Use a single getter for tunings, add some missed cases, fix tuning update

This commit is contained in:
trml 2019-09-16 00:07:42 +02:00
parent bb5eab0cc0
commit ea9e444283
7 changed files with 35 additions and 102 deletions

View file

@ -2003,9 +2003,10 @@ void CGameClient::UpdatePrediction()
m_GameWorld.m_WorldConfig.m_InfiniteAmmo = false;
m_GameWorld.m_WorldConfig.m_IsSolo = !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData && !m_Tuning[g_Config.m_ClDummy].m_PlayerCollision && !m_Tuning[g_Config.m_ClDummy].m_PlayerHooking;
int TuneZone = Collision()->IsTune(Collision()->GetMapIndex(m_LocalCharacterPos));
// update the tuning/tunezone at the local character position with the latest tunings received before the new snapshot
int TuneZone = Collision()->IsTune(Collision()->GetMapIndex(vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y)));
if(!TuneZone || !m_GameWorld.m_WorldConfig.m_PredictTiles)
m_GameWorld.m_Tuning[g_Config.m_ClDummy] = m_GameWorld.m_Core.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
m_GameWorld.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
else
m_GameWorld.TuningList()[TuneZone] = m_GameWorld.m_Core.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];

View file

@ -87,11 +87,9 @@ void CCharacter::HandleJetpack()
{
if (m_Jetpack)
{
float Strength;
float Strength = GetTuning(m_TuneZone)->m_JetpackStrength;
if(!m_TuneZone)
Strength = m_LastJetpackStrength;
else
Strength = TuningList()[m_TuneZone].m_JetpackStrength;
TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, GetCID(), m_Core.m_ActiveWeapon);
}
}
@ -328,11 +326,7 @@ void CCharacter::FireWeapon()
else
Dir = vec2(0.f, -1.f);
float Strength;
if (!m_TuneZone)
Strength = Tuning()->m_HammerStrength;
else
Strength = TuningList()[m_TuneZone].m_HammerStrength;
float Strength = GetTuning(m_TuneZone)->m_HammerStrength;
vec2 Temp = pTarget->m_Core.m_Vel + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
pTarget->Core()->LimitForce(&Temp);
@ -373,11 +367,7 @@ void CCharacter::FireWeapon()
{
if (!m_Jetpack)
{
int Lifetime;
if (!m_TuneZone)
Lifetime = (int)(GameWorld()->GameTickSpeed()*Tuning()->m_GunLifetime);
else
Lifetime = (int)(GameWorld()->GameTickSpeed()*TuningList()[m_TuneZone].m_GunLifetime);
int Lifetime = (int)(GameWorld()->GameTickSpeed()*GetTuning(m_TuneZone)->m_GunLifetime);
new CProjectile
(
@ -400,7 +390,6 @@ void CCharacter::FireWeapon()
{
if(GameWorld()->m_WorldConfig.m_IsVanilla)
{
int ShotSpread = 2;
for(int i = -ShotSpread; i <= ShotSpread; ++i)
{
@ -408,7 +397,7 @@ void CCharacter::FireWeapon()
float a = GetAngle(Direction);
a += Spreading[i+2];
float v = 1-(absolute(i)/(float)ShotSpread);
float Speed = mix((float)GameWorld()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
float Speed = mix((float)Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
new CProjectile
(
GameWorld(),
@ -416,7 +405,7 @@ void CCharacter::FireWeapon()
GetCID(),//Owner
ProjStartPos,//Pos
vec2(cosf(a), sinf(a))*Speed,//Dir
(int)(GameWorld()->GameTickSpeed()*GameWorld()->Tuning()->m_ShotgunLifetime),//Span
(int)(GameWorld()->GameTickSpeed()*Tuning()->m_ShotgunLifetime),//Span
0,//Freeze
0,//Explosive
0,//Force
@ -427,11 +416,7 @@ void CCharacter::FireWeapon()
}
else if(GameWorld()->m_WorldConfig.m_IsDDRace)
{
float LaserReach;
if (!m_TuneZone)
LaserReach = Tuning()->m_LaserReach;
else
LaserReach = TuningList()[m_TuneZone].m_LaserReach;
float LaserReach = GetTuning(m_TuneZone)->m_LaserReach;
new CLaser(GameWorld(), m_Pos, Direction, LaserReach, GetCID(), WEAPON_SHOTGUN);
}
@ -439,11 +424,7 @@ void CCharacter::FireWeapon()
case WEAPON_GRENADE:
{
int Lifetime;
if (!m_TuneZone)
Lifetime = (int)(GameWorld()->GameTickSpeed()*Tuning()->m_GrenadeLifetime);
else
Lifetime = (int)(GameWorld()->GameTickSpeed()*TuningList()[m_TuneZone].m_GrenadeLifetime);
int Lifetime = (int)(GameWorld()->GameTickSpeed()*GetTuning(m_TuneZone)->m_GrenadeLifetime);
new CProjectile
(
@ -463,11 +444,7 @@ void CCharacter::FireWeapon()
case WEAPON_RIFLE:
{
float LaserReach;
if(!m_TuneZone)
LaserReach = Tuning()->m_LaserReach;
else
LaserReach = TuningList()[m_TuneZone].m_LaserReach;
float LaserReach = GetTuning(m_TuneZone)->m_LaserReach;
new CLaser(GameWorld(), m_Pos, Direction, LaserReach, GetCID(), WEAPON_RIFLE);
} break;
@ -489,11 +466,7 @@ void CCharacter::FireWeapon()
if(!m_ReloadTimer)
{
float FireDelay;
if(!m_TuneZone)
Tuning()->Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
else
TuningList()[m_TuneZone].Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
GetTuning(m_TuneZone)->Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
m_ReloadTimer = FireDelay * GameWorld()->GameTickSpeed() / 1000;
}
@ -923,10 +896,7 @@ void CCharacter::HandleTuneLayer()
int CurrentIndex = Collision()->GetMapIndex(m_Pos);
m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(CurrentIndex) : 0;
if(m_TuneZone)
m_Core.m_pWorld->m_Tuning[g_Config.m_ClDummy] = TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore
else
m_Core.m_pWorld->m_Tuning[g_Config.m_ClDummy] = GameWorld()->m_Tuning[g_Config.m_ClDummy];
m_Core.m_pWorld->m_Tuning[g_Config.m_ClDummy] = *GetTuning(m_TuneZone); // throw tunings (from specific zone if in a tunezone) into gamecore
}
void CCharacter::DDRaceTick()

View file

@ -20,7 +20,7 @@ CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEner
m_TelePos = vec2(0,0);
m_WasTele = false;
m_Type = Type;
m_TuneZone = Collision()->IsTune(Collision()->GetMapIndex(m_Pos));
m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
GameWorld()->InsertEntity(this);
DoBounce();
}
@ -46,12 +46,7 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
{
vec2 Temp;
float Strength;
if (!m_TuneZone)
Strength = GameWorld()->Tuning()->m_ShotgunStrength;
else
Strength = GameWorld()->TuningList()[m_TuneZone].m_ShotgunStrength;
float Strength = GetTuning(m_TuneZone)->m_ShotgunStrength;
if(!g_Config.m_SvOldLaser)
Temp = pHit->Core()->m_Vel + normalize(m_PrevPos - pHit->Core()->m_Pos) * Strength;
@ -125,18 +120,12 @@ void CLaser::DoBounce()
m_Pos = TempPos;
m_Dir = normalize(TempDir);
if(!m_TuneZone)
m_Energy -= distance(m_From, m_Pos) + GameWorld()->Tuning()->m_LaserBounceCost;
else
m_Energy -= distance(m_From, m_Pos) + GameWorld()->TuningList()[m_TuneZone].m_LaserBounceCost;
m_Energy -= distance(m_From, m_Pos) + GetTuning(m_TuneZone)->m_LaserBounceCost;
m_Bounces++;
m_WasTele = false;
int BounceNum = GameWorld()->Tuning()->m_LaserBounceNum;
if(m_TuneZone)
BounceNum = GameWorld()->TuningList()[m_TuneZone].m_LaserBounceNum;
int BounceNum = GetTuning(m_TuneZone)->m_LaserBounceNum;
if(m_Bounces > BounceNum)
m_Energy = -1;
@ -155,11 +144,7 @@ void CLaser::DoBounce()
void CLaser::Tick()
{
float Delay;
if(m_TuneZone)
Delay = GameWorld()->TuningList()[m_TuneZone].m_LaserBounceDelay;
else
Delay = GameWorld()->Tuning()->m_LaserBounceDelay;
float Delay = GetTuning(m_TuneZone)->m_LaserBounceDelay;
if(GameWorld()->m_WorldConfig.m_IsVanilla) // predict old physics on vanilla 0.6 servers
{
@ -181,8 +166,9 @@ CLaser::CLaser(CGameWorld *pGameWorld, int ID, CNetObj_Laser *pLaser)
m_From.x = pLaser->m_FromX;
m_From.y = pLaser->m_FromY;
m_EvalTick = pLaser->m_StartTick;
m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
m_Owner = -2;
m_Energy = pGameWorld->Tuning()->m_LaserReach;
m_Energy = GetTuning(m_TuneZone)->m_LaserReach;
if(pGameWorld->m_WorldConfig.m_IsFNG && m_Energy < 10.f)
m_Energy = 800.0f;
@ -193,7 +179,6 @@ CLaser::CLaser(CGameWorld *pGameWorld, int ID, CNetObj_Laser *pLaser)
m_Energy = 0;
m_Type = WEAPON_RIFLE;
m_PrevPos = m_From;
m_TuneZone = Collision()->IsTune(Collision()->GetMapIndex(m_Pos));
m_ID = ID;
}

View file

@ -38,7 +38,7 @@ CProjectile::CProjectile
m_Number = Number;
m_Freeze = Freeze;
m_TuneZone = Collision()->IsTune(Collision()->GetMapIndex(m_Pos));
m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
GameWorld()->InsertEntity(this);
}
@ -47,48 +47,23 @@ vec2 CProjectile::GetPos(float Time)
{
float Curvature = 0;
float Speed = 0;
CTuningParams *pTuning = GetTuning(m_TuneZone);
switch(m_Type)
{
case WEAPON_GRENADE:
if(!m_TuneZone)
{
Curvature = Tuning()->m_GrenadeCurvature;
Speed = Tuning()->m_GrenadeSpeed;
}
else
{
Curvature = TuningList()[m_TuneZone].m_GrenadeCurvature;
Speed = TuningList()[m_TuneZone].m_GrenadeSpeed;
}
Curvature = pTuning->m_GrenadeCurvature;
Speed = pTuning->m_GrenadeSpeed;
break;
case WEAPON_SHOTGUN:
if(!m_TuneZone)
{
Curvature = Tuning()->m_ShotgunCurvature;
Speed = Tuning()->m_ShotgunSpeed;
}
else
{
Curvature = TuningList()[m_TuneZone].m_ShotgunCurvature;
Speed = TuningList()[m_TuneZone].m_ShotgunSpeed;
}
Curvature = pTuning->m_ShotgunCurvature;
Speed = pTuning->m_ShotgunSpeed;
break;
case WEAPON_GUN:
if(!m_TuneZone)
{
Curvature = Tuning()->m_GunCurvature;
Speed = Tuning()->m_GunSpeed;
}
else
{
Curvature = TuningList()[m_TuneZone].m_GunCurvature;
Speed = TuningList()[m_TuneZone].m_GunSpeed;
}
Curvature = pTuning->m_GunCurvature;
Speed = pTuning->m_GunSpeed;
break;
}
@ -197,21 +172,21 @@ CProjectile::CProjectile(CGameWorld *pGameWorld, int ID, CNetObj_Projectile *pPr
}
m_Type = m_Weapon = pProj->m_Type;
m_StartTick = pProj->m_StartTick;
m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
int Lifetime = 20 * GameWorld()->GameTickSpeed();
m_SoundImpact = -1;
if(m_Weapon == WEAPON_GRENADE)
{
Lifetime = pGameWorld->Tuning()->m_GrenadeLifetime * GameWorld()->GameTickSpeed();
Lifetime = GetTuning(m_TuneZone)->m_GrenadeLifetime * GameWorld()->GameTickSpeed();
m_SoundImpact = SOUND_GRENADE_EXPLODE;
}
else if(m_Weapon == WEAPON_GUN)
Lifetime = pGameWorld->Tuning()->m_GunLifetime * GameWorld()->GameTickSpeed();
Lifetime = GetTuning(m_TuneZone)->m_GunLifetime * GameWorld()->GameTickSpeed();
else if(m_Weapon == WEAPON_SHOTGUN && !GameWorld()->m_WorldConfig.m_IsDDRace)
Lifetime = pGameWorld->Tuning()->m_ShotgunLifetime * GameWorld()->GameTickSpeed();
Lifetime = GetTuning(m_TuneZone)->m_ShotgunLifetime * GameWorld()->GameTickSpeed();
m_LifeSpan = Lifetime - (pGameWorld->GameTick() - m_StartTick);
m_ID = ID;
m_TuneZone = Collision()->IsTune(Collision()->GetMapIndex(m_Pos));
}
void CProjectile::FillInfo(CNetObj_Projectile *pProj)

View file

@ -41,6 +41,7 @@ public:
class CGameWorld *GameWorld() { return m_pGameWorld; }
CTuningParams *Tuning() { return GameWorld()->Tuning(); }
CTuningParams *TuningList() { return GameWorld()->TuningList(); }
CTuningParams *GetTuning(int i) { return GameWorld()->GetTuning(i); }
class CCollision *Collision() { return GameWorld()->Collision(); }
CEntity *TypeNext() { return m_pNextTypeEntity; }
CEntity *TypePrev() { return m_pPrevTypeEntity; }

View file

@ -281,7 +281,7 @@ void CGameWorld::ReleaseHooked(int ClientID)
CTuningParams *CGameWorld::Tuning()
{
return &m_Core.m_Tuning[g_Config.m_ClDummy];
return &m_Tuning[g_Config.m_ClDummy];
}
CEntity *CGameWorld::GetEntity(int ID, int EntType)

View file

@ -91,6 +91,7 @@ public:
CTuningParams m_Tuning[2];
CTuningParams *m_pTuningList;
CTuningParams *TuningList() { return m_pTuningList; }
CTuningParams *GetTuning(int i) { return i == 0 ? Tuning() : &TuningList()[i]; }
private:
void RemoveEntities();