Change to FL_EDICT_ALWAYS
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5 changed files with 57 additions and 56 deletions
104
engine/host.cpp
104
engine/host.cpp
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@ -3140,38 +3140,38 @@ void _Host_RunFrame (float time)
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#ifndef SWDS
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const auto CalcInterpolationAmount = [&]()
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{
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// TODO_ENHANCED:
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// Notice_Enhanced:
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// This check permits to fix interpolation problems on the
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// local player that valve has been (fucking finally)
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// caring about on counter-strike 2.
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//
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// To recall the original issue, the
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// problem that Valve cared about is that interpolation
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// had some problems with interpolating the local
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// player because the screen would never in the first
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// place match the tick "screen", because interpolation
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// amount could never reach 0.0 or 1.0
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//
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// Valve solution was to introduce bugs with lag
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// compensating the local player and made the game worse,
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// introducing a new way for cheaters to cheat even more
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// on their games.
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// I'm joking, but you can clearly see the outcome anyway.
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//
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// My solution is to simply set interpolation amount
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// to 0.0 when a tick arrives.
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//
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// So when we shoot, we get the frame we shot with an
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// interpolation amount at 0.0, perfectly aligned to user
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// commands which is ideal for us.
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//
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// Now includes smoothing.
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// TODO_ENHANCED:
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// Notice_Enhanced:
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// This check permits to fix interpolation problems on the
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// local player that valve has been (fucking finally)
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// caring about on counter-strike 2.
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//
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// To recall the original issue, the
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// problem that Valve cared about is that interpolation
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// had some problems with interpolating the local
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// player because the screen would never in the first
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// place match the tick "screen", because interpolation
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// amount could never reach 0.0 or 1.0
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//
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// Valve solution was to introduce bugs with lag
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// compensating the local player and made the game worse,
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// introducing a new way for cheaters to cheat even more
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// on their games.
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// I'm joking, but you can clearly see the outcome anyway.
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//
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// My solution is to simply set interpolation amount
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// to 0.0 when a tick arrives.
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//
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// So when we shoot, we get the frame we shot with an
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// interpolation amount at 0.0, perfectly aligned to user
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// commands which is ideal for us.
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//
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// Now includes smoothing.
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static ConVar cl_interpolation_amount_fix("cl_interpolation_amount_fix", "1");
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static float flLastInterpolationAmountOnTick = 0.0f;
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float flInterpAmount = cl.m_tickRemainder / host_state.interval_per_tick;
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static float flLastInterpolationAmountOnTick = 0.0f;
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float flInterpAmount = cl.m_tickRemainder / host_state.interval_per_tick;
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if (!cl_interpolation_amount_fix.GetBool())
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{
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@ -3179,37 +3179,37 @@ void _Host_RunFrame (float time)
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return;
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}
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if (numticks > 0 || host_frametime >= host_state.interval_per_tick)
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{
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if (numticks > 0 || host_frametime >= host_state.interval_per_tick)
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{
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#ifdef false
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printf("interpolation amount was %f, corrected to "
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"fix interpolation issues.\n",
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flInterpAmount);
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printf("interpolation amount was %f, corrected to "
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"fix interpolation issues.\n",
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flInterpAmount);
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#endif
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g_ClientGlobalVariables.interpolation_amount = 0.0f;
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flLastInterpolationAmountOnTick = flInterpAmount;
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}
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else
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{
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g_ClientGlobalVariables.interpolation_amount = 0.0f;
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flLastInterpolationAmountOnTick = flInterpAmount;
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}
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else
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{
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float flEstimatedAmountToAdd = host_frametime / host_state.interval_per_tick;
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g_ClientGlobalVariables.interpolation_amount += flEstimatedAmountToAdd;
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// Accumulate also the one we diddn't account for.
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g_ClientGlobalVariables.interpolation_amount += flEstimatedAmountToAdd;
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// Accumulate also the one we didn't account for.
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g_ClientGlobalVariables.interpolation_amount += flLastInterpolationAmountOnTick * flEstimatedAmountToAdd;
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ErrorIfNot(g_ClientGlobalVariables.interpolation_amount >= 0.0f,
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("Interpolation amount was lower than 0 (%f)\n", g_ClientGlobalVariables.interpolation_amount));
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ErrorIfNot(g_ClientGlobalVariables.interpolation_amount < 1.0f,
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("Interpolation amount was higher than or equal to 1 (%f)\n", g_ClientGlobalVariables.interpolation_amount));
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ErrorIfNot(g_ClientGlobalVariables.interpolation_amount >= 0.0f,
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("Interpolation amount was lower than 0 (%f)\n", g_ClientGlobalVariables.interpolation_amount));
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ErrorIfNot(g_ClientGlobalVariables.interpolation_amount < 1.0f,
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("Interpolation amount was higher than or equal to 1 (%f)\n", g_ClientGlobalVariables.interpolation_amount));
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#ifdef false
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printf("current interp: %f, old amount: %f, time: %f, frametime: %f, last remainder not interpolated: %f\n",
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g_ClientGlobalVariables.interpolation_amount,
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flInterpAmount,
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time,
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host_frametime,
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flLastInterpolationAmountOnTick);
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printf("current interp: %f, old amount: %f, time: %f, frametime: %f, last remainder not interpolated: %f\n",
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g_ClientGlobalVariables.interpolation_amount,
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flInterpAmount,
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time,
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host_frametime,
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flLastInterpolationAmountOnTick);
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#endif
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}
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}
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};
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#endif
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{
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@ -3493,7 +3493,7 @@ void CMortarShell::Precache()
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//------------------------------------------------------------------------------
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int CMortarShell::UpdateTransmitState( void )
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{
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return SetTransmitState( FL_EDICT_PVSCHECK );
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//---------------------------------------------------------
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@ -438,6 +438,6 @@ void CGrenadeBeam::Precache( void )
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//------------------------------------------------------------------------------
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int CGrenadeBeam::UpdateTransmitState(void)
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{
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return SetTransmitState( FL_EDICT_PVSCHECK );
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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@ -8,6 +8,7 @@
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//=============================================================================//
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#include "cbase.h"
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#include "edict.h"
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#include "physics_prop_ragdoll.h"
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#include "npc_barnacle.h"
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#include "npcevent.h"
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@ -2587,7 +2588,7 @@ void CBarnacleTongueTip::Spawn( void )
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int CBarnacleTongueTip::UpdateTransmitState( void )
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{
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return SetTransmitState( FL_EDICT_PVSCHECK );
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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@ -275,7 +275,7 @@ bool CBoneFollower::Init( CBaseEntity *pOwner, const char *pModelName, solid_t &
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int CBoneFollower::UpdateTransmitState()
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{
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// Send to the client for client-side collisions and visualization
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return SetTransmitState( FL_EDICT_PVSCHECK );
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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void CBoneFollower::VPhysicsUpdate( IPhysicsObject *pPhysics )
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