css_enhanced_waf/game/shared/cstrike/fx_cs_shared.cpp
Kamay Xutax cfa5b12eea Fixed local player interpolation and added debug_screenshot_bullet_position
This check permits to fix interpolation problems on the
local player that valve has been (fucking finally)
caring about on counter-strike 2.

To recall the original issue, the
problem that Valve cared about is that interpolation
had some problems with interpolating the local
player because the screen would never in the first
place match the tick "screen", because interpolation
amount could never reach 0.0 or 1.0

Valve solution was to introduce bugs with lag
compensating the local player and made the game worse,
introducing a new way for cheaters to cheat even more
on their games.
I'm joking, but you can clearly see the outcome anyway.

My solution is to simply set interpolation amount
to 0.0 when a tick arrives.

So when we shoot, we get the frame we shot with an
interpolation amount at 0.0, perfectly aligned to user
commands which is ideal for us.

It might look a bit more unsmooth with lower fps
but with high enough fps, the issue goes away anyway.
It's not very noticeable which is very nice for us.
No need to lag compensate the local player anymore !
2024-07-14 00:54:57 +02:00

346 lines
8.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "fx_cs_shared.h"
#include "convar.h"
#include "weapon_csbase.h"
#ifndef CLIENT_DLL
#include "ilagcompensationmanager.h"
#endif
ConVar weapon_accuracy_logging( "weapon_accuracy_logging", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY | FCVAR_ARCHIVE );
#ifdef CLIENT_DLL
#include "fx_impact.h"
// this is a cheap ripoff from CBaseCombatWeapon::WeaponSound():
void FX_WeaponSound(
int iPlayerIndex,
WeaponSound_t sound_type,
const Vector &vOrigin,
CCSWeaponInfo *pWeaponInfo, float flSoundTime )
{
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *shootsound = pWeaponInfo->aShootSounds[ sound_type ];
if ( !shootsound || !shootsound[0] )
return;
CBroadcastRecipientFilter filter; // this is client side only
if ( !te->CanPredict() )
return;
CBaseEntity::EmitSound( filter, iPlayerIndex, shootsound, &vOrigin, flSoundTime );
}
class CGroupedSound
{
public:
string_t m_SoundName;
Vector m_vPos;
};
CUtlVector<CGroupedSound> g_GroupedSounds;
// Called by the ImpactSound function.
void ShotgunImpactSoundGroup( const char *pSoundName, const Vector &vEndPos )
{
int i;
// Don't play the sound if it's too close to another impact sound.
for ( i=0; i < g_GroupedSounds.Count(); i++ )
{
CGroupedSound *pSound = &g_GroupedSounds[i];
if ( vEndPos.DistToSqr( pSound->m_vPos ) < 300*300 )
{
if ( Q_stricmp( pSound->m_SoundName, pSoundName ) == 0 )
return;
}
}
// Ok, play the sound and add it to the list.
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, NULL, pSoundName, &vEndPos );
i = g_GroupedSounds.AddToTail();
g_GroupedSounds[i].m_SoundName = pSoundName;
g_GroupedSounds[i].m_vPos = vEndPos;
}
void StartGroupingSounds()
{
Assert( g_GroupedSounds.Count() == 0 );
SetImpactSoundRoute( ShotgunImpactSoundGroup );
}
void EndGroupingSounds()
{
g_GroupedSounds.Purge();
SetImpactSoundRoute( NULL );
}
#else
#include "te_shotgun_shot.h"
// Server doesn't play sounds anyway.
void StartGroupingSounds() {}
void EndGroupingSounds() {}
void FX_WeaponSound ( int iPlayerIndex,
WeaponSound_t sound_type,
const Vector &vOrigin,
CCSWeaponInfo *pWeaponInfo, float flSoundTime ) {};
#endif
// This runs on both the client and the server.
// On the server, it only does the damage calculations.
// On the client, it does all the effects.
void FX_FireBullets(
int iPlayerIndex,
const Vector &vOrigin,
const QAngle &vAngles,
int iWeaponID,
int iMode,
int iSeed,
float fInaccuracy,
float fSpread,
float flSoundTime
)
{
bool bDoEffects = true;
#ifdef CLIENT_DLL
C_CSPlayer *pPlayer = ToCSPlayer( ClientEntityList().GetBaseEntity( iPlayerIndex ) );
#else
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
#endif
const char * weaponAlias = WeaponIDToAlias( iWeaponID );
if ( !weaponAlias )
{
DevMsg("FX_FireBullets: weapon alias for ID %i not found\n", iWeaponID );
return;
}
#if !defined(CLIENT_DLL)
if ( weapon_accuracy_logging.GetBool() )
{
char szFlags[256];
V_strcpy(szFlags, " ");
// #if defined(CLIENT_DLL)
// V_strcat(szFlags, "CLIENT ", sizeof(szFlags));
// #else
// V_strcat(szFlags, "SERVER ", sizeof(szFlags));
// #endif
//
if ( pPlayer->GetMoveType() == MOVETYPE_LADDER )
V_strcat(szFlags, "LADDER ", sizeof(szFlags));
if ( FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
V_strcat(szFlags, "GROUND ", sizeof(szFlags));
if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING) )
V_strcat(szFlags, "DUCKING ", sizeof(szFlags));
float fVelocity = pPlayer->GetAbsVelocity().Length2D();
Msg("FireBullets @ %10f [ %s ]: inaccuracy=%f spread=%f max dispersion=%f mode=%2i vel=%10f seed=%3i %s\n",
gpGlobals->curtime, weaponAlias, fInaccuracy, fSpread, fInaccuracy + fSpread, iMode, fVelocity, iSeed, szFlags);
}
#endif
char wpnName[128];
Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", weaponAlias );
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName );
if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
{
DevMsg("FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", wpnName );
return;
}
CCSWeaponInfo *pWeaponInfo = static_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
#ifndef CLIENT_DLL
// Do the firing animation event.
if ( pPlayer && !pPlayer->IsDormant() )
{
if ( iMode == Primary_Mode )
pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
else
pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_SECONDARY );
}
// if this is server code, send the effect over to client as temp entity
// Dispatch one message for all the bullet impacts and sounds.
TE_FireBullets(
iPlayerIndex,
vOrigin,
vAngles,
iWeaponID,
iMode,
iSeed,
fInaccuracy,
fSpread
);
// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
pPlayer->NoteWeaponFired();
bDoEffects = false; // no effects on server
#endif
iSeed++;
int iDamage = pWeaponInfo->m_iDamage;
float flRange = pWeaponInfo->m_flRange;
int iPenetration = pWeaponInfo->m_iPenetration;
float flRangeModifier = pWeaponInfo->m_flRangeModifier;
int iAmmoType = pWeaponInfo->iAmmoType;
WeaponSound_t sound_type = SINGLE;
// CS HACK, tweak some weapon values based on primary/secondary mode
if ( iWeaponID == WEAPON_GLOCK )
{
if ( iMode == Secondary_Mode )
{
iDamage = 18; // reduced power for burst shots
flRangeModifier = 0.9f;
}
}
else if ( iWeaponID == WEAPON_M4A1 )
{
if ( iMode == Secondary_Mode )
{
flRangeModifier = 0.95f; // slower bullets in silenced mode
sound_type = SPECIAL1;
}
}
else if ( iWeaponID == WEAPON_USP )
{
if ( iMode == Secondary_Mode )
{
iDamage = 30; // reduced damage in silenced mode
sound_type = SPECIAL1;
}
}
if ( bDoEffects)
{
FX_WeaponSound( iPlayerIndex, sound_type, vOrigin, pWeaponInfo, flSoundTime );
}
// Fire bullets, calculate impacts & effects
if ( !pPlayer )
return;
StartGroupingSounds();
#ifdef GAME_DLL
pPlayer->StartNewBulletGroup();
#endif
#if !defined (CLIENT_DLL)
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif
RandomSeed( iSeed ); // init random system with this seed
// Get accuracy displacement
float fTheta0 = RandomFloat(0.0f, 2.0f * M_PI);
float fRadius0 = RandomFloat(0.0f, fInaccuracy);
float x0 = fRadius0 * cosf(fTheta0);
float y0 = fRadius0 * sinf(fTheta0);
const int kMaxBullets = 16;
float x1[kMaxBullets], y1[kMaxBullets];
Assert(pWeaponInfo->m_iBullets <= kMaxBullets);
// the RNG can be desynchronized by FireBullet(), so pre-generate all spread offsets
for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
{
float fTheta1 = RandomFloat(0.0f, 2.0f * M_PI);
float fRadius1 = RandomFloat(0.0f, fSpread);
x1[iBullet] = fRadius1 * cosf(fTheta1);
y1[iBullet] = fRadius1 * sinf(fTheta1);
}
static ConVar debug_screenshot_bullet_position("debug_screenshot_bullet_position", "0");
for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
{
if (debug_screenshot_bullet_position.GetBool())
gpGlobals->client_taking_screenshot = true;
pPlayer->FireBullet(
vOrigin,
vAngles,
flRange,
iPenetration,
iAmmoType,
iDamage,
flRangeModifier,
pPlayer,
bDoEffects,
x0 + x1[iBullet], y0 + y1[iBullet] );
}
#if !defined (CLIENT_DLL)
lagcompensation->FinishLagCompensation( pPlayer );
#endif
EndGroupingSounds();
}
// This runs on both the client and the server.
// On the server, it dispatches a TE_PlantBomb to visible clients.
// On the client, it plays the planting animation.
void FX_PlantBomb( int iPlayerIndex, const Vector &vOrigin, PlantBombOption_t option )
{
#ifndef CLIENT_DLL
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( iPlayerIndex) );
// Do the firing animation event.
if ( pPlayer && !pPlayer->IsDormant() )
{
switch ( option )
{
case PLANTBOMB_PLANT:
{
pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
}
break;
case PLANTBOMB_ABORT:
{
pPlayer->GetPlayerAnimState()->DoAnimationEvent( PLAYERANIMEVENT_CLEAR_FIRING );
}
break;
}
}
// if this is server code, send the effect over to client as temp entity
// Dispatch one message for all the bullet impacts and sounds.
TE_PlantBomb( iPlayerIndex, vOrigin, option );
#endif
}