Пример #1
0
void demoplaybackstep()
{
    while(demoplayback && lastmillis>=playbacktime)
    {
        int len = gzgeti();
        if(len<1 || len>MAXTRANS)
        {
            conoutf("error: huge packet during demo play (%d)", len);
            stopreset();
            return;
        };
        uchar buf[MAXTRANS];
        gzread(f, buf, len);
        localservertoclient(buf, len);  // update game state
        
        dynent *target = players[democlientnum];
        assert(target); 
        
		int extras;
        if(extras = gzget())     // read additional client side state not present in normal network stream
        {
            target->gunselect = gzget();
            target->lastattackgun = gzget();
            target->lastaction = scaletime(gzgeti());
            target->gunwait = gzgeti();
            target->health = gzgeti();
            target->armour = gzgeti();
            target->armourtype = gzget();
            loopi(NUMGUNS) target->ammo[i] = gzget();
            target->state = gzget();
            target->lastmove = playbacktime;
			if(bdamage = gzgeti()) damageblend(bdamage);
			if(ddamage = gzgeti()) { gzgetv(dorig); particle_splash(3, ddamage, 1000, dorig); };
            // FIXME: set more client state here
        };
        
        // insert latest copy of player into history
        if(extras && (playerhistory.empty() || playerhistory.last()->lastupdate!=playbacktime))
        {
            dynent *d = newdynent();
            *d = *target;
            d->lastupdate = playbacktime;
            playerhistory.add(d);
            if(playerhistory.length()>20)
            {
                zapdynent(playerhistory[0]);
                playerhistory.remove(0);
            };
        };
        
        readdemotime();
    };
    
    if(demoplayback)
    {
        int itime = lastmillis-demodelaymsec;
        loopvrev(playerhistory) if(playerhistory[i]->lastupdate<itime)      // find 2 positions in history that surround interpolation time point
        {
            dynent *a = playerhistory[i];
            dynent *b = a;
            if(i+1<playerhistory.length()) b = playerhistory[i+1];
            *player1 = *b;
            if(a!=b)                                // interpolate pos & angles
            {
				dynent *c = b;
				if(i+2<playerhistory.length()) c = playerhistory[i+2];
				dynent *z = a;
				if(i-1>=0) z = playerhistory[i-1];
				//if(a==z || b==c) printf("* %d\n", lastmillis);
				float bf = (itime-a->lastupdate)/(float)(b->lastupdate-a->lastupdate);
				fixwrap(a, player1);
				fixwrap(c, player1);
				fixwrap(z, player1);
				vdist(dist, v, z->o, c->o);
				if(dist<16)		// if teleport or spawn, dont't interpolate
				{
					catmulrom(z->o, a->o, b->o, c->o, bf, player1->o);
					catmulrom(*(vec *)&z->yaw, *(vec *)&a->yaw, *(vec *)&b->yaw, *(vec *)&c->yaw, bf, *(vec *)&player1->yaw);
				};
				fixplayer1range();
			};
            break;
        };
        //if(player1->state!=CS_DEAD) showscores(false);
    };
};