local player movement interpolation

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2166 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2008-06-09 20:36:22 +00:00
parent 590650e2de
commit 15c5aa8f67
10 changed files with 91 additions and 34 deletions
+5 -2
View File
@@ -310,7 +310,7 @@ void addgib(playerent *d)
loopi(gibnum)
{
bounceent *p = bounceents.add(new bounceent());
bounceent *p = bounceents.add(new bounceent);
p->owner = d;
p->millis = lastmillis;
p->timetolive = gibttl+rnd(10)*100;
@@ -333,6 +333,8 @@ void addgib(playerent *d)
p->vel.y = cosf(RAD*angle)*rnd(1000)/1000.0f;
p->vel.z = rnd(1000)/1000.0f;
p->vel.mul(speed/100.0f);
p->resetinterp();
}
}
@@ -607,8 +609,9 @@ void grenadeent::_throw(const vec &from, const vec &vel)
nadestate = NS_THROWED;
this->vel = vel;
this->o = from;
this->resetinterp();
inwater = hdr.waterlevel>o.z;
if(local)
{
addmsg(SV_THROWNADE, "ri7", int(o.x*DMF), int(o.y*DMF), int(o.z*DMF), int(vel.x*DMF), int(vel.y*DMF), int(vel.z*DMF), lastmillis-millis);