TELEPORT_TRIGGER) {
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/*
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cg_triggerEntities[cg_numTriggerEntities] = cent;
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cg_numTriggerEntities++;
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*/
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continue;
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}
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if (cent->nextState.solid) {
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cg_solidEntities[cg_numSolidEntities] = cent;
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cg_numSolidEntities++;
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continue;
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}
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}
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}
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/*
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====================
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CG_ClipMoveToEntities
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====================
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*/
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void CG_ClipMoveToEntities(const vec3_t start, const vec3_t mins,
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const vec3_t maxs, const vec3_t end,
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int skipNumber, int mask, trace_t* tr,
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qboolean cylinder)
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{
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int i;
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trace_t trace;
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entityState_t* ent;
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clipHandle_t cmodel;
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vec3_t bmins, bmaxs;
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vec3_t origin, angles;
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centity_t* cent;
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for (i = 0; i < cg_numSolidEntities; i++) {
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cent = cg_solidEntities[i];
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ent = ¢->currentState;
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if (ent->number == skipNumber) {
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continue;
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}
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if (ent->solid == SOLID_BMODEL) {
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// special value for bmodel
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cmodel = cgi.CM_InlineModel(ent->modelindex);
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if (!cmodel) {
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continue;
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}
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} else {
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IntegerToBoundingBox(ent->solid, bmins, bmaxs);
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cmodel = cgi.CM_TempBoxModel(
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bmins, bmaxs,
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CONTENTS_BBOX);
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}
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VectorCopy(cent->lerpOrigin, origin);
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if (ent->eFlags & EF_LINKANGLES) {
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VectorCopy(cent->lerpAngles, angles);
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}
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else {
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VectorClear(angles);
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}
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cgi.CM_TransformedBoxTrace(&trace, start, end, mins, maxs, cmodel, mask,
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origin, angles, cylinder);
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if (trace.allsolid || trace.fraction < tr->fraction) {
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trace.entityNum = ent->number;
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*tr = trace;
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} else if (trace.startsolid) {
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tr->startsolid = qtrue;
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}
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}
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}
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void CG_ShowTrace(trace_t* trace, int passent, const char* reason)
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{
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char text[1024];
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assert(reason);
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assert(trace);
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sprintf(text, "%0.2f : Pass (%d) Frac %f Hit (%d): '%s'\n",
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(float)cg.time / 1000.0f, passent, trace->fraction,
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trace->entityNum, reason ? reason : "");
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if (cg_traceinfo->integer == 3) {
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cgi.DebugPrintf(text);
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} else {
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cgi.DPrintf(text);
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}
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}
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/*
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================
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CG_Trace
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================
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*/
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void CG_Trace(trace_t* result, const vec3_t start, const vec3_t mins,
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const vec3_t maxs, const vec3_t end, int skipNumber, int mask,
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qboolean cylinder, qboolean cliptoentities,
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const char* description)
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{
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trace_t t;
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cgi.CM_BoxTrace(&t, start, end, mins, maxs, 0, mask, cylinder);
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t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
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// If starting in a solid make sure the world is set as the entitynum
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if (t.startsolid) {
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t.entityNum = ENTITYNUM_WORLD;
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}
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if (cliptoentities) {
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// check all other solid models
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CG_ClipMoveToEntities(start, mins, maxs, end, skipNumber, mask, &t,
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cylinder);
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}
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*result = t;
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if (cg_traceinfo->integer) {
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CG_ShowTrace(result, skipNumber, description);
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}
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}
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/*
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================
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CG_PlayerTrace
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================
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*/
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void CG_PlayerTrace(trace_t* result, const vec3_t start, const vec3_t mins,
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const vec3_t maxs, const vec3_t end, int skipNumber,
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int mask, qboolean cylinder, qboolean tracedeep)
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{
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CG_Trace(result, start, mins, maxs, end, skipNumber, mask, cylinder, qtrue,
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"PlayerTrace");
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}
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/*
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================
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CG_PointContents
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================
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*/
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int CG_PointContents(const vec3_t point, int passEntityNum)
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{
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int i;
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entityState_t* ent;
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centity_t* cent;
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clipHandle_t cmodel;
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int contents;
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contents = cgi.CM_PointContents(point, 0);
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for (i = 0; i < cg_numSolidEntities; i++) {
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cent = cg_solidEntities[i];
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ent = ¢->currentState;
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if (ent->number == passEntityNum) {
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continue;
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}
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if (ent->solid != SOLID_BMODEL) { // special value for bmodel
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continue;
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}
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cmodel = cgi.CM_InlineModel(ent->modelindex);
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if (!cmodel) {
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continue;
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}
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contents |= cgi.CM_TransformedPointContents(point, cmodel, ent->origin,
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ent->angles);
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}
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return contents;
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}
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/*
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========================
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CG_InterpolatePlayerStateCamera
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Generates cg.predicted_player_state by interpolating between
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cg.snap->player_state and cg.nextFrame->player_state
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========================
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*/
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static void CG_InterpolatePlayerStateCamera(void)
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{
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float f;
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int i;
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snapshot_t *prev, *next;
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prev = cg.snap;
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next = cg.nextSnap;
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//
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// copy in the current ones if nothing else
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//
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VectorCopy(cg.predicted_player_state.camera_angles, cg.camera_angles);
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VectorCopy(cg.predicted_player_state.camera_origin, cg.camera_origin);
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cg.camera_fov = cg.predicted_player_state.fov;
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// if the next frame is a teleport, we can't lerp to it
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if (cg.nextFrameCameraCut) {
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return;
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}
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if (!next || next->serverTime <= prev->serverTime) {
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return;
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}
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f = (float)(cg.time - prev->serverTime) /
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(next->serverTime - prev->serverTime);
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// interpolate fov
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cg.camera_fov = prev->ps.fov + f * (next->ps.fov - prev->ps.fov);
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if (!(cg.snap->ps.pm_flags & PMF_CAMERA_VIEW)) {
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return;
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}
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for (i = 0; i < 3; i++) {
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cg.camera_origin[i] =
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prev->ps.camera_origin[i] +
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f * (next->ps.camera_origin[i] - prev->ps.camera_origin[i]);
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cg.camera_angles[i] =
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LerpAngle(prev->ps.camera_angles[i], next->ps.camera_angles[i], f);
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}
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}
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/*
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========================
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CG_InterpolatePlayerState
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Generates cg.predicted_player_state by interpolating between
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cg.snap->player_state and cg.nextFrame->player_state
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========================
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*/
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static void CG_InterpolatePlayerState(qboolean grabAngles)
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{
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float f;
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int i;
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playerState_t* out;
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snapshot_t *prev, *next;
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out = &cg.predicted_player_state;
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prev = cg.snap;
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next = cg.nextSnap;
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*out = cg.snap->ps;
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// interpolate the camera if necessary
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CG_InterpolatePlayerStateCamera();
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// if we are still allowing local input, short circuit the view angles
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if (grabAngles) {
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usercmd_t cmd;
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int cmdNum;
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cmdNum = cgi.GetCurrentCmdNumber();
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cgi.GetUserCmd(cmdNum, &cmd);
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PM_UpdateViewAngles(out, &cmd);
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}
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// if the next frame is a teleport, we can't lerp to it
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if (cg.nextFrameTeleport) {
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return;
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}
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if (!next || next->serverTime <= prev->serverTime) {
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return;
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}
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f = cg.frameInterpolation;
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for (i = 0; i < 3; i++) {
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out->origin[i] =
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prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i]);
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if (!grabAngles) {
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out->viewangles[i] =
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LerpAngle(prev->ps.viewangles[i], next->ps.viewangles[i], f);
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}
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out->velocity[i] = prev->ps.velocity[i] +
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f * (next->ps.velocity[i] - prev->ps.velocity[i]);
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}
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}
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/*
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=================
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CG_PredictPlayerState
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Generates cg.predicted_player_state for the current cg.time
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cg.predicted_player_state is guaranteed to be valid after exiting.
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For demo playback, this will be an interpolation between two valid
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playerState_t.
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For normal gameplay, it will be the result of predicted usercmd_t on
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top of the most recent playerState_t received from the server.
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Each new snapshot will usually have one or more new usercmd over the last,
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but we simulate all unacknowledged commands each time, not just the new ones.
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This means that on an internet connection, quite a few pmoves may be issued
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each frame.
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OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t
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differs from the predicted one. Would require saving all intermediate
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playerState_t during prediction.
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We detect prediction errors and allow them to be decayed off over several frames
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to ease the jerk.
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=================
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*/
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void CG_PredictPlayerState(void)
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{
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int cmdNum, current;
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playerState_t oldPlayerState;
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qboolean moved;
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usercmd_t latestCmd;
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cg.hyperspace = qfalse; // will be set if touching a trigger_teleport
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// if this is the first frame we must guarantee
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// predicted_player_state is valid even if there is some
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// other error condition
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if (!cg.validPPS) {
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cg.validPPS = qtrue;
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cg.predicted_player_state = cg.snap->ps;
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}
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// demo playback just copies the moves
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if (cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_NO_PREDICTION) ||
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(cg.snap->ps.pm_flags & PMF_FROZEN)) {
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CG_InterpolatePlayerState(qfalse);
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return;
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}
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// non-predicting local movement will grab the latest angles
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// FIXME
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// Noclip is jittery for some reason, so I'm disabling prediction while
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// noclipping
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if (cg_nopredict->integer || cg_synchronousClients->integer ||
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(cg.snap->ps.pm_type == PM_NOCLIP)) {
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CG_InterpolatePlayerState(qtrue);
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return;
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}
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// prepare for pmove
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cg_pmove.ps = &cg.predicted_player_state;
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cg_pmove.trace = CG_PlayerTrace;
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cg_pmove.pointcontents = CG_PointContents;
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if (cg_pmove.ps->pm_type == PM_DEAD) {
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cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
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} else {
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cg_pmove.tracemask = MASK_PLAYERSOLID;
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}
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cg_pmove.noFootsteps = (cgs.dmflags & DF_NO_FOOTSTEPS) > 0;
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// save the state before the pmove so we can detect transitions
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oldPlayerState = cg.predicted_player_state;
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current = cgi.GetCurrentCmdNumber();
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// get the latest command so we can know which commands are from previous
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// map_restarts
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cgi.GetUserCmd(current, &latestCmd);
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// get the most recent information we have, even if
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// the server time is beyond our current cg.time,
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// because predicted player positions are going to
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// be ahead of everything else anyway
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if (cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport) {
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cg.predicted_player_state = cg.nextSnap->ps;
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cg.physicsTime = cg.nextSnap->serverTime;
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} else {
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cg.predicted_player_state = cg.snap->ps;
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cg.physicsTime = cg.snap->serverTime;
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}
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if (pmove_msec->integer >= 8)
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{
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if (pmove_msec->integer > 33)
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cgi.Cvar_Set("pmove_msec", "33");
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}
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else
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{
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cgi.Cvar_Set("pmove_msec", "8");
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}
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cg_pmove.pmove_fixed = pmove_fixed->integer;
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cg_pmove.pmove_msec = pmove_msec->integer;
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// run cmds
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moved = qfalse;
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for (cmdNum = current - CMD_BACKUP + 1; cmdNum <= current; cmdNum++) {
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// get the command
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cgi.GetUserCmd(cmdNum, &cg_pmove.cmd);
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if (cg_pmove.pmove_fixed) {
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PM_UpdateViewAngles(cg_pmove.ps, &cg_pmove.cmd);
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}
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// don't do anything if the time is before the snapshot player time
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if (cg_pmove.cmd.serverTime <= cg.predicted_player_state.commandTime) {
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continue;
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}
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// don't do anything if the command was from a previous map_restart
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if (cg_pmove.cmd.serverTime > latestCmd.serverTime) {
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continue;
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}
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// check for a prediction error from last frame
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// on a lan, this will often be the exact value
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// from the snapshot, but on a wan we will have
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// to predict several commands to get to the point
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// we want to compare
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if (cg.predicted_player_state.commandTime ==
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oldPlayerState.commandTime) {
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if (cg.thisFrameTeleport) {
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// a teleport will not cause an error decay
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VectorClear(cg.predictedError);
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cg.thisFrameTeleport = qfalse;
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if (cg_showmiss->integer) {
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cgi.Printf("PredictionTeleport\n");
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}
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}
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}
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// if our feet are falling, don't try to move
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if (cg_pmove.ps->feetfalling && (cg_pmove.waterlevel < 2)) {
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cg_pmove.cmd.forwardmove = 0;
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cg_pmove.cmd.rightmove = 0;
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}
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if (cg_pmove.pmove_fixed) {
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cg_pmove.cmd.serverTime = pmove_msec->integer
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* ((cg_pmove.cmd.serverTime + pmove_msec->integer - 1)
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/ pmove_msec->integer);
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}
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Pmove(&cg_pmove);
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moved = qtrue;
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// add push trigger movement effects
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// CG_TouchTriggerPrediction();
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}
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if (cg_showmiss->integer > 1) {
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cgi.Printf("[%i : %i] ", cg_pmove.cmd.serverTime, cg.time);
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}
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// interpolate the camera if necessary
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CG_InterpolatePlayerStateCamera();
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// Interpolate the player position
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if (cg.predicted_player_state.groundEntityNum != ENTITYNUM_WORLD) {
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centity_t* cent;
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vec3_t offset;
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cent = &cg_entities[cg.predicted_player_state.groundEntityNum];
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if (cent->interpolate) {
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float f;
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f = cg.frameInterpolation - 1.0;
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offset[0] = (cent->nextState.origin[0] - cg_entities[cg.predicted_player_state.groundEntityNum].currentState.origin[0]) * f;
|
|
offset[1] = (cent->nextState.origin[1] - cg_entities[cg.predicted_player_state.groundEntityNum].currentState.origin[1]) * f;
|
|
offset[2] = (cent->nextState.origin[2] - cg_entities[cg.predicted_player_state.groundEntityNum].currentState.origin[2]) * f;
|
|
|
|
cg.predicted_player_state.origin[0] += offset[0];
|
|
cg.predicted_player_state.origin[1] += offset[1];
|
|
cg.predicted_player_state.origin[2] += offset[2];
|
|
}
|
|
}
|
|
|
|
// adjust for the movement of the groundentity
|
|
|
|
if (!moved) {
|
|
if (cg_showmiss->integer) {
|
|
cgi.Printf("not moved\n");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// fire events and other transition triggered things
|
|
CG_TransitionPlayerState(&cg.predicted_player_state, &oldPlayerState);
|
|
}
|