We might prefer to set to local instead to lag compensate

This commit is contained in:
Kamay Xutax 2024-09-05 02:22:52 +02:00
parent d40a479e85
commit d8598a8d22
6 changed files with 46 additions and 46 deletions

View file

@ -2179,8 +2179,8 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
float flBackupBoneControllers[MAXSTUDIOBONECTRLS];
C_AnimationLayer backupAnimLayers[C_BaseAnimatingOverlay::MAX_OVERLAYS];
Vector vecBackupPosition = player->GetAbsOrigin();
QAngle angBackupAngles = player->GetAbsAngles();
Vector vecBackupPosition = player->GetLocalOrigin();
QAngle angBackupAngles = player->GetLocalAngles();
auto flOldCycle = player->GetCycle();
auto iOldSequence = player->GetSequence();
@ -2201,13 +2201,13 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
player->m_nSequence = event->GetInt( "sequence" );
player->m_flCycle = event->GetFloat( "cycle" );
player->SetAbsOrigin( Vector( event->GetFloat( "position_x" ),
event->GetFloat( "position_y" ),
event->GetFloat( "position_z" ) ) );
player->SetLocalOrigin( Vector( event->GetFloat( "position_x" ),
event->GetFloat( "position_y" ),
event->GetFloat( "position_z" ) ) );
player->SetAbsAngles( QAngle( event->GetFloat( "angle_x" ),
event->GetFloat( "angle_y" ),
event->GetFloat( "angle_z" ) ) );
player->SetLocalAngles( 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() );
@ -2273,7 +2273,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
// Let's check what went wrong.
int pos = 0;
auto newOrigin = player->GetAbsOrigin();
auto newOrigin = player->GetLocalOrigin();
auto simtime = event->GetFloat( "simtime" );
auto animtime = event->GetFloat( "animtime" );
@ -2282,7 +2282,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
char buffer[256];
V_sprintf_safe( buffer, "simtime: %f != %f", simtime, pRecord->m_flSimulationTime );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
pos++;
}
@ -2291,41 +2291,41 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
char buffer[256];
V_sprintf_safe( buffer, "animtime: %f != %f", animtime, pRecord->m_flAnimTime );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
pos++;
}
if ( pRecord->m_vecAbsOrigin != newOrigin )
if ( pRecord->m_vecLocalOrigin != newOrigin )
{
char buffer[256];
V_sprintf_safe( buffer,
"pos: %f != %f, %f != %f, %f != %f",
newOrigin.x,
pRecord->m_vecAbsOrigin.x,
pRecord->m_vecLocalOrigin.x,
newOrigin.y,
pRecord->m_vecAbsOrigin.y,
pRecord->m_vecLocalOrigin.y,
newOrigin.z,
pRecord->m_vecAbsOrigin.z );
pRecord->m_vecLocalOrigin.z );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
pos++;
}
auto angles = player->GetAbsAngles();
auto angles = player->GetLocalAngles();
if ( pRecord->m_angAbsRotation != angles )
if ( pRecord->m_angLocalAngles != angles )
{
char buffer[256];
V_sprintf_safe( buffer,
"angles: %f != %f, %f != %f, %f != %f",
angles.x,
pRecord->m_angAbsRotation.x,
pRecord->m_angLocalAngles.x,
angles.y,
pRecord->m_angAbsRotation.y,
pRecord->m_angLocalAngles.y,
angles.z,
pRecord->m_angAbsRotation.z );
pRecord->m_angLocalAngles.z );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
pos++;
}
@ -2334,7 +2334,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
char buffer[256];
V_sprintf_safe( buffer, "cycle: %f != %f", player->m_flCycle, pRecord->m_flCycle );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
pos++;
}
@ -2348,7 +2348,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
player->GetSequenceName( pRecord->m_nSequence ),
pRecord->m_nSequence );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
pos++;
}
@ -2366,7 +2366,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
player->m_flPoseParameter[i],
pRecord->m_flPoseParameters[i] );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
pos++;
}
}
@ -2383,7 +2383,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
player->m_flEncodedController[i],
pRecord->m_flEncodedControllers[i] );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
pos++;
}
}
@ -2416,7 +2416,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
animOverlay->m_fFlags,
pRecord->m_AnimationLayer[i].m_fFlags );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
pos++;
}
}
@ -2439,8 +2439,8 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
// Set back original stuff.
player->m_nSequence = iOldSequence;
player->m_flCycle = flOldCycle;
player->SetAbsOrigin( vecBackupPosition );
player->SetAbsAngles( angBackupAngles );
player->SetLocalOrigin( vecBackupPosition );
player->SetLocalAngles( angBackupAngles );
for ( int i = 0; i < MAXSTUDIOPOSEPARAM; i++ )
{

View file

@ -408,8 +408,8 @@ private:
struct HitboxRecord
{
int m_nAttackerTickBase;
Vector m_vecAbsOrigin;
QAngle m_angAbsRotation;
Vector m_vecLocalOrigin;
QAngle m_angLocalAngles;
float m_flSimulationTime;
int m_nSequence;
float m_flCycle;

View file

@ -1584,7 +1584,7 @@ void CCSPlayer::PostThink()
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
// Use the m_angRotation instead.
SetAbsAngles( m_PlayerAnimState->GetRenderAngles() );
SetLocalAngles( m_PlayerAnimState->GetRenderAngles() );
// check if we need to apply a deafness DSP effect.
if ((m_applyDeafnessTime != 0.0f) && (m_applyDeafnessTime <= gpGlobals->curtime))

View file

@ -172,8 +172,8 @@ void CLagCompensationManager::TrackEntities()
record.m_fFlags = LC_NONE;
record.m_flSimulationTime = pEntity->GetSimulationTime();
record.m_flAnimTime = pEntity->GetAnimTime();
record.m_vecAngles = pEntity->GetAbsAngles();
record.m_vecOrigin = pEntity->GetAbsOrigin();
record.m_vecAngles = pEntity->GetLocalAngles();
record.m_vecOrigin = pEntity->GetLocalOrigin();
record.m_vecMinsPreScaled = pEntity->CollisionProp()->OBBMinsPreScaled();
record.m_vecMaxsPreScaled = pEntity->CollisionProp()->OBBMaxsPreScaled();
@ -378,8 +378,8 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
LagRecord* restore = &m_RestoreData[pl_index];
LagRecord* change = &m_ChangeData[pl_index];
QAngle angdiff = pEntity->GetAbsAngles() - ang;
Vector orgdiff = pEntity->GetAbsOrigin() - org;
QAngle angdiff = pEntity->GetLocalAngles() - ang;
Vector orgdiff = pEntity->GetLocalOrigin() - org;
// Always remember the pristine simulation time in case we need to restore it.
restore->m_flSimulationTime = pEntity->GetSimulationTime();
@ -388,8 +388,8 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
if ( angdiff.LengthSqr() > 0.0f )
{
flags |= LC_ANGLES_CHANGED;
restore->m_vecAngles = pEntity->GetAbsAngles();
pEntity->SetAbsAngles( ang );
restore->m_vecAngles = pEntity->GetLocalAngles();
pEntity->SetLocalAngles( ang );
change->m_vecAngles = ang;
}
@ -412,8 +412,8 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
if ( orgdiff.LengthSqr() > 0.0f )
{
flags |= LC_ORIGIN_CHANGED;
restore->m_vecOrigin = pEntity->GetAbsOrigin();
pEntity->SetAbsOrigin( org );
restore->m_vecOrigin = pEntity->GetLocalOrigin();
pEntity->SetLocalOrigin( org );
change->m_vecOrigin = org;
}
@ -594,12 +594,12 @@ void CLagCompensationManager::FinishLagCompensation( CBasePlayer* player )
if ( restore->m_fFlags & LC_ANGLES_CHANGED )
{
pEntity->SetAbsAngles( restore->m_vecAngles );
pEntity->SetLocalAngles( restore->m_vecAngles );
}
if ( restore->m_fFlags & LC_ORIGIN_CHANGED )
{
pEntity->SetAbsOrigin( restore->m_vecOrigin );
pEntity->SetLocalOrigin( restore->m_vecOrigin );
}
auto pAnim = dynamic_cast< CBaseAnimating* >( pEntity );

View file

@ -541,8 +541,8 @@ void CCSPlayer::FireBullet(
QAngle angles[MAXSTUDIOBONES];
int indexes[MAXSTUDIOBONES];
auto angle = lagPlayer->GetAbsAngles();
auto position = lagPlayer->GetAbsOrigin();
auto angle = lagPlayer->GetLocalAngles();
auto position = lagPlayer->GetLocalOrigin();
event->SetFloat( "position_x", position.x );
event->SetFloat( "position_y", position.y );

View file

@ -335,8 +335,8 @@ void FX_FireBullets(
C_CSPlayer::HitboxRecord record;
record.m_vecAbsOrigin = lagPlayer->GetAbsOrigin();
record.m_angAbsRotation = lagPlayer->GetAbsAngles();
record.m_vecLocalOrigin = lagPlayer->GetLocalOrigin();
record.m_angLocalAngles = lagPlayer->GetLocalAngles();
record.m_nAttackerTickBase = pPlayer->m_nTickBase;
record.m_flSimulationTime = lagPlayer->m_flInterpolatedSimulationTime;