Пример #1
0
void CCharacter::TickDefered()
{
	// advance the dummy
	{
		CWorldCore TempWorld;
		m_ReckoningCore.Init(&TempWorld, GameServer()->Collision());
		m_ReckoningCore.Tick(false);
		m_ReckoningCore.Move();
		m_ReckoningCore.Quantize();
	}

	//lastsentcore
	vec2 StartPos = m_Core.m_Pos;
	vec2 StartVel = m_Core.m_Vel;
	bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));

	m_Core.Move();
	bool StuckAfterMove = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
	m_Core.Quantize();
	bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
	m_Pos = m_Core.m_Pos;

	if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
	{
		// Hackish solution to get rid of strict-aliasing warning
		union
		{
			float f;
			unsigned u;
		}StartPosX, StartPosY, StartVelX, StartVelY;

		StartPosX.f = StartPos.x;
		StartPosY.f = StartPos.y;
		StartVelX.f = StartVel.x;
		StartVelY.f = StartVel.y;

		char aBuf[256];
		str_format(aBuf, sizeof(aBuf), "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x",
			StuckBefore,
			StuckAfterMove,
			StuckAfterQuant,
			StartPos.x, StartPos.y,
			StartVel.x, StartVel.y,
			StartPosX.u, StartPosY.u,
			StartVelX.u, StartVelY.u);
		GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
	}

	int Events = m_Core.m_TriggeredEvents;
	int Mask = CmaskAllExceptOne(m_pPlayer->GetCID());

	if(Events&COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, Mask);

	if(Events&COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, CmaskAll());
	if(Events&COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, Mask);
	if(Events&COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, Mask);


	if(m_pPlayer->GetTeam() == TEAM_SPECTATORS)
	{
		m_Pos.x = m_Input.m_TargetX;
		m_Pos.y = m_Input.m_TargetY;
	}

	// update the m_SendCore if needed
	{
		CNetObj_Character Predicted;
		CNetObj_Character Current;
		mem_zero(&Predicted, sizeof(Predicted));
		mem_zero(&Current, sizeof(Current));
		m_ReckoningCore.Write(&Predicted);
		m_Core.Write(&Current);

		// only allow dead reackoning for a top of 3 seconds
		if(m_ReckoningTick+Server()->TickSpeed()*3 < Server()->Tick() || mem_comp(&Predicted, &Current, sizeof(CNetObj_Character)) != 0)
		{
			m_ReckoningTick = Server()->Tick();
			m_SendCore = m_Core;
			m_ReckoningCore = m_Core;
		}
	}
}
Пример #2
0
void CCharacter::TickDefered()
{
	// advance the dummy
	{
		CWorldCore TempWorld;
		m_ReckoningCore.Init(&TempWorld, GameServer()->Collision());
		m_ReckoningCore.Tick(false);
		m_ReckoningCore.Move();
		m_ReckoningCore.Quantize();
	}
	
	//lastsentcore
	vec2 StartPos = m_Core.m_Pos;
	vec2 StartVel = m_Core.m_Vel;
	bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
	
	m_Core.Move();
	bool StuckAfterMove = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
	m_Core.Quantize();
	bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f));
	m_Pos = m_Core.m_Pos;
	
	if(!StuckBefore && (StuckAfterMove || StuckAfterQuant))
	{
		dbg_msg("char_core", "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x", 
			StuckBefore,
			StuckAfterMove,
			StuckAfterQuant,
			StartPos.x, StartPos.y,
			StartVel.x, StartVel.y,
			*((unsigned *)&StartPos.x), *((unsigned *)&StartPos.y),
			*((unsigned *)&StartVel.x), *((unsigned *)&StartVel.y));
	}

	int Events = m_Core.m_TriggeredEvents;
	int Mask = CmaskAllExceptOne(m_pPlayer->GetCID());
	
	if(Events&COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, Mask);
	
	if(Events&COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, CmaskAll());
	if(Events&COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, Mask);
	if(Events&COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, Mask);

	
	if(m_pPlayer->GetTeam() == -1)
	{
		m_Pos.x = m_Input.m_TargetX;
		m_Pos.y = m_Input.m_TargetY;
	}
	
	// update the m_SendCore if needed
	{
		CNetObj_Character Predicted;
		CNetObj_Character Current;
		mem_zero(&Predicted, sizeof(Predicted));
		mem_zero(&Current, sizeof(Current));
		m_ReckoningCore.Write(&Predicted);
		m_Core.Write(&Current);

		// only allow dead reackoning for a top of 3 seconds
		if(m_ReckoningTick+Server()->TickSpeed()*3 < Server()->Tick() || mem_comp(&Predicted, &Current, sizeof(CNetObj_Character)) != 0)
		{
			m_ReckoningTick = Server()->Tick();
			m_SendCore = m_Core;
			m_ReckoningCore = m_Core;
		}
	}
}