Let's use local origin instead to interpolate with

This commit is contained in:
Kamay Xutax 2024-09-06 00:25:17 +02:00
parent fea66298de
commit 413264e208
4 changed files with 29 additions and 29 deletions

View file

@ -776,8 +776,8 @@ void CPrediction::StartCommand( C_BasePlayer *player, CUserCmd *cmd )
C_BaseEntity::SetPredictionRandomSeed( cmd );
C_BaseEntity::SetPredictionPlayer( player );
InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
InterpolationContexts[BEFORE_MOVEMENT].m_vecAbsOrigin = player->GetAbsOrigin();
InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
InterpolationContexts[BEFORE_MOVEMENT].m_vecLocalOrigin = player->GetLocalOrigin();
#endif
}
@ -852,29 +852,29 @@ void CPrediction::StartInterpolatingPlayer( C_BasePlayer *player )
// Let's interpolate the local player, this is similar to lag compensation,
// except it isn't since local player is always predicted. (except if user didn't want to for some reasons)
InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin = player->GetAbsOrigin();
InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin = player->GetLocalOrigin();
auto pCmd = player->m_pCurrentCommand;
Vector vecNewAbsOrigin = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecAbsOrigin,
InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin,
pCmd->interpolated_amount );
Vector vecNewViewOffset = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset,
InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset,
pCmd->interpolated_amount );
Vector vecNewLocalOrigin = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecLocalOrigin,
InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin,
pCmd->interpolated_amount );
Vector vecNewViewOffset = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset,
InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset,
pCmd->interpolated_amount );
player->SetAbsOrigin( vecNewAbsOrigin );
player->SetLocalOrigin( vecNewLocalOrigin );
player->SetViewOffset( vecNewViewOffset );
#endif
}
void CPrediction::FinishInterpolatingPlayer( C_BasePlayer *player )
void CPrediction::FinishInterpolatingPlayer( C_BasePlayer* player )
{
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "CPrediction::FinishInterpolatingPlayer" );
player->SetAbsOrigin( InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin );
player->SetLocalOrigin( InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin );
player->SetViewOffset( InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset );
#endif
}

View file

@ -193,7 +193,7 @@ private:
struct InterpolationContext
{
Vector m_vecAbsOrigin;
Vector m_vecLocalOrigin;
Vector m_vecViewOffset;
} InterpolationContexts[INTERPOLATION_CONTEXT_MAX];
};

View file

@ -56,10 +56,10 @@ void CPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd )
CBaseEntity::SetPredictionRandomSeed( cmd );
CBaseEntity::SetPredictionPlayer( player );
InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
InterpolationContexts[BEFORE_MOVEMENT].m_vecAbsOrigin = player->GetAbsOrigin();
InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
InterpolationContexts[BEFORE_MOVEMENT].m_vecLocalOrigin = player->GetLocalOrigin();
#if defined (HL2_DLL)
#if defined( HL2_DLL )
// pull out backchannel data and move this out
int i;
@ -305,27 +305,27 @@ void CPlayerMove::StartInterpolatingPlayer( CBasePlayer *player )
// Let's interpolate the local player, this is similar to lag compensation,
// except it isn't since local player is always predicted. (except if user didn't want to for some reasons)
InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin = player->GetAbsOrigin();
InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin = player->GetLocalOrigin();
auto pCmd = player->m_pCurrentCommand;
Vector vecNewAbsOrigin = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecAbsOrigin,
InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin,
pCmd->interpolated_amount );
Vector vecNewViewOffset = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset,
InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset,
pCmd->interpolated_amount );
Vector vecNewLocalOrigin = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecLocalOrigin,
InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin,
pCmd->interpolated_amount );
Vector vecNewViewOffset = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset,
InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset,
pCmd->interpolated_amount );
player->SetAbsOrigin( vecNewAbsOrigin );
player->SetLocalOrigin( vecNewLocalOrigin );
player->SetViewOffset( vecNewViewOffset );
}
void CPlayerMove::FinishInterpolatingPlayer( CBasePlayer *player )
void CPlayerMove::FinishInterpolatingPlayer( CBasePlayer* player )
{
VPROF( "CPlayerMove::FinishInterpolatingPlayer" );
player->SetAbsOrigin( InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin );
player->SetLocalOrigin( InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin );
player->SetViewOffset( InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset );
}

View file

@ -65,7 +65,7 @@ protected:
struct InterpolationContext
{
Vector m_vecAbsOrigin;
Vector m_vecLocalOrigin;
Vector m_vecViewOffset;
} InterpolationContexts[INTERPOLATION_CONTEXT_MAX];
};