Let's use local origin instead to interpolate with
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fea66298de
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413264e208
4 changed files with 29 additions and 29 deletions
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@ -777,7 +777,7 @@ void CPrediction::StartCommand( C_BasePlayer *player, CUserCmd *cmd )
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C_BaseEntity::SetPredictionPlayer( player );
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InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
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InterpolationContexts[BEFORE_MOVEMENT].m_vecAbsOrigin = player->GetAbsOrigin();
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InterpolationContexts[BEFORE_MOVEMENT].m_vecLocalOrigin = player->GetLocalOrigin();
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#endif
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}
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@ -853,18 +853,18 @@ void CPrediction::StartInterpolatingPlayer( C_BasePlayer *player )
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// Let's interpolate the local player, this is similar to lag compensation,
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// except it isn't since local player is always predicted. (except if user didn't want to for some reasons)
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InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
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InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin = player->GetAbsOrigin();
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InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin = player->GetLocalOrigin();
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auto pCmd = player->m_pCurrentCommand;
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Vector vecNewAbsOrigin = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecAbsOrigin,
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InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin,
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Vector vecNewLocalOrigin = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecLocalOrigin,
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InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin,
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pCmd->interpolated_amount );
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Vector vecNewViewOffset = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset,
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InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset,
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pCmd->interpolated_amount );
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player->SetAbsOrigin( vecNewAbsOrigin );
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player->SetLocalOrigin( vecNewLocalOrigin );
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player->SetViewOffset( vecNewViewOffset );
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#endif
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}
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@ -874,7 +874,7 @@ void CPrediction::FinishInterpolatingPlayer( C_BasePlayer *player )
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#if !defined( NO_ENTITY_PREDICTION )
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VPROF( "CPrediction::FinishInterpolatingPlayer" );
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player->SetAbsOrigin( InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin );
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player->SetLocalOrigin( InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin );
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player->SetViewOffset( InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset );
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#endif
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}
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@ -193,7 +193,7 @@ private:
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struct InterpolationContext
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{
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Vector m_vecAbsOrigin;
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Vector m_vecLocalOrigin;
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Vector m_vecViewOffset;
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} InterpolationContexts[INTERPOLATION_CONTEXT_MAX];
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};
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@ -57,7 +57,7 @@ void CPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd )
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CBaseEntity::SetPredictionPlayer( player );
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InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
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InterpolationContexts[BEFORE_MOVEMENT].m_vecAbsOrigin = player->GetAbsOrigin();
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InterpolationContexts[BEFORE_MOVEMENT].m_vecLocalOrigin = player->GetLocalOrigin();
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#if defined( HL2_DLL )
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// pull out backchannel data and move this out
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@ -306,18 +306,18 @@ void CPlayerMove::StartInterpolatingPlayer( CBasePlayer *player )
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// Let's interpolate the local player, this is similar to lag compensation,
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// except it isn't since local player is always predicted. (except if user didn't want to for some reasons)
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InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset = player->GetViewOffset();
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InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin = player->GetAbsOrigin();
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InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin = player->GetLocalOrigin();
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auto pCmd = player->m_pCurrentCommand;
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Vector vecNewAbsOrigin = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecAbsOrigin,
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InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin,
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Vector vecNewLocalOrigin = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecLocalOrigin,
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InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin,
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pCmd->interpolated_amount );
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Vector vecNewViewOffset = VectorLerp( InterpolationContexts[BEFORE_MOVEMENT].m_vecViewOffset,
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InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset,
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pCmd->interpolated_amount );
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player->SetAbsOrigin( vecNewAbsOrigin );
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player->SetLocalOrigin( vecNewLocalOrigin );
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player->SetViewOffset( vecNewViewOffset );
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}
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@ -325,7 +325,7 @@ void CPlayerMove::FinishInterpolatingPlayer( CBasePlayer *player )
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{
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VPROF( "CPlayerMove::FinishInterpolatingPlayer" );
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player->SetAbsOrigin( InterpolationContexts[AFTER_MOVEMENT].m_vecAbsOrigin );
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player->SetLocalOrigin( InterpolationContexts[AFTER_MOVEMENT].m_vecLocalOrigin );
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player->SetViewOffset( InterpolationContexts[AFTER_MOVEMENT].m_vecViewOffset );
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}
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@ -65,7 +65,7 @@ protected:
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struct InterpolationContext
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{
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Vector m_vecAbsOrigin;
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Vector m_vecLocalOrigin;
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Vector m_vecViewOffset;
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} InterpolationContexts[INTERPOLATION_CONTEXT_MAX];
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};
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