movement smoothing (other players less jerky with high PJ)

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1579 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2008-01-21 15:07:28 +00:00
parent ec272d47d9
commit c79256a222
3 changed files with 55 additions and 5 deletions
+30 -4
View File
@@ -219,17 +219,43 @@ void movelocalplayer()
}
// use physics to extrapolate player position
VARP(smoothmove, 0, 75, 100);
VARP(smoothdist, 0, 8, 16);
void moveotherplayers()
{
loopv(players) if(players[i] && players[i]->type==ENT_PLAYER)
{
const int lagtime = lastmillis-players[i]->lastupdate;
if(lagtime>1000 && players[i]->state==CS_ALIVE)
playerent *d = players[i];
const int lagtime = lastmillis-d->lastupdate;
if(!lagtime || intermission) continue;
else if(lagtime>1000 && d->state==CS_ALIVE)
{
players[i]->state = CS_LAGGED;
d->state = CS_LAGGED;
continue;
}
if(lagtime && (players[i]->state==CS_ALIVE || (players[i]->state==CS_DEAD && lastmillis-players[i]->lastpain<2000)) && !intermission) moveplayer(players[i], 2, false);
if(d->state==CS_ALIVE)
{
if(smoothmove && d->smoothmillis>0)
{
d->o = d->newpos;
d->yaw = d->newyaw;
d->pitch = d->newpitch;
moveplayer(d, 2, false);
d->newpos = d->o;
float k = 1.0f - float(lastmillis - d->smoothmillis)/smoothmove;
if(k>0)
{
d->o.add(vec(d->deltapos).mul(k));
d->yaw += d->deltayaw*k;
if(d->yaw<0) d->yaw += 360;
else if(d->yaw>=360) d->yaw -= 360;
d->pitch += d->deltapitch*k;
}
}
else moveplayer(d, 2, false);
}
else if(d->state==CS_DEAD && lastmillis-d->lastpain<2000) moveplayer(d, 2, false);
}
}
+19
View File
@@ -80,6 +80,8 @@ void parsepositions(ucharbuf &p)
int f = getuint(p), seqcolor = (f>>6)&1;
playerent *d = getclient(cn);
if(!d || seqcolor!=(d->lifesequence&1)) continue;
vec oldpos(d->o);
float oldyaw = d->yaw, oldpitch = d->pitch;
d->o = o;
d->yaw = yaw;
d->pitch = pitch;
@@ -96,6 +98,23 @@ void parsepositions(ucharbuf &p)
updatecrouch(d, f&1);
updatepos(d);
updatelagtime(d);
extern int smoothmove, smoothdist;
if(smoothmove && d->smoothmillis>=0 && oldpos.dist(d->o) < smoothdist)
{
d->newpos = d->o;
d->newyaw = d->yaw;
d->newpitch = d->pitch;
d->o = oldpos;
d->yaw = oldyaw;
d->pitch = oldpitch;
(d->deltapos = oldpos).sub(d->newpos);
d->deltayaw = oldyaw - d->newyaw;
if(d->deltayaw > 180) d->deltayaw -= 360;
else if(d->deltayaw < -180) d->deltayaw += 360;
d->deltapitch = oldpitch - d->newpitch;
d->smoothmillis = lastmillis;
}
else d->smoothmillis = 0;
if(d->state==CS_LAGGED || d->state==CS_SPAWNING) d->state = CS_ALIVE;
break;
}
+6 -1
View File
@@ -344,9 +344,14 @@ struct playerent : dynent, playerstate
poshist history; // Previous stored locations of this player
vec deltapos, newpos;
float deltayaw, deltapitch, newyaw, newpitch;
int smoothmillis;
playerent() : clientnum(-1), plag(0), ping(0), lifesequence(0), frags(0), flagscore(0), lastpain(0), clientrole(CR_DEFAULT),
skin(0), nextskin(0), spectating(SM_NONE), followplayercn(0),
weaponsel(NULL), nextweaponsel(NULL), primweap(NULL), nextprimweap(NULL), lastattackweapon(NULL)
weaponsel(NULL), nextweaponsel(NULL), primweap(NULL), nextprimweap(NULL), lastattackweapon(NULL),
smoothmillis(-1)
{
type = ENT_PLAYER;
name[0] = team[0] = 0;