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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP Source Code 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 3 of the License, or
(at your option) any later version.
RTCW MP Source Code 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 RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "g_local.h"
#define IS_ACTIVE( x ) ( \
x->r.linked == qtrue && \
x->client->ps.stats[STAT_HEALTH] > 0 && \
x->client->sess.sessionTeam != TEAM_SPECTATOR && \
( x->client->ps.pm_flags & PMF_LIMBO ) == 0 \
)
// OSP -
// Aside from the inline edits, I also changed the client loops to poll only
// the active client slots on the server, rather than looping through every
// potential (and usually unused) slot.
//
void G_StoreClientPosition( gentity_t* ent ) {
int top, currentTime;
if ( !IS_ACTIVE( ent ) ) {
return;
}
top = ent->client->topMarker;
// new frame, mark the old marker's time as the end of the last frame
if ( ent->client->clientMarkers[top].time < level.time ) {
ent->client->clientMarkers[top].time = level.previousTime;
top = ent->client->topMarker = ent->client->topMarker == MAX_CLIENT_MARKERS - 1 ? 0 : ent->client->topMarker + 1;
}
currentTime = level.previousTime + trap_Milliseconds() - level.frameTime;
if ( currentTime > level.time ) {
// owwie, we just went into the next frame... let's push them back
currentTime = level.time;
}
VectorCopy( ent->r.mins, ent->client->clientMarkers[top].mins );
VectorCopy( ent->r.maxs, ent->client->clientMarkers[top].maxs );
VectorCopy( ent->r.currentOrigin, ent->client->clientMarkers[top].origin );
// OSP - these timers appear to be questionable
ent->client->clientMarkers[top].servertime = level.time;
ent->client->clientMarkers[top].time = currentTime;
}
static void G_AdjustSingleClientPosition( gentity_t* ent, int time ) {
int i, j;
if ( time > level.time ) {
time = level.time;
} // no lerping forward....
i = j = ent->client->topMarker;
do {
if ( ent->client->clientMarkers[i].time <= time ) {
break;
}
j = i;
i = ( ( i > 0 ) ? ( i ) : ( MAX_CLIENT_MARKERS ) ) - 1;
} while ( i != ent->client->topMarker );
if ( i == j ) { // oops, no valid stored markers
return;
}
// OSP - I don't trust this caching, as the "warped" player's position updates potentially
// wont be counted after his think until the next server frame, which will result
// in a bad backupMarker
// if( ent->client->backupMarker.time != level.time ) {
// ent->client->backupMarker.time = level.time;
VectorCopy( ent->r.currentOrigin, ent->client->backupMarker.origin );
VectorCopy( ent->r.mins, ent->client->backupMarker.mins );
VectorCopy( ent->r.maxs, ent->client->backupMarker.maxs );
// }
if ( i != ent->client->topMarker ) {
float frac = ( (float)( ent->client->clientMarkers[j].time - time ) ) / ( ent->client->clientMarkers[j].time - ent->client->clientMarkers[i].time );
LerpPosition( ent->client->clientMarkers[j].origin, ent->client->clientMarkers[i].origin, frac, ent->r.currentOrigin );
LerpPosition( ent->client->clientMarkers[j].mins, ent->client->clientMarkers[i].mins, frac, ent->r.mins );
LerpPosition( ent->client->clientMarkers[j].maxs, ent->client->clientMarkers[i].maxs, frac, ent->r.maxs );
} else {
VectorCopy( ent->client->clientMarkers[j].origin, ent->r.currentOrigin );
VectorCopy( ent->client->clientMarkers[j].mins, ent->r.mins );
VectorCopy( ent->client->clientMarkers[j].maxs, ent->r.maxs );
}
trap_LinkEntity( ent );
}
static void G_ReAdjustSingleClientPosition( gentity_t* ent ) {
// OSP - I don't trust this caching, as the "warped" player's position updates potentially
// wont be counted after his think until the next server frame
// if( ent->client->backupMarker.time == level.time) {
VectorCopy( ent->client->backupMarker.origin, ent->r.currentOrigin );
VectorCopy( ent->client->backupMarker.mins, ent->r.mins );
VectorCopy( ent->client->backupMarker.maxs, ent->r.maxs );
ent->client->backupMarker.servertime = 0;
trap_LinkEntity( ent );
// }
}
void G_AdjustClientPositions( gentity_t* ent, int time, qboolean forward ) {
int i;
gentity_t *list;
for ( i = 0; i < level.numConnectedClients; i++ ) {
list = g_entities + level.sortedClients[i];
if ( list != ent && IS_ACTIVE( list ) ) {
if ( forward ) {
G_AdjustSingleClientPosition( list, time );
} else { G_ReAdjustSingleClientPosition( list );}
}
}
}
/*
void G_ResetMarkers( gentity_t* ent ) {
int i, time;
char buffer[256];
float period;
trap_Cvar_VariableStringBuffer( "sv_fps", buffer, sizeof( buffer ) - 1 );
period = atoi( buffer );
period = ( period == 0 ) ? 50.0f : 1000.f / period;
ent->client->topMarker = MAX_CLIENT_MARKERS - 1;
for ( i = MAX_CLIENT_MARKERS, time = level.time; i >= 0; i--, time -= period ) {
ent->client->clientMarkers[i].servertime = time;
ent->client->clientMarkers[i].time = time;
VectorCopy( ent->r.mins, ent->client->clientMarkers[i].mins );
VectorCopy( ent->r.maxs, ent->client->clientMarkers[i].maxs );
VectorCopy( ent->r.currentOrigin, ent->client->clientMarkers[i].origin );
}
}
*/
void G_ResetMarkers(gentity_t *ent)
{
int i, time;
char buffer[MAX_CVAR_VALUE_STRING];
float period;
trap_Cvar_VariableStringBuffer("sv_fps", buffer, sizeof(buffer) - 1);
period = atoi(buffer);
if (!period)
{
period = 50;
}
else
{
period = 1000.f / period;
}
ent->client->topMarker = MAX_CLIENT_MARKERS - 1;
for (i = MAX_CLIENT_MARKERS - 1, time = level.time; i >= 0; i--, time -= period)
{
VectorCopy(ent->r.mins, ent->client->clientMarkers[i].mins);
VectorCopy(ent->r.maxs, ent->client->clientMarkers[i].maxs);
VectorCopy(ent->r.currentOrigin, ent->client->clientMarkers[i].origin);
ent->client->clientMarkers[i].time = time;
}
}
void G_AttachBodyParts( gentity_t* ent ) {
int i;
gentity_t *list;
for ( i = 0; i < level.numConnectedClients; i++ ) {
list = g_entities + level.sortedClients[i];
list->client->tempHead = ( list != ent && IS_ACTIVE( list ) ) ? G_BuildHead( list ) : NULL;
}
}
void G_DettachBodyParts( void ) {
int i;
gentity_t *list;
for ( i = 0; i < level.numConnectedClients; i++ ) {
list = g_entities + level.sortedClients[i];
if ( list->client->tempHead != NULL ) {
G_FreeEntity( list->client->tempHead );
}
}
}
int G_SwitchBodyPartEntity( gentity_t* ent ) {
if ( ent->s.eType == ET_TEMPHEAD ) {
return ent->parent - g_entities;
}
return ent - g_entities;
}
#define POSITION_READJUST \
if ( res != results->entityNum ) { \
VectorSubtract( end, start, dir ); \
VectorNormalizeFast( dir ); \
\
VectorMA( results->endpos, -1, dir, results->endpos ); \
results->entityNum = res; \
}
// Run a trace with players in historical positions.
void G_HistoricalTrace( gentity_t* ent, trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ) {
trace_t tr;
gentity_t *other;
int res;
vec3_t dir;
if ( !g_antilag.integer || !ent->client ) {
G_AttachBodyParts( ent ) ;
trap_Trace( results, start, mins, maxs, end, passEntityNum, contentmask );
res = G_SwitchBodyPartEntity( &g_entities[results->entityNum] );
POSITION_READJUST
G_DettachBodyParts();
return;
}
G_AdjustClientPositions( ent, ent->client->pers.cmd.serverTime, qtrue );
G_AttachBodyParts( ent ) ;
trap_Trace( results, start, mins, maxs, end, passEntityNum, contentmask );
res = G_SwitchBodyPartEntity( &g_entities[results->entityNum] );
POSITION_READJUST
G_DettachBodyParts();
G_AdjustClientPositions( ent, 0, qfalse );
if ( results->entityNum >= 0 && results->entityNum < MAX_CLIENTS && ( other = &g_entities[results->entityNum] )->inuse ) {
G_AttachBodyParts( ent ) ;
trap_Trace( &tr, start, mins, maxs, other->client->ps.origin, passEntityNum, contentmask );
res = G_SwitchBodyPartEntity( &g_entities[results->entityNum] );
POSITION_READJUST
if ( tr.entityNum != results->entityNum ) {
trap_Trace( results, start, mins, maxs, end, passEntityNum, contentmask );
res = G_SwitchBodyPartEntity( &g_entities[results->entityNum] );
POSITION_READJUST
}
G_DettachBodyParts();
}
}
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