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Make the evolve limit more visible
This is to make sure that modders don't start to rely on the fact that we clamp the evolve duration to 3 seconds.
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@ -1259,11 +1259,11 @@ void CGameClient::OnNewSnapshot()
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m_Snap.m_aCharacters[Item.m_ID].m_Prev = *((const CNetObj_Character *)pOld);
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// limit evolving to 3 seconds
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int EvolvePrevTick = minimum(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick + Client()->GameTickSpeed() * 3, Client()->PrevGameTick(g_Config.m_ClDummy));
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int EvolveCurTick = minimum(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick + Client()->GameTickSpeed() * 3, Client()->GameTick(g_Config.m_ClDummy));
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bool EvolvePrev = Client()->PrevGameTick(g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick <= 3 * Client()->GameTickSpeed();
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bool EvolveCur = Client()->GameTick(g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick <= 3 * Client()->GameTickSpeed();
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// reuse the result from the previous evolve if the snapped character didn't change since the previous snapshot
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if(m_aClients[Item.m_ID].m_Evolved.m_Tick == EvolvePrevTick)
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if(EvolveCur && m_aClients[Item.m_ID].m_Evolved.m_Tick == Client()->PrevGameTick(g_Config.m_ClDummy))
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{
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if(mem_comp(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, &m_aClients[Item.m_ID].m_Snapped, sizeof(CNetObj_Character)) == 0)
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m_Snap.m_aCharacters[Item.m_ID].m_Prev = m_aClients[Item.m_ID].m_Evolved;
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@ -1271,10 +1271,10 @@ void CGameClient::OnNewSnapshot()
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m_Snap.m_aCharacters[Item.m_ID].m_Cur = m_aClients[Item.m_ID].m_Evolved;
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}
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if(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick)
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Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, EvolvePrevTick);
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if(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick)
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Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, EvolveCurTick);
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if(EvolveCur && m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick)
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Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick(g_Config.m_ClDummy));
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if(EvolvePrev && m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick)
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Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick(g_Config.m_ClDummy));
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m_aClients[Item.m_ID].m_Snapped = *((const CNetObj_Character *)pData);
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m_aClients[Item.m_ID].m_Evolved = m_Snap.m_aCharacters[Item.m_ID].m_Cur;
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