From 1a5afab2fcd1d43e5d43160ee601fa3bfa375a76 Mon Sep 17 00:00:00 2001 From: Jeff Kent Date: Thu, 13 Apr 2017 11:30:00 +0000 Subject: import the Lakitu7 r181 cgame and ui modules replacing the existing ones --- src/cgame/cg_predict.c | 878 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 878 insertions(+) create mode 100644 src/cgame/cg_predict.c (limited to 'src/cgame/cg_predict.c') diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c new file mode 100644 index 0000000..34f00c4 --- /dev/null +++ b/src/cgame/cg_predict.c @@ -0,0 +1,878 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_predict.c -- this file generates cg.predictedPlayerState by either +// interpolating between snapshots from the server or locally predicting +// ahead the client's movement. +// It also handles local physics interaction, like fragments bouncing off walls + + +#include "cg_local.h" + +static pmove_t cg_pmove; + +static int cg_numSolidEntities; +static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT]; +static int cg_numTriggerEntities; +static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT]; + +/* +==================== +CG_BuildSolidList + +When a new cg.snap has been set, this function builds a sublist +of the entities that are actually solid, to make for more +efficient collision detection +==================== +*/ +void CG_BuildSolidList( void ) +{ + int i; + centity_t *cent; + snapshot_t *snap; + entityState_t *ent; + + cg_numSolidEntities = 0; + cg_numTriggerEntities = 0; + + if( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) + snap = cg.nextSnap; + else + snap = cg.snap; + + for( i = 0; i < snap->numEntities; i++ ) + { + cent = &cg_entities[ snap->entities[ i ].number ]; + ent = ¢->currentState; + + if( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) + { + cg_triggerEntities[ cg_numTriggerEntities ] = cent; + cg_numTriggerEntities++; + continue; + } + + if( cent->nextState.solid && ent->eType != ET_MISSILE ) + { + cg_solidEntities[ cg_numSolidEntities ] = cent; + cg_numSolidEntities++; + continue; + } + } +} + +/* +==================== +CG_ClipMoveToEntities + +==================== +*/ +static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, + const vec3_t maxs, const vec3_t end, int skipNumber, + int mask, trace_t *tr, traceType_t collisionType ) +{ + int i, j, x, zd, zu; + trace_t trace; + entityState_t *ent; + clipHandle_t cmodel; + vec3_t bmins, bmaxs; + vec3_t origin, angles; + centity_t *cent; + + //SUPAR HACK + //this causes a trace to collide with the local player + if( skipNumber == MAGIC_TRACE_HACK ) + j = cg_numSolidEntities + 1; + else + j = cg_numSolidEntities; + + for( i = 0; i < j; i++ ) + { + if( i < cg_numSolidEntities ) + cent = cg_solidEntities[ i ]; + else + cent = &cg.predictedPlayerEntity; + + ent = ¢->currentState; + + if( ent->number == skipNumber ) + continue; + + if( ent->solid == SOLID_BMODEL ) + { + // special value for bmodel + cmodel = trap_CM_InlineModel( ent->modelindex ); + VectorCopy( cent->lerpAngles, angles ); + BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin ); + } + else + { + // encoded bbox + x = ( ent->solid & 255 ); + zd = ( ( ent->solid >> 8 ) & 255 ); + zu = ( ( ent->solid >> 16 ) & 255 ) - 32; + + bmins[ 0 ] = bmins[ 1 ] = -x; + bmaxs[ 0 ] = bmaxs[ 1 ] = x; + bmins[ 2 ] = -zd; + bmaxs[ 2 ] = zu; + + if( i == cg_numSolidEntities ) + BG_FindBBoxForClass( ( ent->powerups >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL ); + + cmodel = trap_CM_TempBoxModel( bmins, bmaxs ); + VectorCopy( vec3_origin, angles ); + VectorCopy( cent->lerpOrigin, origin ); + } + + + if( collisionType == TT_CAPSULE ) + { + trap_CM_TransformedCapsuleTrace ( &trace, start, end, + mins, maxs, cmodel, mask, origin, angles ); + } + else if( collisionType == TT_AABB ) + { + trap_CM_TransformedBoxTrace ( &trace, start, end, + mins, maxs, cmodel, mask, origin, angles ); + } + else if( collisionType == TT_BISPHERE ) + { + trap_CM_TransformedBiSphereTrace( &trace, start, end, + mins[ 0 ], maxs[ 0 ], cmodel, mask, origin ); + } + + if( trace.allsolid || trace.fraction < tr->fraction ) + { + trace.entityNum = ent->number; + + if( tr->lateralFraction < trace.lateralFraction ) + { + float oldLateralFraction = tr->lateralFraction; + *tr = trace; + tr->lateralFraction = oldLateralFraction; + } + else + *tr = trace; + } + else if( trace.startsolid ) + tr->startsolid = qtrue; + + if( tr->allsolid ) + return; + } +} + +/* +================ +CG_Trace +================ +*/ +void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask ) +{ + trace_t t; + + trap_CM_BoxTrace( &t, start, end, mins, maxs, 0, mask ); + t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; + // check all other solid models + CG_ClipMoveToEntities( start, mins, maxs, end, skipNumber, mask, &t, TT_AABB ); + + *result = t; +} + +/* +================ +CG_CapTrace +================ +*/ +void CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask ) +{ + trace_t t; + + trap_CM_CapsuleTrace( &t, start, end, mins, maxs, 0, mask ); + t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; + // check all other solid models + CG_ClipMoveToEntities( start, mins, maxs, end, skipNumber, mask, &t, TT_CAPSULE ); + + *result = t; +} + +/* +================ +CG_BiSphereTrace +================ +*/ +void CG_BiSphereTrace( trace_t *result, const vec3_t start, const vec3_t end, + const float startRadius, const float endRadius, int skipNumber, int mask ) +{ + trace_t t; + vec3_t mins, maxs; + + mins[ 0 ] = startRadius; + maxs[ 0 ] = endRadius; + + trap_CM_BiSphereTrace( &t, start, end, startRadius, endRadius, 0, mask ); + t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; + // check all other solid models + CG_ClipMoveToEntities( start, mins, maxs, end, skipNumber, mask, &t, TT_BISPHERE ); + + *result = t; +} + +/* +================ +CG_PointContents +================ +*/ +int CG_PointContents( const vec3_t point, int passEntityNum ) +{ + int i; + entityState_t *ent; + centity_t *cent; + clipHandle_t cmodel; + int contents; + + contents = trap_CM_PointContents (point, 0); + + for( i = 0; i < cg_numSolidEntities; i++ ) + { + cent = cg_solidEntities[ i ]; + + ent = ¢->currentState; + + if( ent->number == passEntityNum ) + continue; + + if( ent->solid != SOLID_BMODEL ) // special value for bmodel + continue; + + cmodel = trap_CM_InlineModel( ent->modelindex ); + + if( !cmodel ) + continue; + + contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles ); + } + + return contents; +} + + +/* +======================== +CG_InterpolatePlayerState + +Generates cg.predictedPlayerState by interpolating between +cg.snap->player_state and cg.nextFrame->player_state +======================== +*/ +static void CG_InterpolatePlayerState( qboolean grabAngles ) +{ + float f; + int i; + playerState_t *out; + snapshot_t *prev, *next; + + out = &cg.predictedPlayerState; + prev = cg.snap; + next = cg.nextSnap; + + *out = cg.snap->ps; + + // if we are still allowing local input, short circuit the view angles + if( grabAngles ) + { + usercmd_t cmd; + int cmdNum; + + cmdNum = trap_GetCurrentCmdNumber( ); + trap_GetUserCmd( cmdNum, &cmd ); + + PM_UpdateViewAngles( out, &cmd ); + } + + // if the next frame is a teleport, we can't lerp to it + if( cg.nextFrameTeleport ) + return; + + if( !next || next->serverTime <= prev->serverTime ) + return; + + f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime ); + + i = next->ps.bobCycle; + if( i < prev->ps.bobCycle ) + i += 256; // handle wraparound + + out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle ); + + for( i = 0; i < 3; i++ ) + { + out->origin[ i ] = prev->ps.origin[ i ] + f * ( next->ps.origin[ i ] - prev->ps.origin[ i ] ); + + if( !grabAngles ) + out->viewangles[ i ] = LerpAngle( prev->ps.viewangles[ i ], next->ps.viewangles[ i ], f ); + + out->velocity[ i ] = prev->ps.velocity[ i ] + + f * (next->ps.velocity[ i ] - prev->ps.velocity[ i ] ); + } +} + + +/* +========================= +CG_TouchTriggerPrediction + +Predict push triggers and items +========================= +*/ +static void CG_TouchTriggerPrediction( void ) +{ + int i; + trace_t trace; + entityState_t *ent; + clipHandle_t cmodel; + centity_t *cent; + qboolean spectator; + + // dead clients don't activate triggers + if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) + return; + + spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR ); + + if( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) + return; + + for( i = 0; i < cg_numTriggerEntities; i++ ) + { + cent = cg_triggerEntities[ i ]; + ent = ¢->currentState; + + if( ent->solid != SOLID_BMODEL ) + continue; + + cmodel = trap_CM_InlineModel( ent->modelindex ); + if( !cmodel ) + continue; + + trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin, + cg_pmove.mins, cg_pmove.maxs, cmodel, -1 ); + + if( !trace.startsolid ) + continue; + + if( ent->eType == ET_TELEPORT_TRIGGER ) + cg.hyperspace = qtrue; + } +} + +static int CG_IsUnacceptableError( playerState_t *ps, playerState_t *pps ) +{ + vec3_t delta; + int i; + + if( pps->pm_type != ps->pm_type || + pps->pm_flags != ps->pm_flags || + pps->pm_time != ps->pm_time ) + { + return 1; + } + + VectorSubtract( pps->origin, ps->origin, delta ); + if( VectorLengthSquared( delta ) > 0.1f * 0.1f ) + { + if( cg_showmiss.integer ) + { + CG_Printf( "origin delta: %.2f ", VectorLength( delta ) ); + } + return 2; + } + + VectorSubtract( pps->velocity, ps->velocity, delta ); + if( VectorLengthSquared( delta ) > 0.1f * 0.1f ) + { + if( cg_showmiss.integer ) + { + CG_Printf( "velocity delta: %.2f ", VectorLength( delta ) ); + } + return 3; + } + + if( pps->weaponTime != ps->weaponTime || + pps->gravity != ps->gravity || + pps->speed != ps->speed || + pps->delta_angles[ 0 ] != ps->delta_angles[ 0 ] || + pps->delta_angles[ 1 ] != ps->delta_angles[ 1 ] || + pps->delta_angles[ 2 ] != ps->delta_angles[ 2 ] || + pps->groundEntityNum != ps->groundEntityNum ) + { + return 4; + } + + if( pps->legsTimer != ps->legsTimer || + pps->legsAnim != ps->legsAnim || + pps->torsoTimer != ps->torsoTimer || + pps->torsoAnim != ps->torsoAnim || + pps->movementDir != ps->movementDir ) + { + return 5; + } + + VectorSubtract( pps->grapplePoint, ps->grapplePoint, delta ); + if( VectorLengthSquared( delta ) > 0.1f * 0.1f ) + return 6; + + if( pps->eFlags != ps->eFlags ) + return 7; + + if( pps->eventSequence != ps->eventSequence ) + return 8; + + for( i = 0; i < MAX_PS_EVENTS; i++ ) + { + if ( pps->events[ i ] != ps->events[ i ] || + pps->eventParms[ i ] != ps->eventParms[ i ] ) + { + return 9; + } + } + + if( pps->externalEvent != ps->externalEvent || + pps->externalEventParm != ps->externalEventParm || + pps->externalEventTime != ps->externalEventTime ) + { + return 10; + } + + if( pps->clientNum != ps->clientNum || + pps->weapon != ps->weapon || + pps->weaponstate != ps->weaponstate ) + { + return 11; + } + + if( fabs( AngleDelta( ps->viewangles[ 0 ], pps->viewangles[ 0 ] ) ) > 1.0f || + fabs( AngleDelta( ps->viewangles[ 1 ], pps->viewangles[ 1 ] ) ) > 1.0f || + fabs( AngleDelta( ps->viewangles[ 2 ], pps->viewangles[ 2 ] ) ) > 1.0f ) + { + return 12; + } + + if( pps->viewheight != ps->viewheight ) + return 13; + + if( pps->damageEvent != ps->damageEvent || + pps->damageYaw != ps->damageYaw || + pps->damagePitch != ps->damagePitch || + pps->damageCount != ps->damageCount ) + { + return 14; + } + + for( i = 0; i < MAX_STATS; i++ ) + { + if( pps->stats[ i ] != ps->stats[ i ] ) + return 15; + } + + for( i = 0; i < MAX_PERSISTANT; i++ ) + { + if( pps->persistant[ i ] != ps->persistant[ i ] ) + return 16; + } + + for( i = 0; i < MAX_WEAPONS; i++ ) + { + if( pps->ammo[ i ] != ps->ammo[ i ] ) + return 18; + } + + if( pps->generic1 != ps->generic1 || + pps->loopSound != ps->loopSound ) + { + return 19; + } + + return 0; +} + + +/* +================= +CG_PredictPlayerState + +Generates cg.predictedPlayerState for the current cg.time +cg.predictedPlayerState is guaranteed to be valid after exiting. + +For demo playback, this will be an interpolation between two valid +playerState_t. + +For normal gameplay, it will be the result of predicted usercmd_t on +top of the most recent playerState_t received from the server. + +Each new snapshot will usually have one or more new usercmd over the last, +but we simulate all unacknowledged commands each time, not just the new ones. +This means that on an internet connection, quite a few pmoves may be issued +each frame. + +OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t +differs from the predicted one. Would require saving all intermediate +playerState_t during prediction. + +We detect prediction errors and allow them to be decayed off over several frames +to ease the jerk. +================= +*/ +void CG_PredictPlayerState( void ) +{ + int cmdNum, current, i; + playerState_t oldPlayerState; + qboolean moved; + usercmd_t oldestCmd; + usercmd_t latestCmd; + int stateIndex = 0, predictCmd = 0; + + cg.hyperspace = qfalse; // will be set if touching a trigger_teleport + + // if this is the first frame we must guarantee + // predictedPlayerState is valid even if there is some + // other error condition + if( !cg.validPPS ) + { + cg.validPPS = qtrue; + cg.predictedPlayerState = cg.snap->ps; + } + + + // demo playback just copies the moves + if( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) + { + CG_InterpolatePlayerState( qfalse ); + return; + } + + // non-predicting local movement will grab the latest angles + if( cg_nopredict.integer || cg_synchronousClients.integer ) + { + CG_InterpolatePlayerState( qtrue ); + return; + } + + // prepare for pmove + cg_pmove.ps = &cg.predictedPlayerState; + cg_pmove.pmext = &cg.pmext; + cg_pmove.trace = CG_Trace; + cg_pmove.pointcontents = CG_PointContents; + cg_pmove.debugLevel = cg_debugMove.integer; + + if( cg_pmove.ps->pm_type == PM_DEAD ) + cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; + else + cg_pmove.tracemask = MASK_PLAYERSOLID; + + if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies + + cg_pmove.noFootsteps = 0; + + // save the state before the pmove so we can detect transitions + oldPlayerState = cg.predictedPlayerState; + + current = trap_GetCurrentCmdNumber( ); + + // if we don't have the commands right after the snapshot, we + // can't accurately predict a current position, so just freeze at + // the last good position we had + cmdNum = current - CMD_BACKUP + 1; + trap_GetUserCmd( cmdNum, &oldestCmd ); + + if( oldestCmd.serverTime > cg.snap->ps.commandTime && + oldestCmd.serverTime < cg.time ) + { // special check for map_restart + if( cg_showmiss.integer ) + CG_Printf( "exceeded PACKET_BACKUP on commands\n" ); + + return; + } + + // get the latest command so we can know which commands are from previous map_restarts + trap_GetUserCmd( current, &latestCmd ); + + // get the most recent information we have, even if + // the server time is beyond our current cg.time, + // because predicted player positions are going to + // be ahead of everything else anyway + if( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) + { + cg.predictedPlayerState = cg.nextSnap->ps; + cg.physicsTime = cg.nextSnap->serverTime; + } + else + { + cg.predictedPlayerState = cg.snap->ps; + cg.physicsTime = cg.snap->serverTime; + } + + if( pmove_msec.integer < 8 ) + trap_Cvar_Set( "pmove_msec", "8" ); + else if( pmove_msec.integer > 33 ) + trap_Cvar_Set( "pmove_msec", "33" ); + + cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer; + cg_pmove.pmove_msec = pmove_msec.integer; + + // Like the comments described above, a player's state is entirely + // re-predicted from the last valid snapshot every client frame, which + // can be really, really, really slow. Every old command has to be + // run again. For every client frame that is *not* directly after a + // snapshot, this is unnecessary, since we have no new information. + // For those, we'll play back the predictions from the last frame and + // predict only the newest commands. Essentially, we'll be doing + // an incremental predict instead of a full predict. + // + // If we have a new snapshot, we can compare its player state's command + // time to the command times in the queue to find a match. If we find + // a matching state, and the predicted version has not deviated, we can + // use the predicted state as a base - and also do an incremental predict. + // + // With this method, we get incremental predicts on every client frame + // except a frame following a new snapshot in which there was a prediction + // error. This yeilds anywhere from a 15% to 40% performance increase, + // depending on how much of a bottleneck the CPU is. + if( cg_optimizePrediction.integer ) + { + if( cg.nextFrameTeleport || cg.thisFrameTeleport ) + { + // do a full predict + cg.lastPredictedCommand = 0; + cg.stateTail = cg.stateHead; + predictCmd = current - CMD_BACKUP + 1; + } + // cg.physicsTime is the current snapshot's serverTime if it's the same + // as the last one + else if( cg.physicsTime == cg.lastServerTime ) + { + // we have no new information, so do an incremental predict + predictCmd = cg.lastPredictedCommand + 1; + } + else + { + // we have a new snapshot + int i; + int errorcode; + qboolean error = qtrue; + + // loop through the saved states queue + for( i = cg.stateHead; i != cg.stateTail; + i = ( i + 1 ) % NUM_SAVED_STATES ) + { + // if we find a predicted state whose commandTime matches the snapshot + // player state's commandTime + if( cg.savedPmoveStates[ i ].commandTime != + cg.predictedPlayerState.commandTime ) + { + continue; + } + // make sure the state differences are acceptable + errorcode = CG_IsUnacceptableError( &cg.predictedPlayerState, + &cg.savedPmoveStates[ i ] ); + + if( errorcode ) + { + if( cg_showmiss.integer ) + CG_Printf("errorcode %d at %d\n", errorcode, cg.time); + break; + } + + // this one is almost exact, so we'll copy it in as the starting point + *cg_pmove.ps = cg.savedPmoveStates[ i ]; + // advance the head + cg.stateHead = ( i + 1 ) % NUM_SAVED_STATES; + + // set the next command to predict + predictCmd = cg.lastPredictedCommand + 1; + + // a saved state matched, so flag it + error = qfalse; + break; + } + + // if no saved states matched + if( error ) + { + // do a full predict + cg.lastPredictedCommand = 0; + cg.stateTail = cg.stateHead; + predictCmd = current - CMD_BACKUP + 1; + } + } + + // keep track of the server time of the last snapshot so we + // know when we're starting from a new one in future calls + cg.lastServerTime = cg.physicsTime; + stateIndex = cg.stateHead; + } + + // run cmds + moved = qfalse; + + for( cmdNum = current - CMD_BACKUP + 1; cmdNum <= current; cmdNum++ ) + { + // get the command + trap_GetUserCmd( cmdNum, &cg_pmove.cmd ); + + if( cg_pmove.pmove_fixed ) + PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd ); + + // don't do anything if the time is before the snapshot player time + if( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) + continue; + + // don't do anything if the command was from a previous map_restart + if( cg_pmove.cmd.serverTime > latestCmd.serverTime ) + continue; + + // check for a prediction error from last frame + // on a lan, this will often be the exact value + // from the snapshot, but on a wan we will have + // to predict several commands to get to the point + // we want to compare + if( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) + { + vec3_t delta; + float len; + + if( cg.thisFrameTeleport ) + { + // a teleport will not cause an error decay + VectorClear( cg.predictedError ); + + if( cg_showmiss.integer ) + CG_Printf( "PredictionTeleport\n" ); + + cg.thisFrameTeleport = qfalse; + } + else + { + vec3_t adjusted; + CG_AdjustPositionForMover( cg.predictedPlayerState.origin, + cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted ); + + if( cg_showmiss.integer ) + { + if( !VectorCompare( oldPlayerState.origin, adjusted ) ) + CG_Printf("prediction error\n"); + } + + VectorSubtract( oldPlayerState.origin, adjusted, delta ); + len = VectorLength( delta ); + + if( len > 0.1 ) + { + if( cg_showmiss.integer ) + CG_Printf( "Prediction miss: %f\n", len ); + + if( cg_errorDecay.integer ) + { + int t; + float f; + + t = cg.time - cg.predictedErrorTime; + f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; + + if( f < 0 ) + f = 0; + + if( f > 0 && cg_showmiss.integer ) + CG_Printf( "Double prediction decay: %f\n", f ); + + VectorScale( cg.predictedError, f, cg.predictedError ); + } + else + VectorClear( cg.predictedError ); + + VectorAdd( delta, cg.predictedError, cg.predictedError ); + cg.predictedErrorTime = cg.oldTime; + } + } + } + + // don't predict gauntlet firing, which is only supposed to happen + // when it actually inflicts damage + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + cg_pmove.autoWeaponHit[ i ] = qfalse; + + if( cg_pmove.pmove_fixed ) + cg_pmove.cmd.serverTime = ( ( cg_pmove.cmd.serverTime + pmove_msec.integer - 1 ) / + pmove_msec.integer ) * pmove_msec.integer; + + if( !cg_optimizePrediction.integer ) + { + Pmove( &cg_pmove ); + } + else if( cg_optimizePrediction.integer && ( cmdNum >= predictCmd || + ( stateIndex + 1 ) % NUM_SAVED_STATES == cg.stateHead ) ) + { + Pmove( &cg_pmove ); + // record the last predicted command + cg.lastPredictedCommand = cmdNum; + + // if we haven't run out of space in the saved states queue + if( ( stateIndex + 1 ) % NUM_SAVED_STATES != cg.stateHead ) + { + // save the state for the false case ( of cmdNum >= predictCmd ) + // in later calls to this function + cg.savedPmoveStates[ stateIndex ] = *cg_pmove.ps; + stateIndex = ( stateIndex + 1 ) % NUM_SAVED_STATES; + cg.stateTail = stateIndex; + } + } + else + { + *cg_pmove.ps = cg.savedPmoveStates[ stateIndex ]; + stateIndex = ( stateIndex + 1 ) % NUM_SAVED_STATES; + } + + moved = qtrue; + + // add push trigger movement effects + CG_TouchTriggerPrediction( ); + + // check for predictable events that changed from previous predictions + //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState); + } + + // adjust for the movement of the groundentity + CG_AdjustPositionForMover( cg.predictedPlayerState.origin, + cg.predictedPlayerState.groundEntityNum, + cg.physicsTime, cg.time, cg.predictedPlayerState.origin ); + + + // fire events and other transition triggered things + CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); + + +} -- cgit