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1086 lines
34 KiB
C++
1086 lines
34 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/tl/sorted_array.h>
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#include <engine/demo.h>
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#include <engine/engine.h>
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#include <engine/graphics.h>
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#include <engine/shared/config.h>
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#include <game/generated/protocol.h>
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#include <game/generated/client_data.h>
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#include <game/gamecore.h> // get_angle
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#include <game/client/animstate.h>
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#include <game/client/gameclient.h>
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#include <game/client/ui.h>
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#include <game/client/render.h>
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#include <game/client/components/flow.h>
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#include <game/client/components/skins.h>
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#include <game/client/components/effects.h>
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#include <game/client/components/sounds.h>
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#include <game/client/components/controls.h>
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#include <engine/textrender.h>
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#include "players.h"
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#include <stdio.h>
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void CPlayers::RenderHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset, vec2 PostRotOffset)
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{
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vec2 HandPos = CenterPos + Dir;
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float Angle = GetAngle(Dir);
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if(Dir.x < 0)
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Angle -= AngleOffset;
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else
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Angle += AngleOffset;
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vec2 DirX = Dir;
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vec2 DirY(-Dir.y,Dir.x);
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if(Dir.x < 0)
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DirY = -DirY;
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HandPos += DirX * PostRotOffset.x;
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HandPos += DirY * PostRotOffset.y;
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//Graphics()->TextureSet(data->m_aImages[IMAGE_CHAR_DEFAULT].id);
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Graphics()->TextureSet(pInfo->m_Texture);
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Graphics()->SetColor(pInfo->m_ColorBody.r, pInfo->m_ColorBody.g, pInfo->m_ColorBody.b, pInfo->m_ColorBody.a);
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// two passes
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for(int i = 0; i < 2; i++)
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{
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int QuadOffset = NUM_WEAPONS * 2 + i;
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Graphics()->QuadsSetRotation(Angle);
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Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HandPos.x, HandPos.y);
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}
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}
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inline float NormalizeAngular(float f)
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{
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return fmod(f+pi*2, pi*2);
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}
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inline float AngularMixDirection (float Src, float Dst) { return sinf(Dst-Src) >0?1:-1; }
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inline float AngularDistance(float Src, float Dst) { return asinf(sinf(Dst-Src)); }
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inline float AngularApproach(float Src, float Dst, float Amount)
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{
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float d = AngularMixDirection (Src, Dst);
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float n = Src + Amount*d;
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if(AngularMixDirection (n, Dst) != d)
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return Dst;
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return n;
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}
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void CPlayers::Predict(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CNetObj_PlayerInfo *pPrevInfo,
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const CNetObj_PlayerInfo *pPlayerInfo,
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vec2 &PrevPredPos,
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vec2 &SmoothPos,
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int &MoveCnt,
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vec2 &Position
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)
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{
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CNetObj_Character Prev;
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CNetObj_Character Player;
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Prev = *pPrevChar;
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Player = *pPlayerChar;
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CNetObj_PlayerInfo pInfo = *pPlayerInfo;
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// set size
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float IntraTick = Client()->IntraGameTick();
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//float angle = 0;
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if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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// just use the direct input if it's local player we are rendering
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}
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else
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{
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/*
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float mixspeed = Client()->FrameTime()*2.5f;
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if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed
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mixspeed *= 15.0f;
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// move the delta on a constant speed on a x^2 curve
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float current = g_GameClient.m_aClients[info.cid].angle;
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float target = player.angle/256.0f;
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float delta = angular_distance(current, target);
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float sign = delta < 0 ? -1 : 1;
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float new_delta = delta - 2*mixspeed*sqrt(delta*sign)*sign + mixspeed*mixspeed;
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// make sure that it doesn't vibrate when it's still
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if(fabs(delta) < 2/256.0f)
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angle = target;
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else
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angle = angular_approach(current, target, fabs(delta-new_delta));
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g_GameClient.m_aClients[info.cid].angle = angle;*/
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}
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vec2 NonPredPos = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
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// use preditect players if needed
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if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
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{
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// apply predicted results
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m_pClient->m_aClients[pInfo.m_ClientID].m_Predicted.Write(&Player);
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m_pClient->m_aClients[pInfo.m_ClientID].m_PrevPredicted.Write(&Prev);
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IntraTick = Client()->PredIntraGameTick();
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}
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}
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Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
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static double s_Ping = 0;
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if(pInfo.m_Local) {
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s_Ping = mix(s_Ping, (double)pInfo.m_Latency, 0.1);
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}
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if(!pInfo.m_Local)
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{
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/*
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for ping = 260, usual missprediction distances:
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move = 120-140
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jump = 130
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dj = 250
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normalized:
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move = 0.461 - 0.538
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jump = 0.5
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dj = .961
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*/
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//printf("%d\n", m_pClient->m_Snap.m_pLocalInfo->m_Latency);
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if(m_pClient->m_Snap.m_pLocalInfo)
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s_Ping = mix(s_Ping, (double)m_pClient->m_Snap.m_pLocalInfo->m_Latency, 0.1);
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double d = length(PrevPredPos - Position)/s_Ping;
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if((d > 0.4) && (d < 5.))
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{
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// if(MoveCnt == 0)
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// printf("[\n");
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if(MoveCnt == 0)
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SmoothPos = NonPredPos;
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MoveCnt = 10;
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// SmoothPos = PrevPredPos;
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// SmoothPos = mix(NonPredPos, Position, 0.6);
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}
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PrevPredPos = Position;
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if(MoveCnt > 0)
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{
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// Position = mix(mix(NonPredPos, Position, 0.5), SmoothPos, (((float)MoveCnt))/15);
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// Position = mix(mix(NonPredPos, Position, 0.5), SmoothPos, 0.5);
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Position = mix(NonPredPos, Position, 0.5);
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SmoothPos = Position;
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MoveCnt--;
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// if(MoveCnt == 0)
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// printf("]\n\n");
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}
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}
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}
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void CPlayers::RenderHook(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CTeeRenderInfo *pRenderInfo,
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int ClientID,
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const vec2 &parPosition,
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const vec2 &PositionTo,
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float Intra
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)
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{
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CNetObj_Character Prev;
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CNetObj_Character Player;
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Prev = *pPrevChar;
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Player = *pPlayerChar;
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CTeeRenderInfo RenderInfo = *pRenderInfo;
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bool AntiPingPlayers = m_pClient->AntiPingPlayers();
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bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID;
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// don't render hooks to not active character cores
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if(pPlayerChar->m_HookedPlayer != -1 && !m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Active)
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return;
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float IntraTick = Client()->IntraGameTick();
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if(ClientID < 0)
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{
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IntraTick = Intra;
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AntiPingPlayers = false;
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}
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bool OtherTeam;
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if((m_pClient->m_aClients[m_pClient->m_Snap.m_LocalClientID].m_Team == TEAM_SPECTATORS && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW) || ClientID < 0)
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OtherTeam = false;
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else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
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OtherTeam = m_pClient->m_Teams.Team(ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_SpecInfo.m_SpectatorID);
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else
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OtherTeam = m_pClient->m_Teams.Team(ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_LocalClientID);
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if(OtherTeam)
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{
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RenderInfo.m_ColorBody.a = g_Config.m_ClShowOthersAlpha / 100.0f;
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RenderInfo.m_ColorFeet.a = g_Config.m_ClShowOthersAlpha / 100.0f;
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}
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// set size
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RenderInfo.m_Size = 64.0f;
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if(!AntiPingPlayers)
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{
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// use preditect players if needed
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if(Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
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{
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}
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else
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{
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// apply predicted results
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m_pClient->m_PredictedChar.Write(&Player);
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m_pClient->m_PredictedPrevChar.Write(&Prev);
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IntraTick = Client()->PredIntraGameTick();
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}
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}
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}
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else
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{
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if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
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{
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// apply predicted results
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m_pClient->m_aClients[ClientID].m_Predicted.Write(&Player);
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m_pClient->m_aClients[ClientID].m_PrevPredicted.Write(&Prev);
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IntraTick = Client()->PredIntraGameTick();
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}
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}
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}
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vec2 Position;
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if(!AntiPingPlayers)
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Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
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else
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Position = parPosition;
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// draw hook
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if(Prev.m_HookState>0 && Player.m_HookState>0)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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if(ClientID < 0)
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
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vec2 Pos = Position;
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vec2 HookPos;
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if(!AntiPingPlayers)
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{
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if(pPlayerChar->m_HookedPlayer != -1)
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{
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if(m_pClient->m_Snap.m_LocalClientID != -1 && pPlayerChar->m_HookedPlayer == m_pClient->m_Snap.m_LocalClientID && !m_pClient->m_Snap.m_SpecInfo.m_Active)
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{
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if(Client()->State() == IClient::STATE_DEMOPLAYBACK) // only use prediction if needed
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HookPos = vec2(m_pClient->m_LocalCharacterPos.x, m_pClient->m_LocalCharacterPos.y);
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else
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HookPos = mix(vec2(m_pClient->m_PredictedPrevChar.m_Pos.x, m_pClient->m_PredictedPrevChar.m_Pos.y),
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vec2(m_pClient->m_PredictedChar.m_Pos.x, m_pClient->m_PredictedChar.m_Pos.y), Client()->PredIntraGameTick());
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}
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else if(Local)
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{
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HookPos = mix(vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_X,
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m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Prev.m_Y),
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vec2(m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_X,
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m_pClient->m_Snap.m_aCharacters[pPlayerChar->m_HookedPlayer].m_Cur.m_Y),
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Client()->IntraGameTick());
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}
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else
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HookPos = mix(vec2(pPrevChar->m_HookX, pPrevChar->m_HookY), vec2(pPlayerChar->m_HookX, pPlayerChar->m_HookY), Client()->IntraGameTick());
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}
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else
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HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
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}
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else
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{
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if(pPrevChar->m_HookedPlayer != -1)
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HookPos = PositionTo;
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else
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HookPos = mix(vec2(Prev.m_HookX, Prev.m_HookY), vec2(Player.m_HookX, Player.m_HookY), IntraTick);
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}
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float d = distance(Pos, HookPos);
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vec2 Dir = normalize(Pos-HookPos);
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Graphics()->QuadsSetRotation(GetAngle(Dir)+pi);
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// render head
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int QuadOffset = NUM_WEAPONS * 2 + 2;
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if(OtherTeam)
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
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Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookPos.x, HookPos.y);
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// render chain
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++QuadOffset;
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static IGraphics::SRenderSpriteInfo s_HookChainRenderInfo[1024];
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int HookChainCount = 0;
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for(float f = 24; f < d && HookChainCount < 1024; f += 24, ++HookChainCount)
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{
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vec2 p = HookPos + Dir*f;
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s_HookChainRenderInfo[HookChainCount].m_Pos[0] = p.x;
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s_HookChainRenderInfo[HookChainCount].m_Pos[1] = p.y;
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s_HookChainRenderInfo[HookChainCount].m_Scale = 1;
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s_HookChainRenderInfo[HookChainCount].m_Rotation = GetAngle(Dir) + pi;
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++HookChainCount;
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}
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Graphics()->RenderQuadContainerAsSpriteMultiple(m_WeaponEmoteQuadContainerIndex, QuadOffset, HookChainCount, s_HookChainRenderInfo);
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Graphics()->QuadsSetRotation(0);
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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RenderHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0));
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}
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}
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void CPlayers::RenderPlayer(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CTeeRenderInfo *pRenderInfo,
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int ClientID,
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const vec2 &parPosition,
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float Intra
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/* vec2 &PrevPos,
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vec2 &SmoothPos,
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int &MoveCnt
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*/ )
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{
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CNetObj_Character Prev;
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CNetObj_Character Player;
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Prev = *pPrevChar;
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Player = *pPlayerChar;
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CTeeRenderInfo RenderInfo = *pRenderInfo;
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bool AntiPingPlayers = m_pClient->AntiPingPlayers();
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bool Local = m_pClient->m_Snap.m_LocalClientID == ClientID;
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bool NewTick = m_pClient->m_NewTick;
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bool OtherTeam;
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if((m_pClient->m_aClients[m_pClient->m_Snap.m_LocalClientID].m_Team == TEAM_SPECTATORS && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW) || ClientID < 0)
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OtherTeam = false;
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else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
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OtherTeam = m_pClient->m_Teams.Team(ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_SpecInfo.m_SpectatorID);
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else
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OtherTeam = m_pClient->m_Teams.Team(ClientID) != m_pClient->m_Teams.Team(m_pClient->m_Snap.m_LocalClientID);
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// set size
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RenderInfo.m_Size = 64.0f;
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float IntraTick = Client()->IntraGameTick();
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if(ClientID < 0)
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{
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IntraTick = Intra;
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AntiPingPlayers = false;
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}
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float Angle;
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if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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// just use the direct input if it's the local player we are rendering
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Angle = GetAngle(m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy]);
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}
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else
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{
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// If the player moves their weapon through top, then change
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// the end angle by 2*Pi, so that the mix function will use the
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// short path and not the long one.
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if(Player.m_Angle > (256.0f * pi) && Prev.m_Angle < 0)
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{
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Player.m_Angle -= 256.0f * 2 * pi;
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Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick) / 256.0f;
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}
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else if(Player.m_Angle < 0 && Prev.m_Angle > (256.0f * pi))
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{
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Player.m_Angle += 256.0f * 2 * pi;
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Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick) / 256.0f;
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}
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else
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{
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// No special cases? Just use mix():
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Angle = mix((float)Prev.m_Angle, (float)Player.m_Angle, IntraTick)/256.0f;
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}
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}
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// use preditect players if needed
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if(!AntiPingPlayers)
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{
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if(Local && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
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{
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if(!m_pClient->m_Snap.m_pLocalCharacter || (m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
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{
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}
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else
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{
|
|
// apply predicted results
|
|
m_pClient->m_PredictedChar.Write(&Player);
|
|
m_pClient->m_PredictedPrevChar.Write(&Prev);
|
|
IntraTick = Client()->PredIntraGameTick();
|
|
NewTick = m_pClient->m_NewPredictedTick;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
|
{
|
|
if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
|
|
{
|
|
// apply predicted results
|
|
m_pClient->m_aClients[ClientID].m_Predicted.Write(&Player);
|
|
m_pClient->m_aClients[ClientID].m_PrevPredicted.Write(&Prev);
|
|
|
|
IntraTick = Client()->PredIntraGameTick();
|
|
NewTick = m_pClient->m_NewPredictedTick;
|
|
}
|
|
}
|
|
}
|
|
|
|
vec2 Direction = GetDirection((int)(Angle*256.0f));
|
|
vec2 Position;
|
|
if(!AntiPingPlayers)
|
|
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick);
|
|
else
|
|
Position = parPosition;
|
|
vec2 Vel = mix(vec2(Prev.m_VelX/256.0f, Prev.m_VelY/256.0f), vec2(Player.m_VelX/256.0f, Player.m_VelY/256.0f), IntraTick);
|
|
|
|
m_pClient->m_pFlow->Add(Position, Vel*100.0f, 10.0f);
|
|
|
|
RenderInfo.m_GotAirJump = Player.m_Jumped&2?0:1;
|
|
|
|
|
|
// detect events
|
|
if(NewTick)
|
|
{
|
|
// detect air jump
|
|
if(!RenderInfo.m_GotAirJump && !(Prev.m_Jumped&2))
|
|
m_pClient->m_pEffects->AirJump(Position);
|
|
}
|
|
|
|
bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1;
|
|
bool InAir = !Collision()->CheckPoint(Player.m_X, Player.m_Y+16);
|
|
bool WantOtherDir = (Player.m_Direction == -1 && Vel.x > 0) || (Player.m_Direction == 1 && Vel.x < 0);
|
|
|
|
// evaluate animation
|
|
float WalkTime = fmod(absolute(Position.x), 100.0f)/100.0f;
|
|
CAnimState State;
|
|
State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0);
|
|
|
|
if(InAir)
|
|
State.Add(&g_pData->m_aAnimations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
|
|
else if(Stationary)
|
|
State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
|
|
else if(!WantOtherDir)
|
|
State.Add(&g_pData->m_aAnimations[ANIM_WALK], WalkTime, 1.0f);
|
|
|
|
static float s_LastGameTickTime = Client()->GameTickTime();
|
|
if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
|
|
s_LastGameTickTime = Client()->GameTickTime();
|
|
if(Player.m_Weapon == WEAPON_HAMMER)
|
|
{
|
|
float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime;
|
|
State.Add(&g_pData->m_aAnimations[ANIM_HAMMER_SWING], clamp(ct*5.0f,0.0f,1.0f), 1.0f);
|
|
}
|
|
if(Player.m_Weapon == WEAPON_NINJA)
|
|
{
|
|
float ct = (Client()->PrevGameTick()-Player.m_AttackTick)/(float)SERVER_TICK_SPEED + s_LastGameTickTime;
|
|
State.Add(&g_pData->m_aAnimations[ANIM_NINJA_SWING], clamp(ct*2.0f,0.0f,1.0f), 1.0f);
|
|
}
|
|
|
|
// do skidding
|
|
if(!InAir && WantOtherDir && length(Vel*50) > 500.0f)
|
|
{
|
|
static int64 SkidSoundTime = 0;
|
|
if(time_get()-SkidSoundTime > time_freq()/10)
|
|
{
|
|
if(g_Config.m_SndGame)
|
|
m_pClient->m_pSounds->PlayAt(CSounds::CHN_WORLD, SOUND_PLAYER_SKID, 0.25f, Position);
|
|
SkidSoundTime = time_get();
|
|
}
|
|
|
|
m_pClient->m_pEffects->SkidTrail(
|
|
Position+vec2(-Player.m_Direction*6,12),
|
|
vec2(-Player.m_Direction*100*length(Vel),-50)
|
|
);
|
|
}
|
|
|
|
// draw gun
|
|
{
|
|
if(ClientID >= 0 && Player.m_PlayerFlags&PLAYERFLAG_AIM && ((!Local && g_Config.m_ClShowHookCollOther) || (Local && g_Config.m_ClShowHookCollOwn)))
|
|
{
|
|
float Alpha = 1.0f;
|
|
if(OtherTeam)
|
|
Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
|
|
|
|
vec2 ExDirection = Direction;
|
|
|
|
if(Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
|
ExDirection = normalize(vec2(m_pClient->m_pControls->m_InputData[g_Config.m_ClDummy].m_TargetX, m_pClient->m_pControls->m_InputData[g_Config.m_ClDummy].m_TargetY));
|
|
|
|
Graphics()->TextureSet(-1);
|
|
vec2 InitPos = Position;
|
|
vec2 FinishPos = InitPos + ExDirection * (m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookLength-42.0f);
|
|
|
|
Graphics()->LinesBegin();
|
|
Graphics()->SetColor(1.00f, 0.0f, 0.0f, Alpha);
|
|
|
|
float PhysSize = 28.0f;
|
|
|
|
vec2 OldPos = InitPos + ExDirection * PhysSize * 1.5f;
|
|
vec2 NewPos = OldPos;
|
|
|
|
bool DoBreak = false;
|
|
int Hit = 0;
|
|
|
|
do {
|
|
OldPos = NewPos;
|
|
NewPos = OldPos + ExDirection * m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookFireSpeed;
|
|
|
|
if(distance(InitPos, NewPos) > m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookLength)
|
|
{
|
|
NewPos = InitPos + normalize(NewPos-InitPos) * m_pClient->m_Tuning[g_Config.m_ClDummy].m_HookLength;
|
|
DoBreak = true;
|
|
}
|
|
|
|
int TeleNr = 0;
|
|
Hit = Collision()->IntersectLineTeleHook(OldPos, NewPos, &FinishPos, 0x0, &TeleNr);
|
|
|
|
if(!DoBreak && Hit) {
|
|
if(Hit != TILE_NOHOOK)
|
|
Graphics()->SetColor(130.0f/255.0f, 232.0f/255.0f, 160.0f/255.0f, Alpha);
|
|
}
|
|
|
|
if(m_pClient->m_Tuning[g_Config.m_ClDummy].m_PlayerHooking && m_pClient->IntersectCharacter(OldPos, FinishPos, FinishPos, ClientID) != -1)
|
|
{
|
|
Graphics()->SetColor(1.0f, 1.0f, 0.0f, Alpha);
|
|
break;
|
|
}
|
|
|
|
if(Hit)
|
|
break;
|
|
|
|
NewPos.x = round_to_int(NewPos.x);
|
|
NewPos.y = round_to_int(NewPos.y);
|
|
|
|
if(OldPos == NewPos)
|
|
break;
|
|
|
|
ExDirection.x = round_to_int(ExDirection.x*256.0f) / 256.0f;
|
|
ExDirection.y = round_to_int(ExDirection.y*256.0f) / 256.0f;
|
|
} while (!DoBreak);
|
|
|
|
IGraphics::CLineItem LineItem(InitPos.x, InitPos.y, FinishPos.x, FinishPos.y);
|
|
Graphics()->LinesDraw(&LineItem, 1);
|
|
Graphics()->LinesEnd();
|
|
}
|
|
|
|
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(State.GetAttach()->m_Angle*pi*2+Angle);
|
|
|
|
if(ClientID < 0)
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.5f);
|
|
|
|
// normal weapons
|
|
int iw = clamp(Player.m_Weapon, 0, NUM_WEAPONS-1);
|
|
int QuadOffset = iw * 2 + (Direction.x < 0 ? 1 : 0);
|
|
|
|
if(OtherTeam)
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
|
|
|
|
vec2 Dir = Direction;
|
|
float Recoil = 0.0f;
|
|
vec2 p;
|
|
if(Player.m_Weapon == WEAPON_HAMMER)
|
|
{
|
|
// Static position for hammer
|
|
p = Position + vec2(State.GetAttach()->m_X, State.GetAttach()->m_Y);
|
|
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
|
|
// if attack is under way, bash stuffs
|
|
if(Direction.x < 0)
|
|
{
|
|
Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
|
|
p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
|
|
}
|
|
else
|
|
{
|
|
Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
|
|
}
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, p.x, p.y);
|
|
}
|
|
else if(Player.m_Weapon == WEAPON_NINJA)
|
|
{
|
|
p = Position;
|
|
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
|
|
|
|
if(Direction.x < 0)
|
|
{
|
|
Graphics()->QuadsSetRotation(-pi/2-State.GetAttach()->m_Angle*pi*2);
|
|
p.x -= g_pData->m_Weapons.m_aId[iw].m_Offsetx;
|
|
m_pClient->m_pEffects->PowerupShine(p+vec2(32,0), vec2(32,12));
|
|
}
|
|
else
|
|
{
|
|
Graphics()->QuadsSetRotation(-pi/2+State.GetAttach()->m_Angle*pi*2);
|
|
m_pClient->m_pEffects->PowerupShine(p-vec2(32,0), vec2(32,12));
|
|
}
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, p.x, p.y);
|
|
|
|
// HADOKEN
|
|
if((Client()->GameTick()-Player.m_AttackTick) <= (SERVER_TICK_SPEED / 6) && g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)
|
|
{
|
|
int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
|
|
static int s_LastIteX = IteX;
|
|
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
|
|
{
|
|
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
|
|
if(pInfo->m_Paused)
|
|
IteX = s_LastIteX;
|
|
else
|
|
s_LastIteX = IteX;
|
|
}
|
|
else
|
|
{
|
|
if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
|
|
IteX = s_LastIteX;
|
|
else
|
|
s_LastIteX = IteX;
|
|
}
|
|
if(g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
|
|
{
|
|
vec2 Dir = vec2(pPlayerChar->m_X,pPlayerChar->m_Y) - vec2(pPrevChar->m_X, pPrevChar->m_Y);
|
|
Dir = normalize(Dir);
|
|
float HadOkenAngle = GetAngle(Dir);
|
|
Graphics()->QuadsSetRotation(HadOkenAngle);
|
|
int QuadOffset = IteX * 2;
|
|
vec2 DirY(-Dir.y,Dir.x);
|
|
p = Position;
|
|
float OffsetX = g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx;
|
|
p -= Dir * OffsetX;
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponSpriteMuzzleQuadContainerIndex[iw], QuadOffset, p.x, p.y);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// TODO: should be an animation
|
|
Recoil = 0;
|
|
static float s_LastIntraTick = IntraTick;
|
|
if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
|
|
s_LastIntraTick = IntraTick;
|
|
|
|
float a = (Client()->GameTick()-Player.m_AttackTick+s_LastIntraTick)/5.0f;
|
|
if(a < 1)
|
|
Recoil = sinf(a*pi);
|
|
p = Position + Dir * g_pData->m_Weapons.m_aId[iw].m_Offsetx - Dir*Recoil*10.0f;
|
|
p.y += g_pData->m_Weapons.m_aId[iw].m_Offsety;
|
|
if(Player.m_Weapon == WEAPON_GUN && g_Config.m_ClOldGunPosition)
|
|
p.y -= 8;
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, p.x, p.y);
|
|
}
|
|
|
|
if(Player.m_Weapon == WEAPON_GUN || Player.m_Weapon == WEAPON_SHOTGUN)
|
|
{
|
|
// check if we're firing stuff
|
|
if(g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles)//prev.attackticks)
|
|
{
|
|
float Alpha = 0.0f;
|
|
int Phase1Tick = (Client()->GameTick() - Player.m_AttackTick);
|
|
if(Phase1Tick < (g_pData->m_Weapons.m_aId[iw].m_Muzzleduration + 3))
|
|
{
|
|
float t = ((((float)Phase1Tick) + IntraTick)/(float)g_pData->m_Weapons.m_aId[iw].m_Muzzleduration);
|
|
Alpha = mix(2.0f, 0.0f, min(1.0f,max(0.0f,t)));
|
|
}
|
|
|
|
int IteX = rand() % g_pData->m_Weapons.m_aId[iw].m_NumSpriteMuzzles;
|
|
static int s_LastIteX = IteX;
|
|
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
|
|
{
|
|
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
|
|
if(pInfo->m_Paused)
|
|
IteX = s_LastIteX;
|
|
else
|
|
s_LastIteX = IteX;
|
|
}
|
|
else
|
|
{
|
|
if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
|
|
IteX = s_LastIteX;
|
|
else
|
|
s_LastIteX = IteX;
|
|
}
|
|
if(Alpha > 0.0f && g_pData->m_Weapons.m_aId[iw].m_aSpriteMuzzles[IteX])
|
|
{
|
|
float OffsetY = -g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsety;
|
|
int QuadOffset = IteX * 2 + (Direction.x < 0 ? 1 : 0);
|
|
if(Direction.x < 0)
|
|
OffsetY = -OffsetY;
|
|
|
|
vec2 DirY(-Dir.y,Dir.x);
|
|
vec2 MuzzlePos = p + Dir * g_pData->m_Weapons.m_aId[iw].m_Muzzleoffsetx + DirY * OffsetY;
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponSpriteMuzzleQuadContainerIndex[iw], QuadOffset, MuzzlePos.x, MuzzlePos.y);
|
|
}
|
|
}
|
|
}
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(0);
|
|
|
|
if(OtherTeam)
|
|
{
|
|
RenderInfo.m_ColorBody.a = g_Config.m_ClShowOthersAlpha / 100.0f;
|
|
RenderInfo.m_ColorFeet.a = g_Config.m_ClShowOthersAlpha / 100.0f;
|
|
}
|
|
|
|
switch (Player.m_Weapon)
|
|
{
|
|
case WEAPON_GUN: RenderHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break;
|
|
case WEAPON_SHOTGUN: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break;
|
|
case WEAPON_GRENADE: RenderHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break;
|
|
}
|
|
|
|
}
|
|
|
|
// render the "shadow" tee
|
|
if(Local && (g_Config.m_Debug || g_Config.m_ClUnpredictedShadow))
|
|
{
|
|
vec2 GhostPosition = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick());
|
|
CTeeRenderInfo Ghost = RenderInfo;
|
|
Ghost.m_ColorBody.a = 0.5f;
|
|
Ghost.m_ColorFeet.a = 0.5f;
|
|
RenderTools()->RenderTee(&State, &Ghost, Player.m_Emote, Direction, GhostPosition, true); // render ghost
|
|
}
|
|
|
|
RenderInfo.m_Size = 64.0f; // force some settings
|
|
|
|
if(OtherTeam)
|
|
{
|
|
RenderInfo.m_ColorBody.a = g_Config.m_ClShowOthersAlpha / 100.0f;
|
|
RenderInfo.m_ColorFeet.a = g_Config.m_ClShowOthersAlpha / 100.0f;
|
|
}
|
|
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(0);
|
|
if(g_Config.m_ClShowDirection && ClientID >= 0 && (!Local || DemoPlayer()->IsPlaying()))
|
|
{
|
|
if(Player.m_Direction == -1)
|
|
{
|
|
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
|
|
if(OtherTeam)
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
|
|
Graphics()->QuadsSetRotation(pi);
|
|
Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, Position.x - 30.f, Position.y - 70.f);
|
|
}
|
|
else if(Player.m_Direction == 1)
|
|
{
|
|
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
|
|
if(OtherTeam)
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
|
|
Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, Position.x + 30.f, Position.y - 70.f);
|
|
}
|
|
if(Player.m_Jumped&1)
|
|
{
|
|
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
|
|
if(OtherTeam)
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
|
|
Graphics()->QuadsSetRotation(pi * 3 / 2);
|
|
Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, Position.x, Position.y - 70.f);
|
|
}
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(0);
|
|
}
|
|
|
|
RenderTools()->RenderTee(&State, &RenderInfo, Player.m_Emote, Direction, Position, OtherTeam || ClientID < 0);
|
|
|
|
int QuadOffsetToEmoticon = NUM_WEAPONS * 2 + 2 + 2;
|
|
if(Player.m_PlayerFlags&PLAYERFLAG_CHATTING)
|
|
{
|
|
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
|
|
int QuadOffset = QuadOffsetToEmoticon + (SPRITE_DOTDOT - SPRITE_OOP);
|
|
if(OtherTeam)
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, g_Config.m_ClShowOthersAlpha / 100.0f);
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f);
|
|
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(0);
|
|
}
|
|
|
|
if(ClientID < 0)
|
|
return;
|
|
|
|
if(g_Config.m_ClShowEmotes && m_pClient->m_aClients[ClientID].m_EmoticonStart != -1 && m_pClient->m_aClients[ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() > Client()->GameTick())
|
|
{
|
|
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id);
|
|
|
|
int SinceStart = Client()->GameTick() - m_pClient->m_aClients[ClientID].m_EmoticonStart;
|
|
int FromEnd = m_pClient->m_aClients[ClientID].m_EmoticonStart + 2 * Client()->GameTickSpeed() - Client()->GameTick();
|
|
|
|
float a = 1;
|
|
|
|
if(FromEnd < Client()->GameTickSpeed() / 5)
|
|
a = FromEnd / (Client()->GameTickSpeed() / 5.0);
|
|
|
|
float h = 1;
|
|
if(SinceStart < Client()->GameTickSpeed() / 10)
|
|
h = SinceStart / (Client()->GameTickSpeed() / 10.0);
|
|
|
|
float Wiggle = 0;
|
|
if(SinceStart < Client()->GameTickSpeed() / 5)
|
|
Wiggle = SinceStart / (Client()->GameTickSpeed() / 5.0);
|
|
|
|
float WiggleAngle = sinf(5*Wiggle);
|
|
|
|
Graphics()->QuadsSetRotation(pi/6*WiggleAngle);
|
|
|
|
Graphics()->SetColor(1.0f,1.0f,1.0f,a);
|
|
if(OtherTeam)
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, a * (float)g_Config.m_ClShowOthersAlpha / 100.0f);
|
|
// client_datas::emoticon is an offset from the first emoticon
|
|
int QuadOffset = QuadOffsetToEmoticon + m_pClient->m_aClients[ClientID].m_Emoticon;
|
|
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x, Position.y - 23.f - 32.f * h, 1.f, (64.f*h) / 64.f);
|
|
|
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
Graphics()->QuadsSetRotation(0);
|
|
}
|
|
}
|
|
|
|
void CPlayers::OnRender()
|
|
{
|
|
// update RenderInfo for ninja
|
|
bool IsTeamplay = false;
|
|
if(m_pClient->m_Snap.m_pGameInfoObj)
|
|
IsTeamplay = (m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) != 0;
|
|
for(int i = 0; i < MAX_CLIENTS; ++i)
|
|
{
|
|
m_aRenderInfo[i] = m_pClient->m_aClients[i].m_RenderInfo;
|
|
if(m_pClient->m_Snap.m_aCharacters[i].m_Cur.m_Weapon == WEAPON_NINJA && g_Config.m_ClShowNinja)
|
|
{
|
|
// change the skin for the player to the ninja
|
|
int Skin = m_pClient->m_pSkins->Find("x_ninja");
|
|
if(Skin != -1)
|
|
{
|
|
if(IsTeamplay)
|
|
m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_ColorTexture;
|
|
else
|
|
{
|
|
m_aRenderInfo[i].m_Texture = m_pClient->m_pSkins->Get(Skin)->m_OrgTexture;
|
|
m_aRenderInfo[i].m_ColorBody = vec4(1,1,1,1);
|
|
m_aRenderInfo[i].m_ColorFeet = vec4(1,1,1,1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static vec2 PrevPos[MAX_CLIENTS];
|
|
static vec2 SmoothPos[MAX_CLIENTS];
|
|
static int MoveCnt[MAX_CLIENTS] = {0};
|
|
|
|
static int predcnt = 0;
|
|
|
|
if(m_pClient->AntiPingPlayers())
|
|
{
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
if(!m_pClient->m_Snap.m_aCharacters[i].m_Active)
|
|
continue;
|
|
const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i);
|
|
const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
|
|
|
|
if(pPrevInfo && pInfo)
|
|
{
|
|
CNetObj_Character PrevChar = m_pClient->m_Snap.m_aCharacters[i].m_Prev;
|
|
CNetObj_Character CurChar = m_pClient->m_Snap.m_aCharacters[i].m_Cur;
|
|
|
|
Predict(
|
|
&PrevChar,
|
|
&CurChar,
|
|
(const CNetObj_PlayerInfo *)pPrevInfo,
|
|
(const CNetObj_PlayerInfo *)pInfo,
|
|
PrevPos[i],
|
|
SmoothPos[i],
|
|
MoveCnt[i],
|
|
m_CurPredictedPos[i]
|
|
);
|
|
}
|
|
}
|
|
|
|
if(m_pClient->AntiPingPlayers() && g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
|
if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
|
|
{
|
|
// double ping = m_pClient->m_Snap.m_pLocalInfo->m_Latency;
|
|
// static double fps;
|
|
// fps = mix(fps, (1. / Client()->RenderFrameTime()), 0.1);
|
|
|
|
// int predmax = (fps * ping / 1000.);
|
|
|
|
int predmax = 19;
|
|
// if( 0 <= predmax && predmax <= 100)
|
|
predcnt = (predcnt + 1) % predmax;
|
|
// else
|
|
// predcnt = (predcnt + 1) % 2;
|
|
}
|
|
}
|
|
|
|
// render other players in two passes, first pass we render the other, second pass we render our self
|
|
for(int p = 0; p < 4; p++)
|
|
{
|
|
for(int i = 0; i < MAX_CLIENTS; i++)
|
|
{
|
|
// only render active characters
|
|
if(!m_pClient->m_Snap.m_aCharacters[i].m_Active)
|
|
continue;
|
|
|
|
const void *pPrevInfo = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_PLAYERINFO, i);
|
|
const void *pInfo = Client()->SnapFindItem(IClient::SNAP_CURRENT, NETOBJTYPE_PLAYERINFO, i);
|
|
|
|
if(pPrevInfo && pInfo)
|
|
{
|
|
//
|
|
bool Local = m_pClient->m_Snap.m_LocalClientID == i;
|
|
if((p % 2) == 0 && Local) continue;
|
|
if((p % 2) == 1 && !Local) continue;
|
|
|
|
CNetObj_Character PrevChar = m_pClient->m_Snap.m_aCharacters[i].m_Prev;
|
|
CNetObj_Character CurChar = m_pClient->m_Snap.m_aCharacters[i].m_Cur;
|
|
|
|
if(p<2)
|
|
{
|
|
if(PrevChar.m_HookedPlayer != -1)
|
|
RenderHook(
|
|
&PrevChar,
|
|
&CurChar,
|
|
&m_aRenderInfo[i],
|
|
i,
|
|
m_CurPredictedPos[i],
|
|
m_CurPredictedPos[PrevChar.m_HookedPlayer]
|
|
);
|
|
else
|
|
RenderHook(
|
|
&PrevChar,
|
|
&CurChar,
|
|
&m_aRenderInfo[i],
|
|
i,
|
|
m_CurPredictedPos[i],
|
|
m_CurPredictedPos[i]
|
|
);
|
|
}
|
|
else
|
|
{
|
|
RenderPlayer(
|
|
&PrevChar,
|
|
&CurChar,
|
|
&m_aRenderInfo[i],
|
|
i,
|
|
m_CurPredictedPos[i]
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPlayers::OnInit()
|
|
{
|
|
m_WeaponEmoteQuadContainerIndex = Graphics()->CreateQuadContainer();
|
|
|
|
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
|
|
|
|
for(int i = 0; i < NUM_WEAPONS; ++i)
|
|
{
|
|
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_pSpriteBody, 0);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize);
|
|
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_pSpriteBody, SPRITE_FLAG_FLIP_Y);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, g_pData->m_Weapons.m_aId[i].m_VisualSize);
|
|
}
|
|
|
|
// at the end the hand
|
|
RenderTools()->SelectSprite(SPRITE_TEE_HAND_OUTLINE, 0, 0, 0);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 20.f, false);
|
|
RenderTools()->SelectSprite(SPRITE_TEE_HAND, 0, 0, 0);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 20.f, false);
|
|
|
|
RenderTools()->SelectSprite(SPRITE_HOOK_HEAD);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, -12.f, -8.f, 24.f, 16.f);
|
|
RenderTools()->SelectSprite(SPRITE_HOOK_CHAIN);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, -12.f, -8.f, 24.f, 16.f);
|
|
|
|
for(int i = 0; i < NUM_EMOTICONS; ++i)
|
|
{
|
|
RenderTools()->SelectSprite(SPRITE_OOP + i);
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponEmoteQuadContainerIndex, 64.f, false);
|
|
}
|
|
|
|
for(int i = 0; i < NUM_WEAPONS; ++i)
|
|
{
|
|
m_WeaponSpriteMuzzleQuadContainerIndex[i] = Graphics()->CreateQuadContainer();
|
|
for(int n = 0; n < g_pData->m_Weapons.m_aId[i].m_NumSpriteMuzzles; ++n)
|
|
{
|
|
if(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n])
|
|
{
|
|
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n], 0);
|
|
}
|
|
if(WEAPON_NINJA == i)
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], 160.f);
|
|
else
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], g_pData->m_Weapons.m_aId[i].m_VisualSize);
|
|
|
|
if(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n])
|
|
{
|
|
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[i].m_aSpriteMuzzles[n], SPRITE_FLAG_FLIP_Y);
|
|
}
|
|
if(WEAPON_NINJA == i)
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], 160.f);
|
|
else
|
|
RenderTools()->QuadContainerAddSprite(m_WeaponSpriteMuzzleQuadContainerIndex[i], g_pData->m_Weapons.m_aId[i].m_VisualSize);
|
|
}
|
|
}
|
|
|
|
Graphics()->QuadsSetSubset(0.f, 0.f, 1.f, 1.f);
|
|
Graphics()->QuadsSetRotation(0.f);
|
|
// the direction
|
|
m_DirectionQuadContainerIndex = Graphics()->CreateQuadContainer();
|
|
|
|
IGraphics::CQuadItem QuadItem(0.f, 0.f, 22.f, 22.f);
|
|
Graphics()->QuadContainerAddQuads(m_DirectionQuadContainerIndex, &QuadItem, 1);
|
|
|
|
}
|