Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_LAG_COMPENSATION_H
#define _INCLUDED_ASW_LAG_COMPENSATION_H
// this class deals with storing an entity's position regularly
// and can rewind the entity to some time (approx.) so lagged player's shots will still hit without them having to 'aim in front' to make up for their lag
// how many samples of history we store
#define ASW_LAG_NUM_POSITION_HISTORY_SAMPLES 5
// minimum amount of lag a player has to be under to trigger lag compensation
#define ASW_MIN_LAG_TIME 0.01
// minimum amount of time between sample histories (extra samples within this time aren't stored)
#define ASW_LAG_MIN_SAMPLE_TIME_DIFFERENCE 0.05
class CBasePlayer;
class CASW_Player;
class CUserCmd;
class CASW_Lag_Compensation
{
public:
CASW_Lag_Compensation();
virtual ~CASW_Lag_Compensation();
void Init(CBaseAnimating *pOwner);
// adds a sample to the history
void StorePositionHistory();
// pass in a time to rewind back to
void MoveToLaggedPosition( const float fLaggedTime );
const Vector& GetLaggedPosition( const float fLaggedTime );
void UndoLaggedPosition();
Vector GetLagCompensationOffset();
// position history
Vector m_vecPositionHistory[ASW_LAG_NUM_POSITION_HISTORY_SAMPLES];
float m_fPositionHistoryTime[ASW_LAG_NUM_POSITION_HISTORY_SAMPLES];
int m_iPositionHistoryTail; // which index in the above array is the current
// real position
Vector m_vecRealPosition;
bool m_bSetRealPosition;
float m_fRealSimulationTime;
// handle to the entity we're doing lag compensation for
CHandle<CBaseAnimating> m_hOwnerEntity;
CAI_BaseNPC *GetOwnerNPC();
// moves all lag compensating entities
static void AllowLagCompensation(CBasePlayer *player);
static void RequestLagCompensation(CASW_Player *player, const CUserCmd *cmd );
static void FinishLagCompensation();
static bool IsInLagCompensation() { return s_bInLagCompensation; }
static bool s_bInLagCompensation;
static CBasePlayer *s_pLagCompensatingPlayer;
};
#endif // _INCLUDED_ASW_LAG_COMPENSATION_H