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authorPaweł Redman <pawel.redman@gmail.com>2015-04-12 02:32:12 +0200
committerPaweł Redman <pawel.redman@gmail.com>2015-04-12 02:32:12 +0200
commit622ecb7bedeacaf4063dadc87764d3b66ad2f009 (patch)
tree6a936666d9d495d59bb7a0cc294b1077213550fe /src/cgame
parenteca487d693704aed6beb821222481724f3aeedd4 (diff)
Make force fields apply forces smoothly and continuously.
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_predict.c17
1 files changed, 17 insertions, 0 deletions
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
index 9baab8b..bba333c 100644
--- a/src/cgame/cg_predict.c
+++ b/src/cgame/cg_predict.c
@@ -620,6 +620,23 @@ void CG_PredictPlayerState( void )
cg_pmove.noFootsteps = 0;
+/* for( i = 0; i < cg.snap->numEntities; i++ )
+ {
+ cent = &cg_entities[ cg.snap->entities[ i ].number ];
+ es = &cent->currentState;*/
+
+ for( cg_pmove.numForceFields = 0, i = 0; i < cg.snap->numEntities; i++ )
+ {
+ centity_t *cent = cg_entities + cg.snap->entities[ i ].number;
+
+ if( BG_ForceFieldForEntity( &cg.predictedPlayerState, &cent->currentState,
+ cg_pmove.forceFields + cg_pmove.numForceFields ) )
+ cg_pmove.numForceFields++;
+
+ if( cg_pmove.numForceFields == MAX_FORCE_FIELDS )
+ break;
+ }
+
// save the state before the pmove so we can detect transitions
oldPlayerState = cg.predictedPlayerState;