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Merge #2512
2512: Fix prediction when chatting while shooting/walking (fixes #2506) r=def- a=trml Also fixed a case when switching to the dummy and back while holding fire (the reload timer should now stay in sync afterwards). Co-authored-by: trml <trml@users.noreply.github.com>
This commit is contained in:
commit
c6ec6c5e50
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@ -17,10 +17,10 @@ void CCharacter::SetWeapon(int W)
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m_LastWeapon = m_Core.m_ActiveWeapon;
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m_LastWeapon = m_Core.m_ActiveWeapon;
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m_QueuedWeapon = -1;
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m_QueuedWeapon = -1;
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m_Core.m_ActiveWeapon = W;
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SetActiveWeapon(W);
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if(m_Core.m_ActiveWeapon < 0 || m_Core.m_ActiveWeapon >= NUM_WEAPONS)
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if(m_Core.m_ActiveWeapon < 0 || m_Core.m_ActiveWeapon >= NUM_WEAPONS)
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m_Core.m_ActiveWeapon = 0;
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SetActiveWeapon(0);
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}
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}
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void CCharacter::SetSolo(bool Solo)
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void CCharacter::SetSolo(bool Solo)
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@ -497,6 +497,10 @@ void CCharacter::GiveNinja()
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void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
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void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
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{
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{
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// skip the input if chat is active
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if(pNewInput->m_PlayerFlags&PLAYERFLAG_CHATTING)
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return;
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// copy new input
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// copy new input
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mem_copy(&m_Input, pNewInput, sizeof(m_Input));
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mem_copy(&m_Input, pNewInput, sizeof(m_Input));
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//m_NumInputs++;
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//m_NumInputs++;
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@ -510,6 +514,15 @@ void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
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void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
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void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
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{
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{
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// skip the input if chat is active
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if(pNewInput->m_PlayerFlags&PLAYERFLAG_CHATTING)
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{
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// reset input
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ResetInput();
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return;
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}
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m_NumInputs++;
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m_NumInputs++;
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mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
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mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
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mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
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mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput));
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@ -527,6 +540,18 @@ void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput)
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mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
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mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput));
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}
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}
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void CCharacter::ResetInput()
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{
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m_Input.m_Direction = 0;
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//m_Input.m_Hook = 0;
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// simulate releasing the fire button
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if((m_Input.m_Fire&1) != 0)
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m_Input.m_Fire++;
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m_Input.m_Fire &= INPUT_STATE_MASK;
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m_Input.m_Jump = 0;
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m_LatestPrevInput = m_LatestInput = m_Input;
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}
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void CCharacter::Tick()
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void CCharacter::Tick()
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{
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{
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DDRaceTick();
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DDRaceTick();
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@ -833,7 +858,7 @@ void CCharacter::HandleTiles(int Index)
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void CCharacter::HandleTuneLayer()
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void CCharacter::HandleTuneLayer()
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{
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{
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int CurrentIndex = Collision()->GetMapIndex(m_Pos);
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int CurrentIndex = Collision()->GetMapIndex(m_Pos);
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m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(CurrentIndex) : 0;
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SetTuneZone(GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(CurrentIndex) : 0);
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m_Core.m_pWorld->m_Tuning[g_Config.m_ClDummy] = *GetTuning(m_TuneZone); // throw tunings (from specific zone if in a tunezone) into gamecore
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m_Core.m_pWorld->m_Tuning[g_Config.m_ClDummy] = *GetTuning(m_TuneZone); // throw tunings (from specific zone if in a tunezone) into gamecore
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}
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}
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@ -1028,6 +1053,8 @@ void CCharacter::ResetPrediction()
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m_Core.m_HookedPlayer = -1;
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m_Core.m_HookedPlayer = -1;
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m_Core.m_HookState = HOOK_IDLE;
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m_Core.m_HookState = HOOK_IDLE;
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}
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}
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m_LastWeaponSwitchTick = 0;
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m_LastTuneZoneTick = 0;
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}
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}
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void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, bool IsLocal)
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void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtended, bool IsLocal)
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@ -1174,12 +1201,13 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
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m_LastSnapWeapon = pChar->m_Weapon;
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m_LastSnapWeapon = pChar->m_Weapon;
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m_Alive = true;
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m_Alive = true;
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m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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SetTuneZone(GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0);
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// set the current weapon
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// set the current weapon
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if(pChar->m_Weapon != WEAPON_NINJA)
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if(pChar->m_Weapon != WEAPON_NINJA)
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{
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{
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m_aWeapons[pChar->m_Weapon].m_Ammo = (GameWorld()->m_WorldConfig.m_InfiniteAmmo || GameWorld()->m_WorldConfig.m_IsDDRace || pChar->m_Weapon == WEAPON_HAMMER) ? -1 : pChar->m_AmmoCount;
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m_aWeapons[pChar->m_Weapon].m_Ammo = (GameWorld()->m_WorldConfig.m_InfiniteAmmo || GameWorld()->m_WorldConfig.m_IsDDRace || pChar->m_Weapon == WEAPON_HAMMER) ? -1 : pChar->m_AmmoCount;
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if(pChar->m_Weapon != m_Core.m_ActiveWeapon)
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SetActiveWeapon(pChar->m_Weapon);
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SetActiveWeapon(pChar->m_Weapon);
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}
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}
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@ -1193,6 +1221,19 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
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m_Input.m_TargetX = cosf(pChar->m_Angle/256.0f);
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m_Input.m_TargetX = cosf(pChar->m_Angle/256.0f);
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m_Input.m_TargetY = sinf(pChar->m_Angle/256.0f);
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m_Input.m_TargetY = sinf(pChar->m_Angle/256.0f);
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}
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}
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// in most cases the reload timer can be determined from the last attack tick
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// (this is only needed for autofire weapons to prevent the predicted reload timer from desyncing)
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if(IsLocal && m_Core.m_ActiveWeapon != WEAPON_HAMMER)
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{
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if(maximum(m_LastTuneZoneTick, m_LastWeaponSwitchTick) + GameWorld()->GameTickSpeed() < GameWorld()->GameTick())
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{
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float FireDelay;
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GetTuning(m_TuneZone)->Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
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const int FireDelayTicks = FireDelay * GameWorld()->GameTickSpeed() / 1000;
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m_ReloadTimer = maximum(0, m_AttackTick + FireDelayTicks - GameWorld()->GameTick());
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}
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}
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}
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}
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void CCharacter::SetCoreWorld(CGameWorld *pGameWorld)
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void CCharacter::SetCoreWorld(CGameWorld *pGameWorld)
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@ -1208,3 +1249,17 @@ bool CCharacter::Match(CCharacter *pChar)
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return false;
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return false;
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return true;
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return true;
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}
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}
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void CCharacter::SetActiveWeapon(int ActiveWeap)
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{
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m_Core.m_ActiveWeapon = ActiveWeap;
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m_LastWeaponSwitchTick = GameWorld()->GameTick();
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}
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void CCharacter::SetTuneZone(int Zone)
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{
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if(Zone == m_TuneZone)
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return;
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m_TuneZone = Zone;
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m_LastTuneZoneTick = GameWorld()->GameTick();
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}
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@ -51,6 +51,7 @@ public:
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void OnPredictedInput(CNetObj_PlayerInput *pNewInput);
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void OnPredictedInput(CNetObj_PlayerInput *pNewInput);
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void OnDirectInput(CNetObj_PlayerInput *pNewInput);
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void OnDirectInput(CNetObj_PlayerInput *pNewInput);
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void ResetInput();
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void FireWeapon();
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void FireWeapon();
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bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon);
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bool TakeDamage(vec2 Force, int Dmg, int From, int Weapon);
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@ -104,7 +105,7 @@ public:
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int GetLastWeapon() { return m_LastWeapon; };
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int GetLastWeapon() { return m_LastWeapon; };
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; };
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; };
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; };
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void SetActiveWeapon(int ActiveWeap);
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CCharacterCore GetCore() { return m_Core; };
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CCharacterCore GetCore() { return m_Core; };
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void SetCore(CCharacterCore Core) { m_Core = Core; };
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void SetCore(CCharacterCore Core) { m_Core = Core; };
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CCharacterCore* Core() { return &m_Core; };
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CCharacterCore* Core() { return &m_Core; };
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@ -134,6 +135,7 @@ public:
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bool Match(CCharacter *pChar);
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bool Match(CCharacter *pChar);
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void ResetPrediction();
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void ResetPrediction();
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CCharacter() { m_Alive = false; }
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CCharacter() { m_Alive = false; }
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void SetTuneZone(int Zone);
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private:
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private:
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// weapon info
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// weapon info
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@ -187,6 +189,9 @@ private:
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void HandleTuneLayer();
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void HandleTuneLayer();
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int m_StrongWeakID;
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int m_StrongWeakID;
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int m_LastWeaponSwitchTick;
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int m_LastTuneZoneTick;
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};
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};
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enum
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enum
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