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
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@@ -219,17 +219,43 @@ void movelocalplayer()
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}
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// use physics to extrapolate player position
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VARP(smoothmove, 0, 75, 100);
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VARP(smoothdist, 0, 8, 16);
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void moveotherplayers()
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{
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loopv(players) if(players[i] && players[i]->type==ENT_PLAYER)
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{
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const int lagtime = lastmillis-players[i]->lastupdate;
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if(lagtime>1000 && players[i]->state==CS_ALIVE)
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playerent *d = players[i];
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const int lagtime = lastmillis-d->lastupdate;
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if(!lagtime || intermission) continue;
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else if(lagtime>1000 && d->state==CS_ALIVE)
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{
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players[i]->state = CS_LAGGED;
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d->state = CS_LAGGED;
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continue;
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}
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if(lagtime && (players[i]->state==CS_ALIVE || (players[i]->state==CS_DEAD && lastmillis-players[i]->lastpain<2000)) && !intermission) moveplayer(players[i], 2, false);
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if(d->state==CS_ALIVE)
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{
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if(smoothmove && d->smoothmillis>0)
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{
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d->o = d->newpos;
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d->yaw = d->newyaw;
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d->pitch = d->newpitch;
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moveplayer(d, 2, false);
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d->newpos = d->o;
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float k = 1.0f - float(lastmillis - d->smoothmillis)/smoothmove;
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if(k>0)
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{
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d->o.add(vec(d->deltapos).mul(k));
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d->yaw += d->deltayaw*k;
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if(d->yaw<0) d->yaw += 360;
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else if(d->yaw>=360) d->yaw -= 360;
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d->pitch += d->deltapitch*k;
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}
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}
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else moveplayer(d, 2, false);
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}
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else if(d->state==CS_DEAD && lastmillis-d->lastpain<2000) moveplayer(d, 2, false);
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}
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}
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