From: Mario Date: Mon, 16 Mar 2015 14:09:17 +0000 (+1100) Subject: Merge some changes from prediction branch X-Git-Tag: xonotic-v0.8.1~38^2~19 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=84a38fdd5472807230568b020e13a5adc73532f6;p=xonotic%2Fxonotic-data.pk3dir.git Merge some changes from prediction branch --- diff --git a/qcsrc/client/autocvars.qh b/qcsrc/client/autocvars.qh index 871ac8cdc..e35bf82dd 100644 --- a/qcsrc/client/autocvars.qh +++ b/qcsrc/client/autocvars.qh @@ -469,5 +469,4 @@ vector autocvar_crosshair_rpc_color = '0.2 1.0 0.2'; float autocvar_crosshair_rpc_alpha = 1; float autocvar_crosshair_rpc_size = 1; int autocvar_cl_nade_timer; -float autocvar_speedmeter; #endif diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index dde446182..f1a8f649f 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -657,10 +657,10 @@ void CSQCModel_Hook_PreDraw(bool isplayer) bool onground = 0; if(self == csqcplayer) { - if(self.pmove_flags & PMF_ONGROUND) + if(self.flags & FL_ONGROUND) onground = 1; - self.anim_prev_pmove_flags = self.pmove_flags; - if(self.pmove_flags & PMF_DUCKED) + self.anim_prev_pmove_flags = self.flags; + if(self.flags & FL_DUCKED) animdecide_setstate(self, self.anim_state | ANIMSTATE_DUCK, false); else if(self.anim_state & ANIMSTATE_DUCK) animdecide_setstate(self, self.anim_state - ANIMSTATE_DUCK, false); diff --git a/qcsrc/common/physics.qc b/qcsrc/common/physics.qc index ad5bc16c1..728863ad4 100644 --- a/qcsrc/common/physics.qc +++ b/qcsrc/common/physics.qc @@ -494,16 +494,20 @@ float PlayerJump (void) if (!WAS_ONGROUND(self)) { +#ifdef SVQC if(autocvar_speedmeter) dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n")); +#endif if(self.lastground < time - 0.3) { self.velocity_x *= (1 - PHYS_FRICTION_ONLAND); self.velocity_y *= (1 - PHYS_FRICTION_ONLAND); } +#ifdef SVQC if(self.jumppadcount > 1) dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n")); self.jumppadcount = 0; +#endif } self.velocity_z += mjumpheight; @@ -542,11 +546,9 @@ void CheckWaterJump() if (trace_fraction == 1) { // open at eye level self.velocity_z = 225; -#ifdef SVQC self.flags |= FL_WATERJUMP; SET_JUMP_HELD(self); self.teleport_time = time + 2; // safety net -#endif } } } @@ -567,20 +569,14 @@ void CheckPlayerJump() float was_flying = ITEMS(self) & IT_USING_JETPACK; #endif if (JETPACK_JUMP(self) < 2) -#ifdef SVQC ITEMS(self) &= ~IT_USING_JETPACK; -#endif if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self)) { -#ifdef SVQC float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self); - float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO; -#else - PlayerJump(); // Client only - float has_fuel = true; // TODO -#endif + float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO; + if (!(ITEMS(self) & IT_JETPACK)) { } else if (self.jetpack_stopped) { } else if (!has_fuel) @@ -592,21 +588,15 @@ void CheckPlayerJump() Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL); #endif self.jetpack_stopped = true; -#ifdef SVQC ITEMS(self) &= ~IT_USING_JETPACK; -#endif } -#ifdef SVQC else if (activate && !PHYS_FROZEN(self)) ITEMS(self) |= IT_USING_JETPACK; -#endif } else { self.jetpack_stopped = false; -#ifdef SVQC ITEMS(self) &= ~IT_USING_JETPACK; -#endif } if (!PHYS_INPUT_BUTTON_JUMP(self)) UNSET_JUMP_HELD(self); @@ -1349,196 +1339,24 @@ void PM_jetpack(float maxspd_mod) self.velocity_z -= g * 0.5; #endif } -#ifdef SVQC -void SV_WalkMove () -{ - // if PHYS_INPUT_TIMELENGTH is 0 (due to client sending the same timestamp twice), - // don't move - if (PHYS_INPUT_TIMELENGTH <= 0) - return; - -// if (autocvar_sv_gameplayfix_unstickplayers) -// SV_CheckStuck (self); - -// applygravity = !SV_CheckWater(self) && self.movetype == MOVETYPE_WALK && !(self.flags & FL_WATERJUMP); - -// hitsupercontentsmask = SV_GenericHitSuperContentsMask(self); - -// SV_CheckVelocity(self); - - // do a regular slide move unless it looks like you ran into a step -// float oldonground = self.flags & FL_ONGROUND; - - vector start_origin = self.origin; - vector start_velocity = self.velocity; - - float clip = 0; -// clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, NULL, hitsupercontentsmask, sv_gameplayfix_stepmultipletimes.integer ? sv_stepheight.value : 0); - -// if(sv_gameplayfix_downtracesupportsongroundflag.integer) -// if(!(clip & 1)) - { - // only try this if there was no floor in the way in the trace (no, - // this check seems to be not REALLY necessary, because if clip & 1, - // our trace will hit that thing too) - vector upmove = self.origin; - upmove_z++; - vector downmove = self.origin; - upmove_z--; - float type; - if (self.movetype == MOVETYPE_FLYMISSILE) - type = MOVE_MISSILE; - else if (self.movetype == MOVETYPE_FLY_WORLDONLY) - type = MOVE_WORLDONLY; - else if (self.solid == SOLID_TRIGGER || self.solid == SOLID_NOT) - type = MOVE_NOMONSTERS; // only clip against bmodels - else - type = MOVE_NORMAL; - vector entmins = self.mins; - vector entmaxs = self.maxs; - tracebox(upmove, entmins, entmaxs, downmove, type, self); - if(trace_fraction < 1 && trace_plane_normal_z > 0.7) - clip |= 1; // but we HAVE found a floor - } - - // if the move did not hit the ground at any point, we're not on ground -// if(!(clip & 1)) -// self.flags = self.flags & ~FL_ONGROUND; - -// SV_CheckVelocity(self); -// SV_LinkEdict(self); -// SV_LinkEdict_TouchAreaGrid(self); - - if(clip & 8) // teleport - return; - - if (self.flags & FL_WATERJUMP) - return; - -// if (autocvar_sv_nostep) -// return; - - vector originalmove_origin = self.origin; - vector originalmove_velocity = self.velocity; - float originalmove_flags = self.flags; - entity originalmove_groundentity = self.groundentity; - - // if move didn't block on a step, return - if (clip & 2) - { - // if move was not trying to move into the step, return - if (fabs(start_velocity_x) < 0.03125 && fabs(start_velocity_y) < 0.03125) - return; - - if (self.movetype != MOVETYPE_FLY) - { - // return if gibbed by a trigger - if (self.movetype != MOVETYPE_WALK) - return; - - // return if attempting to jump while airborn (unless sv_jumpstep) -// if (!autocvar_sv_jumpstep) -// if (!oldonground && PRVM_serveredictfloat(self, waterlevel) == 0) -// return; - } - - // try moving up and forward to go up a step - // back to start pos - setorigin(self, start_origin); - self.velocity = start_velocity; - - // move up - vector upmove = '0 0 0'; - upmove_z = autocvar_sv_stepheight; -// if(!SV_PushEntity(&trace, self, upmove, true)) -// { -// // we got teleported when upstepping... must abort the move -// return; -// } - - // move forward - self.velocity_z = 0; -// clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, stepnormal, hitsupercontentsmask, 0); - self.velocity_z += start_velocity_z; -// if(clip & 8) -// { -// // we got teleported when upstepping... must abort the move -// // note that z velocity handling may not be what QC expects here, but we cannot help it -// return; -// } - -// SV_CheckVelocity(self); -// SV_LinkEdict(self); -// SV_LinkEdict_TouchAreaGrid(self); - - // check for stuckness, possibly due to the limited precision of floats - // in the clipping hulls - if (clip - && fabs(originalmove_origin_y - self.origin_y < 0.03125) - && fabs(originalmove_origin_x - self.origin_x < 0.03125)) - { - //Con_Printf("wall\n"); - // stepping up didn't make any progress, revert to original move - setorigin(self, originalmove_origin); - self.velocity = originalmove_velocity; - self.flags = originalmove_flags; - self.groundentity = originalmove_groundentity; - return; - } - - //Con_Printf("step - "); - - // extra friction based on view angle -// if (clip & 2 && sv_wallfriction.integer) -// SV_WallFriction (self, stepnormal); - } - // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground -// else if (!autocvar_sv_gameplayfix_stepdown || self.waterlevel >= 3 || start_velocity_z >= (1.0 / 32.0) || !oldonground || (self.flags & FL_ONGROUND)) -// return; - // move down - vector downmove = '0 0 0'; - downmove_z = -autocvar_sv_stepheight + start_velocity_z*PHYS_INPUT_TIMELENGTH; -// if(!SV_PushEntity (&downtrace, self, downmove, true)) -// { -// // we got teleported when downstepping... must abort the move -// return; -// } - - if (trace_fraction < 1 && trace_plane_normal_z > 0.7) - { - // this has been disabled so that you can't jump when you are stepping - // up while already jumping (also known as the Quake2 double jump bug) - } - else - { - //Con_Printf("slope\n"); - // if the push down didn't end up on good ground, use the move without - // the step up. This happens near wall / slope combinations, and can - // cause the player to hop up higher on a slope too steep to climb - setorigin(self, originalmove_origin); - self.velocity = originalmove_velocity; - self.flags = originalmove_flags; - self.groundentity = originalmove_groundentity; - } - -// SV_CheckVelocity(self); -// SV_LinkEdict(self); -// SV_LinkEdict_TouchAreaGrid(self); -} -#endif void PM_walk(float buttons_prev, float maxspd_mod) { if (!WAS_ONGROUND(self)) { +#ifdef SVQC if (autocvar_speedmeter) dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n")); +#endif if (self.lastground < time - 0.3) self.velocity *= (1 - PHYS_FRICTION_ONLAND); +#ifdef SVQC if (self.jumppadcount > 1) dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n")); self.jumppadcount = 0; +#endif } + // walking makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0'); vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x @@ -1697,6 +1515,8 @@ void PM_Main() { float buttons = PHYS_INPUT_BUTTON_MASK(self); #ifdef CSQC + self.items = getstati(STAT_ITEMS, 0, 24); + self.team = myteam + 1; // is this correct? if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump UNSET_JUMP_HELD(self); // canjump = true @@ -1869,13 +1689,13 @@ void PM_Main() if (IS_PLAYER(self)) CheckPlayerJump(); - if (self.flags & /* FL_WATERJUMP */ 2048) + if (self.flags & FL_WATERJUMP) { self.velocity_x = self.movedir_x; self.velocity_y = self.movedir_y; if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE) { - self.flags &= ~/* FL_WATERJUMP */ 2048; + self.flags &= ~FL_WATERJUMP; self.teleport_time = 0; } } @@ -1917,7 +1737,7 @@ void PM_Main() if(self.conveyor.state) self.velocity += self.conveyor.movedir; - self.lastflags = FLAGS(self); + self.lastflags = self.flags; self.lastclassname = self.classname; } @@ -1931,6 +1751,6 @@ void CSQC_ClientMovement_PlayerMove_Frame(void) PM_Main(); #ifdef CSQC - self.pmove_flags = self.pm_flags; + self.pmove_flags = self.flags; // TODO #endif } diff --git a/qcsrc/common/physics.qh b/qcsrc/common/physics.qh index 21ddcece9..52a8e9a56 100644 --- a/qcsrc/common/physics.qh +++ b/qcsrc/common/physics.qh @@ -26,12 +26,14 @@ bool IsFlying(entity a); #ifdef CSQC - .int pm_flags; + const int FL_WATERJUMP = 2048; // player jumping out of water + const int FL_JUMPRELEASED = 4096; // for jump debouncing float PM_multijump_checkjump(); void PM_multijump(); .float watertype; + .int items; // TODO #define IS_CLIENT(s) (s).isplayermodel @@ -71,23 +73,21 @@ bool IsFlying(entity a); #define GAMEPLAYFIX_Q2AIRACCELERATE cvar("sv_gameplayfix_q2airaccelerate") #define GAMEPLAYFIX_EASIERWATERJUMP getstati(STAT_GAMEPLAYFIX_EASIERWATERJUMP) - #define IS_DUCKED(s) !!(s.pm_flags & PMF_DUCKED) - #define SET_DUCKED(s) s.pm_flags |= PMF_DUCKED - #define UNSET_DUCKED(s) s.pm_flags &= ~PMF_DUCKED + #define IS_DUCKED(s) !!(s.flags & FL_DUCKED) + #define SET_DUCKED(s) s.flags |= FL_DUCKED + #define UNSET_DUCKED(s) s.flags &= ~FL_DUCKED - #define IS_JUMP_HELD(s) !!(s.pm_flags & PMF_JUMP_HELD) - #define SET_JUMP_HELD(s) s.pm_flags |= PMF_JUMP_HELD - #define UNSET_JUMP_HELD(s) s.pm_flags &= ~PMF_JUMP_HELD - - #define IS_ONGROUND(s) !!(s.pm_flags & PMF_ONGROUND) - #define SET_ONGROUND(s) s.pm_flags |= PMF_ONGROUND - #define UNSET_ONGROUND(s) s.pm_flags &= ~PMF_ONGROUND + #define IS_JUMP_HELD(s) !(s.flags & FL_JUMPRELEASED) + #define SET_JUMP_HELD(s) s.flags &= ~FL_JUMPRELEASED + #define UNSET_JUMP_HELD(s) s.flags |= FL_JUMPRELEASED - #define WAS_ONGROUND(s) !!(s.lastflags & PMF_ONGROUND) + #define IS_ONGROUND(s) !!(s.flags & FL_ONGROUND) + #define SET_ONGROUND(s) s.flags |= FL_ONGROUND + #define UNSET_ONGROUND(s) s.flags &= ~FL_ONGROUND - #define ITEMS(s) getstati(STAT_ITEMS, 0, 24) + #define WAS_ONGROUND(s) !!(s.lastflags & FL_ONGROUND) - #define FLAGS(s) (s).pm_flags + #define ITEMS(s) (s).items #define PHYS_AMMO_FUEL(s) getstati(STAT_FUEL) @@ -209,8 +209,6 @@ bool IsFlying(entity a); #define ITEMS(s) s.items - #define FLAGS(s) (s).flags - #define PHYS_AMMO_FUEL(s) s.ammo_fuel #define PHYS_FROZEN(s) s.frozen diff --git a/qcsrc/csqcmodellib/cl_player.qc b/qcsrc/csqcmodellib/cl_player.qc index 62b60a4c4..f16c5be85 100644 --- a/qcsrc/csqcmodellib/cl_player.qc +++ b/qcsrc/csqcmodellib/cl_player.qc @@ -105,12 +105,12 @@ void CSQCPlayer_Unpredict() self.origin = csqcplayer_origin; self.velocity = csqcplayer_velocity; csqcplayer_moveframe = csqcplayer_sequence+1; //+1 because the recieved frame has the move already done (server side) - self.pmove_flags = player_pmflags; + self.flags = player_pmflags; } void CSQCPlayer_SetMinsMaxs() { - if(self.pmove_flags & PMF_DUCKED) + if(self.flags & FL_DUCKED) { self.mins = PL_CROUCH_MIN; self.maxs = PL_CROUCH_MAX; @@ -126,7 +126,7 @@ void CSQCPlayer_SetMinsMaxs() void CSQCPlayer_SavePrediction() { - player_pmflags = self.pmove_flags; + player_pmflags = self.flags; csqcplayer_origin = self.origin; csqcplayer_velocity = self.velocity; csqcplayer_sequence = servercommandframe; @@ -212,15 +212,15 @@ void CSQCPlayer_SetCamera() // get crouch state from the server if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z) - self.pmove_flags &= ~PMF_DUCKED; + self.flags &= ~FL_DUCKED; else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z) - self.pmove_flags |= PMF_DUCKED; + self.flags |= FL_DUCKED; // get onground state from the server if(pmove_onground) - self.pmove_flags |= PMF_ONGROUND; + self.flags |= FL_ONGROUND; else - self.pmove_flags &= ~PMF_ONGROUND; + self.flags &= ~FL_ONGROUND; CSQCPlayer_SetMinsMaxs(); @@ -250,15 +250,15 @@ void CSQCPlayer_SetCamera() // get crouch state from the server if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z) - self.pmove_flags &= ~PMF_DUCKED; + self.flags &= ~FL_DUCKED; else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z) - self.pmove_flags |= PMF_DUCKED; + self.flags |= FL_DUCKED; // get onground state from the server if(pmove_onground) - self.pmove_flags |= PMF_ONGROUND; + self.flags |= FL_ONGROUND; else - self.pmove_flags &= ~PMF_ONGROUND; + self.flags &= ~FL_ONGROUND; CSQCPlayer_SavePrediction(); } @@ -267,9 +267,9 @@ void CSQCPlayer_SetCamera() #ifdef CSQCMODEL_SERVERSIDE_CROUCH // get crouch state from the server (LAG) if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z) - self.pmove_flags &= ~PMF_DUCKED; + self.flags &= ~FL_DUCKED; else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z) - self.pmove_flags |= PMF_DUCKED; + self.flags |= FL_DUCKED; #endif CSQCPlayer_SetMinsMaxs(); diff --git a/qcsrc/csqcmodellib/cl_player.qh b/qcsrc/csqcmodellib/cl_player.qh index 55e63cf56..e427e6cf3 100644 --- a/qcsrc/csqcmodellib/cl_player.qh +++ b/qcsrc/csqcmodellib/cl_player.qh @@ -34,6 +34,8 @@ const int PMF_JUMP_HELD = 1; //const int PMF_DUCKED = 4; //const int PMF_ONGROUND = 8; +const int FL_DUCKED = 524288; + void CSQCPlayer_SetCamera(); float CSQCPlayer_PreUpdate(); float CSQCPlayer_PostUpdate();