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3 commits

5 changed files with 68 additions and 35 deletions

View file

@ -83,6 +83,15 @@ void C_BaseCombatCharacter::OnDataChanged( DataUpdateType_t updateType )
{
UpdateGlowEffect();
}
if ( m_pGlowEffect )
{
float r, g, b;
GetGlowEffectColor( &r, &g, &b );
m_pGlowEffect->SetColor( Vector( r, g, b ) );
m_pGlowEffect->SetRenderFlags( m_bGlowOccluded, m_bGlowNonOccluded );
}
#endif // GLOWS_ENABLE
}

View file

@ -766,6 +766,8 @@ C_CSPlayer::C_CSPlayer() :
ListenForGameEvent( "bullet_hit_player" );
ListenForGameEvent( "bullet_player_hitboxes" );
ListenForGameEvent( "player_lag_hitboxes" );
m_bIsInsideLagCompensationContext = false;
}
@ -2136,10 +2138,14 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
const auto nAttackerTickBase = event->GetInt( "tickbase" );
const auto pStudioHdr = player->GetModelPtr();
const auto numhitboxes = event->GetInt( "num_hitboxes" );
const auto parent_index = event->GetInt( "parent_index", -1 );
QAngle angles[MAXSTUDIOBONES];
Vector positions[MAXSTUDIOBONES];
player->m_bIsInsideLagCompensationContext = true;
player->PushEnableAbsRecomputations( true );
AssertFatal( numhitboxes == pStudioHdr->pHitboxSet( player->m_nHitboxSet )->numhitboxes );
for ( int i = 0; i < numhitboxes; i++ )
@ -2170,7 +2176,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
float flBackupBoneControllers[MAXSTUDIOBONECTRLS];
C_AnimationLayer backupAnimLayers[C_BaseAnimatingOverlay::MAX_OVERLAYS];
Vector vecBackupPosition = player->GetLocalOrigin();
Vector vecBackupPosition = player->GetRenderOrigin();
QAngle angBackupAngles = player->GetRenderAngles();
auto flOldCycle = player->GetCycle();
auto iOldSequence = player->GetSequence();
@ -2190,11 +2196,11 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
backupAnimLayers[i] = *player->GetAnimOverlay( i );
}
player->m_nSequence = event->GetInt( "sequence" );
player->m_flCycle = event->GetFloat( "cycle" );
player->SetLocalOrigin( Vector( event->GetFloat( "position_x" ),
event->GetFloat( "position_y" ),
event->GetFloat( "position_z" ) ) );
player->SetSequence( event->GetInt( "sequence" ) );
player->SetCycle( event->GetFloat( "cycle" ) );
player->SetAbsOrigin( Vector( event->GetFloat( "position_x" ),
event->GetFloat( "position_y" ),
event->GetFloat( "position_z" ) ) );
player->m_angRenderAngles = QAngle( event->GetFloat( "angle_x" ),
event->GetFloat( "angle_y" ),
@ -2264,7 +2270,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
// Let's check what went wrong.
int pos = 0;
auto newOrigin = player->GetLocalOrigin();
auto newOrigin = player->GetRenderOrigin();
auto simtime = event->GetFloat( "simtime" );
auto animtime = event->GetFloat( "animtime" );
@ -2273,7 +2279,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
char buffer[256];
V_sprintf_safe( buffer, "simtime: %f != %f", simtime, pRecord->m_flSimulationTime );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecRenderOrigin, pos, buffer, flDuration );
pos++;
}
@ -2282,41 +2288,41 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
char buffer[256];
V_sprintf_safe( buffer, "animtime: %f != %f", animtime, pRecord->m_flAnimTime );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecRenderOrigin, pos, buffer, flDuration );
pos++;
}
if ( pRecord->m_vecLocalOrigin != newOrigin )
if ( pRecord->m_vecRenderOrigin != newOrigin )
{
char buffer[256];
V_sprintf_safe( buffer,
"pos: %f != %f, %f != %f, %f != %f",
newOrigin.x,
pRecord->m_vecLocalOrigin.x,
pRecord->m_vecRenderOrigin.x,
newOrigin.y,
pRecord->m_vecLocalOrigin.y,
pRecord->m_vecRenderOrigin.y,
newOrigin.z,
pRecord->m_vecLocalOrigin.z );
pRecord->m_vecRenderOrigin.z );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecRenderOrigin, pos, buffer, flDuration );
pos++;
}
auto angles = player->GetRenderAngles();
if ( pRecord->m_angLocalAngles != angles )
if ( pRecord->m_angRenderAngles != angles )
{
char buffer[256];
V_sprintf_safe( buffer,
"angles: %f != %f, %f != %f, %f != %f",
angles.x,
pRecord->m_angLocalAngles.x,
pRecord->m_angRenderAngles.x,
angles.y,
pRecord->m_angLocalAngles.y,
pRecord->m_angRenderAngles.y,
angles.z,
pRecord->m_angLocalAngles.z );
pRecord->m_angRenderAngles.z );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecRenderOrigin, pos, buffer, flDuration );
pos++;
}
@ -2325,7 +2331,7 @@ 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_vecLocalOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecRenderOrigin, pos, buffer, flDuration );
pos++;
}
@ -2339,7 +2345,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
player->GetSequenceName( pRecord->m_nSequence ),
pRecord->m_nSequence );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecRenderOrigin, pos, buffer, flDuration );
pos++;
}
@ -2355,7 +2361,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
player->m_flPoseParameter[i],
pRecord->m_flPoseParameters[i] );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecRenderOrigin, pos, buffer, flDuration );
pos++;
}
}
@ -2372,7 +2378,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
player->m_flEncodedController[i],
pRecord->m_flEncodedControllers[i] );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecRenderOrigin, pos, buffer, flDuration );
pos++;
}
}
@ -2405,7 +2411,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
animOverlay->m_fFlags,
pRecord->m_AnimationLayer[i].m_fFlags );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecLocalOrigin, pos, buffer, flDuration );
NDebugOverlay::EntityTextAtPosition( pRecord->m_vecRenderOrigin, pos, buffer, flDuration );
pos++;
}
}
@ -2426,9 +2432,9 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
player->PopBoneAccess( "Lag compensation context" );
// Set back original stuff.
player->m_nSequence = iOldSequence;
player->m_flCycle = flOldCycle;
player->SetLocalOrigin( vecBackupPosition );
player->SetSequence( iOldSequence );
player->SetCycle( flOldCycle );
player->SetAbsOrigin( vecBackupPosition );
player->m_angRenderAngles = angBackupAngles;
for ( int i = 0; i < MAXSTUDIOPOSEPARAM; i++ )
@ -2450,6 +2456,8 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
player->PushAllowBoneAccess( true, false, "Lag compensation context" );
player->InvalidateBoneCache();
player->PopBoneAccess( "Lag compensation context" );
player->PopEnableAbsRecomputations();
player->m_bIsInsideLagCompensationContext = false;
}
}
};
@ -2505,7 +2513,7 @@ Activity C_CSPlayer::GetActivity() const
const Vector& C_CSPlayer::GetRenderOrigin( void )
{
if ( m_hRagdoll.Get() )
if ( m_hRagdoll.Get() && !m_bIsInsideLagCompensationContext )
{
C_CSRagdoll *pRagdoll = (C_CSRagdoll*)m_hRagdoll.Get();
if ( pRagdoll->IsInitialized() )
@ -2867,6 +2875,8 @@ bool C_CSPlayer::SetupBones( matrix3x4_t* pBoneToWorldOut, int nMaxBones, int bo
return BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime );
}
ConVar cl_cs_render_glow_behind_walls("cl_cs_render_glow_behind_walls", "0", FCVAR_CHEAT);
#ifdef GLOWS_ENABLE
void C_CSPlayer::GetGlowEffectColor( float* r, float* g, float* b )
{
@ -2883,8 +2893,21 @@ void C_CSPlayer::GetGlowEffectColor( float* r, float* g, float* b )
*b = 0;
}
m_bGlowOccluded = false;
m_bGlowNonOccluded = true;
if ( cl_cs_render_glow_behind_walls.GetInt() == 1 )
{
m_bGlowOccluded = false;
m_bGlowNonOccluded = true;
}
else if ( cl_cs_render_glow_behind_walls.GetInt() == 2 )
{
m_bGlowOccluded = true;
m_bGlowNonOccluded = true;
}
else
{
m_bGlowOccluded = false;
m_bGlowNonOccluded = true;
}
}
#endif

View file

@ -413,8 +413,8 @@ private:
struct HitboxRecord
{
int m_nAttackerTickBase;
Vector m_vecLocalOrigin;
QAngle m_angLocalAngles;
Vector m_vecRenderOrigin;
QAngle m_angRenderAngles;
float m_flSimulationTime;
int m_nSequence;
float m_flCycle;
@ -427,6 +427,7 @@ private:
CUtlCircularBuffer< HitboxRecord, MAX_HISTORY_HITBOX_RECORDS > m_HitboxTrack[MAX_PLAYERS + 1];
QAngle m_angRenderAngles;
bool m_bIsInsideLagCompensationContext;
};
C_CSPlayer* GetLocalOrInEyeCSPlayer( void );

View file

@ -575,7 +575,7 @@ void CCSPlayer::FireBullet(
int indexes[MAXSTUDIOBONES];
auto angle = lagPlayer->GetRenderAngles();
auto position = lagPlayer->GetLocalOrigin();
auto position = lagPlayer->GetAbsOrigin();
event->SetFloat( "position_x", position.x );
event->SetFloat( "position_y", position.y );

View file

@ -319,8 +319,8 @@ void FX_FireBullets(
C_CSPlayer::HitboxRecord record;
record.m_vecLocalOrigin = lagPlayer->GetLocalOrigin();
record.m_angLocalAngles = lagPlayer->GetRenderAngles();
record.m_vecRenderOrigin = lagPlayer->GetRenderOrigin();
record.m_angRenderAngles = lagPlayer->GetRenderAngles();
record.m_nAttackerTickBase = pPlayer->m_nTickBase;
record.m_flSimulationTime = lagPlayer->m_flInterpolatedSimulationTime;