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engine: client: cosmetic changes in pmove code
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@ -194,7 +194,7 @@ check for instant movement in case
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we don't want interpolate this
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==================
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*/
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qboolean CL_PlayerTeleported( local_state_t *from, local_state_t *to )
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static qboolean CL_PlayerTeleported( local_state_t *from, local_state_t *to )
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{
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int len, maxlen;
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vec3_t delta;
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@ -815,21 +815,10 @@ void CL_InitClientMove( void )
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clgame.dllFuncs.pfnPlayerMoveInit( clgame.pmove );
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}
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static void PM_CheckMovingGround( clientdata_t *cd, entity_state_t *state, float frametime )
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static void CL_SetupPMove( playermove_t *pmove, const local_state_t *from, const usercmd_t *ucmd, qboolean runfuncs, double time )
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{
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if(!( cd->flags & FL_BASEVELOCITY ))
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{
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// apply momentum (add in half of the previous frame of velocity first)
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VectorMA( cd->velocity, 1.0f + (frametime * 0.5f), state->basevelocity, cd->velocity );
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VectorClear( state->basevelocity );
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}
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cd->flags &= ~FL_BASEVELOCITY;
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}
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void CL_SetupPMove( playermove_t *pmove, local_state_t *from, usercmd_t *ucmd, qboolean runfuncs, double time )
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{
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entity_state_t *ps;
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clientdata_t *cd;
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const entity_state_t *ps;
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const clientdata_t *cd;
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ps = &from->playerstate;
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cd = &from->client;
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@ -846,13 +835,13 @@ void CL_SetupPMove( playermove_t *pmove, local_state_t *from, usercmd_t *ucmd, q
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VectorCopy( ps->basevelocity, pmove->basevelocity );
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VectorCopy( cd->view_ofs, pmove->view_ofs );
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VectorClear( pmove->movedir );
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pmove->flDuckTime = cd->flDuckTime;
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pmove->flDuckTime = (float)cd->flDuckTime;
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pmove->bInDuck = cd->bInDuck;
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pmove->usehull = ps->usehull;
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pmove->flTimeStepSound = cd->flTimeStepSound;
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pmove->iStepLeft = ps->iStepLeft;
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pmove->flFallVelocity = ps->flFallVelocity;
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pmove->flSwimTime = cd->flSwimTime;
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pmove->flSwimTime = (float)cd->flSwimTime;
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VectorCopy( cd->punchangle, pmove->punchangle );
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pmove->flNextPrimaryAttack = 0.0f; // not used by PM_ code
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pmove->effects = ps->effects;
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@ -860,7 +849,7 @@ void CL_SetupPMove( playermove_t *pmove, local_state_t *from, usercmd_t *ucmd, q
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pmove->gravity = ps->gravity;
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pmove->friction = ps->friction;
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pmove->oldbuttons = ps->oldbuttons;
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pmove->waterjumptime = cd->waterjumptime;
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pmove->waterjumptime = (float)cd->waterjumptime;
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pmove->dead = (cl.local.health <= 0);
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pmove->deadflag = cd->deadflag;
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pmove->spectator = (cls.spectator != 0);
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@ -887,7 +876,7 @@ void CL_SetupPMove( playermove_t *pmove, local_state_t *from, usercmd_t *ucmd, q
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Q_strncpy( pmove->physinfo, cls.physinfo, MAX_INFO_STRING );
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}
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void CL_FinishPMove( playermove_t *pmove, local_state_t *to )
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const void CL_FinishPMove( const playermove_t *pmove, local_state_t *to )
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{
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entity_state_t *ps;
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clientdata_t *cd;
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@ -898,7 +887,7 @@ void CL_FinishPMove( playermove_t *pmove, local_state_t *to )
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cd->flags = pmove->flags;
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cd->bInDuck = pmove->bInDuck;
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cd->flTimeStepSound = pmove->flTimeStepSound;
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cd->flDuckTime = pmove->flDuckTime;
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cd->flDuckTime = (int)pmove->flDuckTime;
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cd->flSwimTime = (int)pmove->flSwimTime;
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cd->waterjumptime = (int)pmove->waterjumptime;
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cd->watertype = pmove->watertype;
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@ -911,7 +900,7 @@ void CL_FinishPMove( playermove_t *pmove, local_state_t *to )
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VectorCopy( pmove->angles, ps->angles );
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VectorCopy( pmove->basevelocity, ps->basevelocity );
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VectorCopy( pmove->punchangle, cd->punchangle );
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ps->oldbuttons = pmove->cmd.buttons;
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ps->oldbuttons = (uint)pmove->cmd.buttons;
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ps->friction = pmove->friction;
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ps->movetype = pmove->movetype;
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ps->onground = pmove->onground;
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@ -1019,13 +1008,9 @@ void CL_PredictMovement( qboolean repredicting )
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{
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runcmd_t *to_cmd = NULL, *from_cmd;
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local_state_t *from = NULL, *to = NULL;
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uint current_command;
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uint current_command_mod;
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frame_t *frame = NULL;
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frame_t *frame = NULL;
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uint i, stoppoint;
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qboolean runfuncs;
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double f = 1.0;
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cl_entity_t *ent;
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double time;
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if( cls.state != ca_active || cls.spectator )
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@ -1036,7 +1021,7 @@ void CL_PredictMovement( qboolean repredicting )
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CL_SetUpPlayerPrediction( false, false );
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if( cls.state != ca_active || !cl.validsequence )
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if( !cl.validsequence )
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return;
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if(( cls.netchan.outgoing_sequence - cls.netchan.incoming_acknowledged ) >= CL_UPDATE_MASK )
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@ -1077,6 +1062,10 @@ void CL_PredictMovement( qboolean repredicting )
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for( i = 1; i < CL_UPDATE_MASK && cls.netchan.incoming_acknowledged + i < cls.netchan.outgoing_sequence + stoppoint; i++ )
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{
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uint current_command;
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uint current_command_mod;
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qboolean runfuncs;
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current_command = cls.netchan.incoming_acknowledged + i;
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current_command_mod = current_command & CL_UPDATE_MASK;
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@ -1153,7 +1142,7 @@ void CL_PredictMovement( qboolean repredicting )
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if( FBitSet( to->client.flags, FL_ONGROUND ))
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{
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ent = CL_GetEntityByIndex( cl.local.lastground );
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cl_entity_t *ent = CL_GetEntityByIndex( cl.local.lastground );
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cl.local.onground = cl.local.lastground;
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cl.local.moving = false;
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@ -1175,13 +1164,13 @@ void CL_PredictMovement( qboolean repredicting )
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else
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{
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cl.local.onground = -1;
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cl.local.moving = 0;
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cl.local.moving = false;
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}
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if( cls.correction_time > 0 && !cl_nosmooth->value && cl_smoothtime->value )
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{
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vec3_t delta;
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float frac;
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vec3_t delta;
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float frac;
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// only decay timer once per frame
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if( !repredicting )
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@ -139,7 +139,7 @@ typedef struct
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int light_level;
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int waterlevel;
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int usehull;
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int moving;
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qboolean moving;
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int pushmsec;
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int weapons;
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float maxspeed;
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