//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "bone_setup.h" #include "cbase.h" #include "icvar.h" #include "usercmd.h" #include "igamesystem.h" #include "ilagcompensationmanager.h" #include "inetchannelinfo.h" #include "util.h" #include "utllinkedlist.h" #include "BaseAnimatingOverlay.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define LC_NONE 0 #define LC_ALIVE (1<<0) #define LC_ORIGIN_CHANGED (1<<8) #define LC_ANGLES_CHANGED (1<<9) #define LC_SIZE_CHANGED (1<<10) #define LC_ANIMATION_CHANGED (1<<11) #define LC_POSE_PARAMS_CHANGED (1<<12) #define LC_ENCD_CONS_CHANGED (1<<13) ConVar sv_unlag( "sv_unlag", "1", FCVAR_DEVELOPMENTONLY, "Enables player lag compensation" ); ConVar sv_maxunlag( "sv_maxunlag", "1.0", FCVAR_DEVELOPMENTONLY, "Maximum lag compensation in seconds", true, 0.0f, true, 1.0f ); ConVar sv_lagflushbonecache( "sv_lagflushbonecache", "1", FCVAR_DEVELOPMENTONLY, "Flushes entity bone cache on lag compensation" ); ConVar sv_unlag_fixstuck( "sv_unlag_fixstuck", "0", FCVAR_DEVELOPMENTONLY, "Disallow backtracking a player for lag compensation if it will cause them to become stuck" ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- struct LagRecord { public: LagRecord() { m_fFlags = 0; m_vecOrigin.Init(); m_vecAngles.Init(); m_vecMinsPreScaled.Init(); m_vecMaxsPreScaled.Init(); m_flSimulationTime = -1; m_flAnimTime = -1; m_masterSequence = 0; m_masterCycle = 0; for (int i = 0; i < MAX_LAYER_RECORDS; i++) { m_poseParameters[i] = -1; } for (int i = 0; i < MAX_ENCODED_CONTROLLERS; i++) { m_encodedControllers[i] = -1; } } LagRecord( const LagRecord& src ) { m_fFlags = src.m_fFlags; m_vecOrigin = src.m_vecOrigin; m_vecAngles = src.m_vecAngles; m_vecMinsPreScaled = src.m_vecMinsPreScaled; m_vecMaxsPreScaled = src.m_vecMaxsPreScaled; m_flSimulationTime = src.m_flSimulationTime; m_flAnimTime = src.m_flAnimTime; for( int layerIndex = 0; layerIndex < MAX_LAYER_RECORDS; ++layerIndex ) { m_layerRecords[layerIndex] = src.m_layerRecords[layerIndex]; } m_masterSequence = src.m_masterSequence; m_masterCycle = src.m_masterCycle; for (int i = 0; i < MAX_LAYER_RECORDS; i++) { m_poseParameters[i] = src.m_poseParameters[i]; } for (int i = 0; i < MAX_LAYER_RECORDS; i++) { m_encodedControllers[i] = src.m_encodedControllers[i]; } } // Did player die this frame int m_fFlags; // Player position, orientation and bbox Vector m_vecOrigin; QAngle m_vecAngles; Vector m_vecMinsPreScaled; Vector m_vecMaxsPreScaled; float m_flSimulationTime; float m_flAnimTime; // Player animation details, so we can get the legs in the right spot. LayerRecord m_layerRecords[MAX_LAYER_RECORDS]; int m_masterSequence; float m_masterCycle; float m_poseParameters[MAX_POSE_PARAMETERS]; float m_encodedControllers[MAX_ENCODED_CONTROLLERS]; }; // // Try to take the player from his current origin to vWantedPos. // If it can't get there, leave the player where he is. // ConVar sv_unlag_debug( "sv_unlag_debug", "0", FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY ); float g_flFractionScale = 0.95; static void RestorePlayerTo( CBasePlayer *pPlayer, const Vector &vWantedPos ) { // Try to move to the wanted position from our current position. trace_t tr; VPROF_BUDGET( "RestorePlayerTo", "CLagCompensationManager" ); UTIL_TraceEntity( pPlayer, vWantedPos, vWantedPos, MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, &tr ); if ( tr.startsolid || tr.allsolid ) { if ( sv_unlag_debug.GetBool() ) { DevMsg( "RestorePlayerTo() could not restore player position for client \"%s\" ( %.1f %.1f %.1f )\n", pPlayer->GetPlayerName(), vWantedPos.x, vWantedPos.y, vWantedPos.z ); } UTIL_TraceEntity( pPlayer, pPlayer->GetLocalOrigin(), vWantedPos, MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, &tr ); if ( tr.startsolid || tr.allsolid ) { // In this case, the guy got stuck back wherever we lag compensated him to. Nasty. if ( sv_unlag_debug.GetBool() ) DevMsg( " restore failed entirely\n" ); } else { // We can get to a valid place, but not all the way back to where we were. Vector vPos; VectorLerp( pPlayer->GetLocalOrigin(), vWantedPos, tr.fraction * g_flFractionScale, vPos ); UTIL_SetOrigin( pPlayer, vPos, true ); if ( sv_unlag_debug.GetBool() ) DevMsg( " restore got most of the way\n" ); } } else { // Cool, the player can go back to whence he came. UTIL_SetOrigin( pPlayer, tr.endpos, true ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CLagCompensationManager : public CAutoGameSystemPerFrame, public ILagCompensationManager { public: CLagCompensationManager( char const *name ) : CAutoGameSystemPerFrame( name ) { } // IServerSystem stuff virtual void Shutdown() { ClearHistory(); } virtual void LevelShutdownPostEntity() { ClearHistory(); } // called after entities think virtual void FrameUpdatePostEntityThink(); // ILagCompensationManager stuff // Called during player movement to set up/restore after lag compensation void StartLagCompensation( CBasePlayer *player, CUserCmd *cmd ); void FinishLagCompensation( CBasePlayer *player ); private: virtual void BacktrackPlayer( CBasePlayer *player, CUserCmd *cmd ); void ClearHistory() { for ( int i=0; i m_PlayerTrack[ MAX_PLAYERS ]; // Scratchpad for determining what needs to be restored CBitVec m_RestorePlayer; bool m_bNeedToRestore; LagRecord m_RestoreData[ MAX_PLAYERS ]; // player data before we moved him back LagRecord m_ChangeData[ MAX_PLAYERS ]; // player data where we moved him back CBasePlayer *m_pCurrentPlayer; // The player we are doing lag compensation for }; static CLagCompensationManager g_LagCompensationManager( "CLagCompensationManager" ); ILagCompensationManager *lagcompensation = &g_LagCompensationManager; //----------------------------------------------------------------------------- // Purpose: Called once per frame after all entities have had a chance to think //----------------------------------------------------------------------------- void CLagCompensationManager::FrameUpdatePostEntityThink() { if ( (gpGlobals->maxClients <= 1) || !sv_unlag.GetBool() ) { ClearHistory(); return; } VPROF_BUDGET( "FrameUpdatePostEntityThink", "CLagCompensationManager" ); // remove all records before that time: int flDeadtime = gpGlobals->curtime - sv_maxunlag.GetFloat(); // Iterate all active players for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); CUtlFixedLinkedList< LagRecord > *track = &m_PlayerTrack[i-1]; if ( !pPlayer ) { if ( track->Count() > 0 ) { track->RemoveAll(); } continue; } Assert( track->Count() < 1000 ); // insanity check // remove tail records that are too old intp tailIndex = track->Tail(); while ( track->IsValidIndex( tailIndex ) ) { LagRecord &tail = track->Element( tailIndex ); // if tail is within limits, stop if ( tail.m_flSimulationTime >= flDeadtime ) break; // remove tail, get new tail track->Remove( tailIndex ); tailIndex = track->Tail(); } // check if head has same simulation time if ( track->Count() > 0 ) { LagRecord &head = track->Element( track->Head() ); // check if player changed simulation time since last time updated if ( head.m_flSimulationTime >= pPlayer->GetSimulationTime() ) continue; // don't add new entry for same or older time } // add new record to player track LagRecord &record = track->Element( track->AddToHead() ); record.m_fFlags = 0; if ( pPlayer->IsAlive() ) { record.m_fFlags |= LC_ALIVE; } record.m_flSimulationTime = pPlayer->GetSimulationTime(); record.m_flAnimTime = pPlayer->GetAnimTime(); record.m_vecAngles = pPlayer->GetLocalAngles(); record.m_vecOrigin = pPlayer->GetLocalOrigin(); record.m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled(); record.m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled(); int layerCount = pPlayer->GetNumAnimOverlays(); for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex ) { CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex); if( currentLayer ) { record.m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle; record.m_layerRecords[layerIndex].m_order = currentLayer->m_nOrder; record.m_layerRecords[layerIndex].m_sequence = currentLayer->m_nSequence; record.m_layerRecords[layerIndex].m_weight = currentLayer->m_flWeight; } } record.m_masterSequence = pPlayer->GetSequence(); record.m_masterCycle = pPlayer->GetCycle(); CStudioHdr *hdr = pPlayer->GetModelPtr(); if( hdr ) { for( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ ) { record.m_poseParameters[paramIndex] = pPlayer->GetPoseParameterArray()[ paramIndex ]; } } if( hdr ) { for( int paramIndex = 0; paramIndex < hdr->GetNumBoneControllers(); paramIndex++ ) { record.m_encodedControllers[paramIndex] = pPlayer->GetEncodedControllerArray()[ paramIndex ]; } } } //Clear the current player. m_pCurrentPlayer = NULL; } // Called during player movement to set up/restore after lag compensation void CLagCompensationManager::StartLagCompensation( CBasePlayer *player, CUserCmd *cmd ) { //DONT LAG COMP AGAIN THIS FRAME IF THERES ALREADY ONE IN PROGRESS //IF YOU'RE HITTING THIS THEN IT MEANS THERES A CODE BUG if ( m_pCurrentPlayer ) { Assert( m_pCurrentPlayer == NULL ); Warning( "Trying to start a new lag compensation session while one is already active!\n" ); return; } // Assume no players need to be restored m_RestorePlayer.ClearAll(); m_bNeedToRestore = false; m_pCurrentPlayer = player; if ( !player->m_bLagCompensation // Player not wanting lag compensation || (gpGlobals->maxClients <= 1) // no lag compensation in single player || !sv_unlag.GetBool() // disabled by server admin || player->IsBot() // not for bots || player->IsObserver() // not for spectators ) return; // NOTE: Put this here so that it won't show up in single player mode. VPROF_BUDGET( "StartLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING ); Q_memset( m_RestoreData, 0, sizeof( m_RestoreData ) ); Q_memset( m_ChangeData, 0, sizeof( m_ChangeData ) ); // Iterate all active players const CBitVec *pEntityTransmitBits = engine->GetEntityTransmitBitsForClient( player->entindex() - 1 ); for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( !pPlayer ) { continue; } // Don't lag compensate yourself you loser... if ( player == pPlayer ) { continue; } // Custom checks for if things should lag compensate (based on things like what team the player is on). if ( !player->WantsLagCompensationOnEntity( pPlayer, cmd, pEntityTransmitBits ) ) continue; // Move other player back in time BacktrackPlayer( pPlayer, cmd ); } } void CLagCompensationManager::BacktrackPlayer( CBasePlayer *pPlayer, CUserCmd *cmd ) { Vector org; Vector minsPreScaled; Vector maxsPreScaled; QAngle ang; VPROF_BUDGET( "BacktrackPlayer", "CLagCompensationManager" ); int pl_index = pPlayer->entindex() - 1; float flTargetSimulationTime = cmd->simulationdata[pl_index + 1].m_flInterpolatedSimulationTime; float flTargetSimulatedAnimationTime = cmd->simulationdata[pl_index + 1].m_flSimulationTime; // get track history of this player CUtlFixedLinkedList< LagRecord > *trackSim = &m_PlayerTrack[ pl_index ]; CUtlFixedLinkedList< LagRecord > *trackAnim = &m_PlayerTrack[ pl_index ]; // check if we have at leat one entry if ( trackSim->Count() <= 0 || trackAnim->Count() <= 0 ) return; intp currSim = trackSim->Head(); LagRecord *prevRecordSim = NULL; LagRecord *recordSim = NULL; LagRecord *recordAnim = NULL; Vector prevOrg = pPlayer->GetLocalOrigin(); bool foundAnimationData = false; // Walk context looking for any invalidating event while( trackSim->IsValidIndex(currSim) ) { // remember last record prevRecordSim = recordSim; // get next record recordSim = &trackSim->Element(currSim); if (recordSim->m_flSimulationTime <= flTargetSimulatedAnimationTime && !foundAnimationData) { recordAnim = recordSim; foundAnimationData = true; } if ( !(recordSim->m_fFlags & LC_ALIVE) ) { // player most be alive, lost track return; } // TODO_ENHANCED: do proper teleportation checks. // did we find a context smaller than target time ? if ( recordSim->m_flSimulationTime <= flTargetSimulationTime ) break; // hurra, stop prevOrg = recordSim->m_vecOrigin; // go one step back currSim = trackSim->Next( currSim ); } Assert( recordAnim ); Assert( recordSim ); if ( !recordSim || !recordAnim ) { if ( sv_unlag_debug.GetBool() ) { DevMsg( "No valid positions in history for BacktrackPlayer client ( %s )\n", pPlayer->GetPlayerName() ); } return; // that should never happen } float fracSim = 0.0f; if ( prevRecordSim && (recordSim->m_flSimulationTime < flTargetSimulationTime) && (recordSim->m_flSimulationTime < prevRecordSim->m_flSimulationTime) ) { // we didn't find the exact time but have a valid previous record // so interpolate between these two records; Assert( prevRecordSim->m_flSimulationTime > recordSim->m_flSimulationTime ); Assert( flTargetSimulationTime < prevRecordSim->m_flSimulationTime ); // calc fraction between both records fracSim = float(( double(flTargetSimulationTime) - double(recordSim->m_flSimulationTime) ) / ( double(prevRecordSim->m_flSimulationTime) - double(recordSim->m_flSimulationTime) )); Assert( fracSim > 0 && fracSim < 1 ); // should never extrapolate ang = Lerp( fracSim, recordSim->m_vecAngles, prevRecordSim->m_vecAngles ); org = Lerp( fracSim, recordSim->m_vecOrigin, prevRecordSim->m_vecOrigin ); minsPreScaled = Lerp( fracSim, recordSim->m_vecMinsPreScaled, prevRecordSim->m_vecMinsPreScaled ); maxsPreScaled = Lerp( fracSim, recordSim->m_vecMaxsPreScaled, prevRecordSim->m_vecMaxsPreScaled ); } else { // we found the exact record or no other record to interpolate with // just copy these values since they are the best we have org = recordSim->m_vecOrigin; ang = recordSim->m_vecAngles; minsPreScaled = recordSim->m_vecMinsPreScaled; maxsPreScaled = recordSim->m_vecMaxsPreScaled; } // See if this is still a valid position for us to teleport to if ( sv_unlag_fixstuck.GetBool() ) { // Try to move to the wanted position from our current position. trace_t tr; UTIL_TraceEntity( pPlayer, org, org, MASK_PLAYERSOLID, &tr ); if ( tr.startsolid || tr.allsolid ) { if ( sv_unlag_debug.GetBool() ) DevMsg( "WARNING: BackupPlayer trying to back player into a bad position - client %s\n", pPlayer->GetPlayerName() ); CBasePlayer *pHitPlayer = dynamic_cast( tr.m_pEnt ); // don't lag compensate the current player if ( pHitPlayer && ( pHitPlayer != m_pCurrentPlayer ) ) { // If we haven't backtracked this player, do it now // this deliberately ignores WantsLagCompensationOnEntity. if ( !m_RestorePlayer.Get( pHitPlayer->entindex() - 1 ) ) { // prevent recursion - save a copy of m_RestorePlayer, // pretend that this player is off-limits int pl_index = pPlayer->entindex() - 1; // Temp turn this flag on m_RestorePlayer.Set( pl_index ); BacktrackPlayer( pHitPlayer, cmd ); // Remove the temp flag m_RestorePlayer.Clear( pl_index ); } } // now trace us back as far as we can go UTIL_TraceEntity( pPlayer, pPlayer->GetLocalOrigin(), org, MASK_PLAYERSOLID, &tr ); if ( tr.startsolid || tr.allsolid ) { // Our starting position is bogus if ( sv_unlag_debug.GetBool() ) DevMsg( "Backtrack failed completely, bad starting position\n" ); } else { // We can get to a valid place, but not all the way to the target Vector vPos; VectorLerp( pPlayer->GetLocalOrigin(), org, tr.fraction * g_flFractionScale, vPos ); // This is as close as we're going to get org = vPos; if ( sv_unlag_debug.GetBool() ) DevMsg( "Backtrack got most of the way\n" ); } } } // See if this represents a change for the player int flags = 0; LagRecord *restore = &m_RestoreData[ pl_index ]; LagRecord *change = &m_ChangeData[ pl_index ]; QAngle angdiff = pPlayer->GetLocalAngles() - ang; Vector orgdiff = pPlayer->GetLocalOrigin() - org; // Always remember the pristine simulation time in case we need to restore it. restore->m_flSimulationTime = pPlayer->GetSimulationTime(); restore->m_flAnimTime = pPlayer->GetAnimTime(); if ( angdiff.LengthSqr() > 0.0f ) { flags |= LC_ANGLES_CHANGED; restore->m_vecAngles = pPlayer->GetLocalAngles(); pPlayer->SetLocalAngles( ang ); change->m_vecAngles = ang; } // Use absolute equality here if ( minsPreScaled != pPlayer->CollisionProp()->OBBMinsPreScaled() || maxsPreScaled != pPlayer->CollisionProp()->OBBMaxsPreScaled() ) { flags |= LC_SIZE_CHANGED; restore->m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled(); restore->m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled(); pPlayer->SetSize( minsPreScaled, maxsPreScaled ); change->m_vecMinsPreScaled = minsPreScaled; change->m_vecMaxsPreScaled = maxsPreScaled; } // Note, do origin at end since it causes a relink into the k/d tree if ( orgdiff.LengthSqr() > 0.0f ) { flags |= LC_ORIGIN_CHANGED; restore->m_vecOrigin = pPlayer->GetLocalOrigin(); pPlayer->SetLocalOrigin( org ); change->m_vecOrigin = org; } // Sorry for the loss of the optimization for the case of people // standing still, but you breathe even on the server. // This is quicker than actually comparing all bazillion floats. flags |= LC_ANIMATION_CHANGED; restore->m_masterSequence = pPlayer->GetSequence(); restore->m_masterCycle = pPlayer->GetCycle(); pPlayer->SetSequence(recordAnim->m_masterSequence); pPlayer->SetCycle(recordAnim->m_masterCycle); //////////////////////// // Now do all the layers int layerCount = pPlayer->GetNumAnimOverlays(); for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex ) { CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex); if( currentLayer ) { restore->m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle; restore->m_layerRecords[layerIndex].m_order = currentLayer->m_nOrder; restore->m_layerRecords[layerIndex].m_sequence = currentLayer->m_nSequence; restore->m_layerRecords[layerIndex].m_weight = currentLayer ->m_flWeight; currentLayer->m_flCycle = recordAnim->m_layerRecords[layerIndex].m_cycle; currentLayer->m_nOrder = recordAnim->m_layerRecords[layerIndex].m_order; currentLayer->m_nSequence = recordAnim->m_layerRecords[layerIndex].m_sequence; currentLayer->m_flWeight = recordAnim->m_layerRecords[layerIndex].m_weight; } } flags |= LC_POSE_PARAMS_CHANGED; // Now do pose parameters CStudioHdr *hdr = pPlayer->GetModelPtr(); if( hdr ) { for( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ ) { restore->m_poseParameters[paramIndex] = pPlayer->GetPoseParameterArray()[paramIndex]; float poseParameter = recordAnim->m_poseParameters[paramIndex]; pPlayer->SetPoseParameterRaw(paramIndex, poseParameter); } } flags |= LC_ENCD_CONS_CHANGED; if( hdr ) { for( int paramIndex = 0; paramIndex < hdr->GetNumBoneControllers(); paramIndex++ ) { restore->m_encodedControllers[paramIndex] = pPlayer->GetEncodedControllerArray()[paramIndex]; float encodedController = recordAnim->m_encodedControllers[paramIndex]; pPlayer->SetBoneControllerRaw( paramIndex, encodedController ); } } if ( !flags ) return; // we didn't change anything // Set lag compensated player's times pPlayer->SetSimulationTime(flTargetSimulationTime); // pPlayer->SetAnimTime(animationData->m_flAnimTime); if ( sv_lagflushbonecache.GetBool() ) pPlayer->InvalidateBoneCache(); /*char text[256]; Q_snprintf( text, sizeof(text), "time %.2f", flTargetTime ); pPlayer->DrawServerHitboxes( 10 ); NDebugOverlay::Text( org, text, false, 10 ); NDebugOverlay::EntityBounds( pPlayer, 255, 0, 0, 32, 10 ); */ m_RestorePlayer.Set( pl_index ); //remember that we changed this player m_bNeedToRestore = true; // we changed at least one player restore->m_fFlags = flags; // we need to restore these flags change->m_fFlags = flags; // we have changed these flags } void CLagCompensationManager::FinishLagCompensation( CBasePlayer *player ) { VPROF_BUDGET_FLAGS( "FinishLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING, BUDGETFLAG_CLIENT|BUDGETFLAG_SERVER ); m_pCurrentPlayer = NULL; if ( !m_bNeedToRestore ) return; // no player was changed at all // Iterate all active players for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { int pl_index = i - 1; if ( !m_RestorePlayer.Get( pl_index ) ) { // player wasn't changed by lag compensation continue; } CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( !pPlayer ) { continue; } LagRecord *restore = &m_RestoreData[ pl_index ]; LagRecord *change = &m_ChangeData[ pl_index ]; if ( restore->m_fFlags & LC_SIZE_CHANGED ) { // see if simulation made any changes, if no, then do the restore, otherwise, // leave new values in if ( pPlayer->CollisionProp()->OBBMinsPreScaled() == change->m_vecMinsPreScaled && pPlayer->CollisionProp()->OBBMaxsPreScaled() == change->m_vecMaxsPreScaled ) { // Restore it pPlayer->SetSize( restore->m_vecMinsPreScaled, restore->m_vecMaxsPreScaled ); } #ifdef STAGING_ONLY else { Warning( "Should we really not restore the size?\n" ); } #endif } if ( restore->m_fFlags & LC_ANGLES_CHANGED ) { if ( pPlayer->GetLocalAngles() == change->m_vecAngles ) { pPlayer->SetLocalAngles( restore->m_vecAngles ); } } if ( restore->m_fFlags & LC_ORIGIN_CHANGED ) { // Okay, let's see if we can do something reasonable with the change Vector delta = pPlayer->GetLocalOrigin() - change->m_vecOrigin; RestorePlayerTo( pPlayer, restore->m_vecOrigin + delta ); } if( restore->m_fFlags & LC_ANIMATION_CHANGED ) { pPlayer->SetSequence(restore->m_masterSequence); pPlayer->SetCycle(restore->m_masterCycle); int layerCount = pPlayer->GetNumAnimOverlays(); for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex ) { CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex); if( currentLayer ) { currentLayer->m_flCycle = restore->m_layerRecords[layerIndex].m_cycle; currentLayer->m_nOrder = restore->m_layerRecords[layerIndex].m_order; currentLayer->m_nSequence = restore->m_layerRecords[layerIndex].m_sequence; currentLayer->m_flWeight = restore->m_layerRecords[layerIndex].m_weight; } } } if( restore->m_fFlags & LC_POSE_PARAMS_CHANGED ) { CStudioHdr *hdr = pPlayer->GetModelPtr(); if( hdr ) { for( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ ) { pPlayer->SetPoseParameterRaw( paramIndex, restore->m_poseParameters[paramIndex] ); } } } if( restore->m_fFlags & LC_ENCD_CONS_CHANGED ) { CStudioHdr *hdr = pPlayer->GetModelPtr(); if( hdr ) { for( int paramIndex = 0; paramIndex < hdr->GetNumBoneControllers(); paramIndex++ ) { pPlayer->SetBoneControllerRaw( paramIndex, restore->m_encodedControllers[paramIndex] ); } } } pPlayer->SetSimulationTime( restore->m_flSimulationTime ); pPlayer->SetAnimTime(restore->m_flAnimTime); } }