Revert "TODO: figure out why we need to do this"
This reverts commit 53561ff881
.
This commit is contained in:
parent
84672b5c24
commit
d40a479e85
10 changed files with 30 additions and 80 deletions
|
@ -690,7 +690,6 @@ IMPLEMENT_CLIENTCLASS_DT( C_CSPlayer, DT_CSPlayer, CCSPlayer )
|
|||
RecvPropInt( RECVINFO( m_iClass ) ),
|
||||
RecvPropInt( RECVINFO( m_ArmorValue ) ),
|
||||
RecvPropQAngles( RECVINFO( m_angEyeAngles ) ),
|
||||
RecvPropQAngles( RECVINFO( m_angRenderAngles ) ),
|
||||
RecvPropFloat( RECVINFO( m_flStamina ) ),
|
||||
RecvPropInt( RECVINFO( m_bHasDefuser ), 0, RecvProxy_HasDefuser ),
|
||||
RecvPropInt( RECVINFO( m_bNightVisionOn), 0, RecvProxy_NightVision ),
|
||||
|
@ -739,8 +738,6 @@ C_CSPlayer::C_CSPlayer() :
|
|||
|
||||
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
|
||||
|
||||
// interpolation on m_angRenderAngles later
|
||||
|
||||
m_iLastAddonBits = m_iAddonBits = 0;
|
||||
m_iLastPrimaryAddon = m_iLastSecondaryAddon = WEAPON_NONE;
|
||||
m_iProgressBarDuration = 0;
|
||||
|
@ -882,6 +879,19 @@ int C_CSPlayer::GetCurrentAssaultSuitPrice()
|
|||
}
|
||||
}
|
||||
|
||||
const QAngle& C_CSPlayer::GetRenderAngles()
|
||||
{
|
||||
if ( IsRagdoll() )
|
||||
{
|
||||
return vec3_angle;
|
||||
}
|
||||
else
|
||||
{
|
||||
return BaseClass::GetRenderAngles();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
float g_flFattenAmt = 4;
|
||||
void C_CSPlayer::GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType )
|
||||
{
|
||||
|
@ -2170,7 +2180,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
|
|||
|
||||
C_AnimationLayer backupAnimLayers[C_BaseAnimatingOverlay::MAX_OVERLAYS];
|
||||
Vector vecBackupPosition = player->GetAbsOrigin();
|
||||
QAngle angBackupAngles = player->GetRenderAngles();
|
||||
QAngle angBackupAngles = player->GetAbsAngles();
|
||||
auto flOldCycle = player->GetCycle();
|
||||
auto iOldSequence = player->GetSequence();
|
||||
|
||||
|
@ -2195,9 +2205,9 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
|
|||
event->GetFloat( "position_y" ),
|
||||
event->GetFloat( "position_z" ) ) );
|
||||
|
||||
player->m_angRenderAngles = QAngle( event->GetFloat( "angle_x" ),
|
||||
event->GetFloat( "angle_y" ),
|
||||
event->GetFloat( "angle_z" ) );
|
||||
player->SetAbsAngles( QAngle( event->GetFloat( "angle_x" ),
|
||||
event->GetFloat( "angle_y" ),
|
||||
event->GetFloat( "angle_z" ) ) );
|
||||
|
||||
const auto numposeparams = event->GetInt( "num_poseparams" );
|
||||
Assert( numposeparams == player->GetModelPtr()->GetNumPoseParameters() );
|
||||
|
@ -2301,7 +2311,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
|
|||
pos++;
|
||||
}
|
||||
|
||||
auto angles = player->GetRenderAngles();
|
||||
auto angles = player->GetAbsAngles();
|
||||
|
||||
if ( pRecord->m_angAbsRotation != angles )
|
||||
{
|
||||
|
@ -2430,7 +2440,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
|
|||
player->m_nSequence = iOldSequence;
|
||||
player->m_flCycle = flOldCycle;
|
||||
player->SetAbsOrigin( vecBackupPosition );
|
||||
player->m_angRenderAngles = angBackupAngles;
|
||||
player->SetAbsAngles( angBackupAngles );
|
||||
|
||||
for ( int i = 0; i < MAXSTUDIOPOSEPARAM; i++ )
|
||||
{
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
|
||||
#ifndef C_CS_PLAYER_H
|
||||
#define C_CS_PLAYER_H
|
||||
#include "mathlib/vector.h"
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
@ -421,8 +420,6 @@ private:
|
|||
};
|
||||
|
||||
CUtlCircularBuffer< HitboxRecord, MAX_HISTORY_HITBOX_RECORDS > m_HitboxTrack[MAX_PLAYERS + 1];
|
||||
|
||||
QAngle m_angRenderAngles;
|
||||
};
|
||||
|
||||
C_CSPlayer* GetLocalOrInEyeCSPlayer( void );
|
||||
|
|
|
@ -480,7 +480,7 @@ void CBaseAnimatingOverlay::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Q
|
|||
if ( m_pIk )
|
||||
{
|
||||
CIKContext auto_ik;
|
||||
auto_ik.Init( pStudioHdr, GetRenderAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
|
||||
auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
|
||||
boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
|
||||
}
|
||||
else
|
||||
|
|
|
@ -1670,7 +1670,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
|
|||
|
||||
// FIXME: trace based on gravity or trace based on angles?
|
||||
Vector up;
|
||||
AngleVectors( GetRenderAngles(), NULL, NULL, &up );
|
||||
AngleVectors( GetAbsAngles(), NULL, NULL, &up );
|
||||
|
||||
// FIXME: check number of slots?
|
||||
float minHeight = FLT_MAX;
|
||||
|
@ -1781,7 +1781,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
|
|||
else if (trace.DidHitNonWorldEntity())
|
||||
{
|
||||
pTarget->SetPos( trace.endpos );
|
||||
pTarget->SetAngles( GetRenderAngles() );
|
||||
pTarget->SetAngles( GetAbsAngles() );
|
||||
|
||||
// only do this on forward tracking or commited IK ground rules
|
||||
if (pTarget->est.release < 0.1)
|
||||
|
@ -1815,7 +1815,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
|
|||
else
|
||||
{
|
||||
pTarget->SetPos( trace.endpos );
|
||||
pTarget->SetAngles( GetRenderAngles() );
|
||||
pTarget->SetAngles( GetAbsAngles() );
|
||||
pTarget->SetOnWorld( true );
|
||||
}
|
||||
}
|
||||
|
@ -2031,7 +2031,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
|
|||
// FIXME: pass this into Studio_BuildMatrices to skip transforms
|
||||
CBoneBitList boneComputed;
|
||||
m_iIKCounter++;
|
||||
m_pIk->Init( pStudioHdr, GetRenderAngles(), adjOrigin, gpGlobals->curtime, m_iIKCounter, boneMask );
|
||||
m_pIk->Init( pStudioHdr, GetAbsAngles(), adjOrigin, gpGlobals->curtime, m_iIKCounter, boneMask );
|
||||
GetSkeleton( pStudioHdr, pos, q, boneMask );
|
||||
|
||||
UpdateIKLocks( gpGlobals->curtime );
|
||||
|
@ -2055,7 +2055,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
|
|||
{
|
||||
BuildMatricesWithBoneMerge(
|
||||
pStudioHdr,
|
||||
GetRenderAngles(),
|
||||
GetAbsAngles(),
|
||||
adjOrigin,
|
||||
pos,
|
||||
q,
|
||||
|
@ -2074,7 +2074,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
|
|||
|
||||
Studio_BuildMatrices(
|
||||
pStudioHdr,
|
||||
GetRenderAngles(),
|
||||
GetAbsAngles(),
|
||||
adjOrigin,
|
||||
pos,
|
||||
q,
|
||||
|
@ -3036,7 +3036,7 @@ void CBaseAnimating::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Quaterni
|
|||
if ( m_pIk )
|
||||
{
|
||||
CIKContext auto_ik;
|
||||
auto_ik.Init( pStudioHdr, GetRenderAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
|
||||
auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
|
||||
boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
|
||||
}
|
||||
else
|
||||
|
|
|
@ -427,11 +427,6 @@ public:
|
|||
const Vector& GetAbsOrigin( void ) const;
|
||||
const QAngle& GetAbsAngles( void ) const;
|
||||
|
||||
virtual const QAngle& GetRenderAngles( void )
|
||||
{
|
||||
return GetAbsAngles();
|
||||
}
|
||||
|
||||
SolidType_t GetSolid() const;
|
||||
int GetSolidFlags( void ) const;
|
||||
|
||||
|
|
|
@ -302,7 +302,6 @@ IMPLEMENT_SERVERCLASS_ST( CCSPlayer, DT_CSPlayer )
|
|||
SendPropInt( SENDINFO( m_iClass ), Q_log2( CS_NUM_CLASSES )+1, SPROP_UNSIGNED ),
|
||||
SendPropInt( SENDINFO( m_ArmorValue ), 8 ),
|
||||
SendPropQAngles(SENDINFO(m_angEyeAngles)),
|
||||
SendPropQAngles(SENDINFO(m_angRenderAngles)),
|
||||
SendPropBool( SENDINFO( m_bHasDefuser ) ),
|
||||
SendPropBool( SENDINFO( m_bNightVisionOn ) ), //send as int so we can use a RecvProxy on the client
|
||||
SendPropBool( SENDINFO( m_bHasNightVision ) ),
|
||||
|
@ -1585,7 +1584,7 @@ void CCSPlayer::PostThink()
|
|||
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
|
||||
|
||||
// Use the m_angRotation instead.
|
||||
m_angRenderAngles = m_PlayerAnimState->GetRenderAngles();
|
||||
SetAbsAngles( m_PlayerAnimState->GetRenderAngles() );
|
||||
|
||||
// check if we need to apply a deafness DSP effect.
|
||||
if ((m_applyDeafnessTime != 0.0f) && (m_applyDeafnessTime <= gpGlobals->curtime))
|
||||
|
|
|
@ -245,8 +245,6 @@ public:
|
|||
static CCSPlayer *CreatePlayer( const char *className, edict_t *ed );
|
||||
static CCSPlayer* Instance( int iEnt );
|
||||
|
||||
virtual const QAngle& GetRenderAngles( void );
|
||||
|
||||
virtual void Precache();
|
||||
virtual void Spawn();
|
||||
virtual void InitialSpawn( void );
|
||||
|
@ -816,7 +814,6 @@ public:
|
|||
|
||||
// Copyed from EyeAngles() so we can send it to the client.
|
||||
CNetworkQAngle( m_angEyeAngles );
|
||||
CNetworkQAngle( m_angRenderAngles );
|
||||
|
||||
bool m_bVCollisionInitted;
|
||||
|
||||
|
|
|
@ -17,9 +17,6 @@
|
|||
#include "util.h"
|
||||
#include "utllinkedlist.h"
|
||||
#include "BaseAnimatingOverlay.h"
|
||||
#ifdef CSTRIKE_DLL
|
||||
#include "cs_player.h"
|
||||
#endif
|
||||
#include "tier0/vprof.h"
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
|
@ -77,9 +74,6 @@ struct LagRecord
|
|||
float m_masterCycle;
|
||||
float m_poseParameters[MAXSTUDIOPOSEPARAM];
|
||||
float m_encodedControllers[MAXSTUDIOBONECTRLS];
|
||||
#ifdef CSTRIKE_DLL
|
||||
QAngle m_angRenderAngles;
|
||||
#endif
|
||||
};
|
||||
|
||||
//
|
||||
|
@ -226,15 +220,6 @@ void CLagCompensationManager::TrackEntities()
|
|||
}
|
||||
}
|
||||
|
||||
#ifdef CSTRIKE_DLL
|
||||
auto csPlayer = dynamic_cast<CCSPlayer*>(pEntity);
|
||||
|
||||
if (csPlayer)
|
||||
{
|
||||
record.m_angRenderAngles = csPlayer->GetRenderAngles();
|
||||
}
|
||||
#endif
|
||||
|
||||
track->Push( record );
|
||||
}
|
||||
}
|
||||
|
@ -570,16 +555,6 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
|
|||
flags |= LC_ANIM_OVERS_CHANGED;
|
||||
}
|
||||
|
||||
#ifdef CSTRIKE_DLL
|
||||
auto csPlayer = dynamic_cast<CCSPlayer*>(pEntity);
|
||||
|
||||
if (csPlayer && foundAnim)
|
||||
{
|
||||
restore->m_angRenderAngles = csPlayer->GetRenderAngles();
|
||||
csPlayer->m_angRenderAngles = recordAnim->m_angRenderAngles;
|
||||
}
|
||||
#endif
|
||||
|
||||
Finish();
|
||||
}
|
||||
|
||||
|
@ -678,13 +653,6 @@ void CLagCompensationManager::FinishLagCompensation( CBasePlayer* player )
|
|||
}
|
||||
}
|
||||
|
||||
auto csPlayer = dynamic_cast<CCSPlayer*>(pEntity);
|
||||
|
||||
if (csPlayer)
|
||||
{
|
||||
csPlayer->m_angRenderAngles = restore->m_angRenderAngles;
|
||||
}
|
||||
|
||||
pEntity->SetSimulationTime( restore->m_flSimulationTime );
|
||||
pEntity->SetAnimTime( restore->m_flAnimTime );
|
||||
}
|
||||
|
|
|
@ -44,22 +44,6 @@
|
|||
ConVar weapon_accuracy_nospread( "weapon_accuracy_nospread", "0", FCVAR_REPLICATED );
|
||||
#define CS_MASK_SHOOT (MASK_SOLID|CONTENTS_DEBRIS)
|
||||
|
||||
const QAngle& CCSPlayer::GetRenderAngles()
|
||||
{
|
||||
#ifdef CLIENT_DLL
|
||||
if ( IsRagdoll() )
|
||||
{
|
||||
return vec3_angle;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_angRenderAngles;
|
||||
}
|
||||
#else
|
||||
return m_angRenderAngles;
|
||||
#endif
|
||||
}
|
||||
|
||||
void DispatchEffect( const char *pName, const CEffectData &data );
|
||||
|
||||
#ifdef _DEBUG
|
||||
|
@ -557,7 +541,7 @@ void CCSPlayer::FireBullet(
|
|||
QAngle angles[MAXSTUDIOBONES];
|
||||
int indexes[MAXSTUDIOBONES];
|
||||
|
||||
auto angle = lagPlayer->GetRenderAngles();
|
||||
auto angle = lagPlayer->GetAbsAngles();
|
||||
auto position = lagPlayer->GetAbsOrigin();
|
||||
|
||||
event->SetFloat( "position_x", position.x );
|
||||
|
|
|
@ -336,7 +336,7 @@ void FX_FireBullets(
|
|||
C_CSPlayer::HitboxRecord record;
|
||||
|
||||
record.m_vecAbsOrigin = lagPlayer->GetAbsOrigin();
|
||||
record.m_angAbsRotation = lagPlayer->GetRenderAngles();
|
||||
record.m_angAbsRotation = lagPlayer->GetAbsAngles();
|
||||
|
||||
record.m_nAttackerTickBase = pPlayer->m_nTickBase;
|
||||
record.m_flSimulationTime = lagPlayer->m_flInterpolatedSimulationTime;
|
||||
|
|
Loading…
Reference in a new issue