void CUnoccupiedVehicleSync::Packet_UnoccupiedVehicleSync ( NetBitStreamInterface& BitStream ) { // While we're not out of vehicles while ( BitStream.GetNumberOfUnreadBits () >= 8 ) { SUnoccupiedVehicleSync vehicle; if ( BitStream.Read ( &vehicle ) ) { CClientVehicle* pVehicle = m_pVehicleManager->Get ( vehicle.data.vehicleID ); if ( pVehicle && pVehicle->CanUpdateSync ( vehicle.data.ucTimeContext ) ) { if ( vehicle.data.bSyncPosition ) pVehicle->SetTargetPosition ( vehicle.data.vecPosition, UNOCCUPIED_VEHICLE_SYNC_RATE, vehicle.data.bSyncVelocity, vehicle.data.vecVelocity.fZ ); if ( vehicle.data.bSyncRotation ) pVehicle->SetTargetRotation ( vehicle.data.vecRotation, UNOCCUPIED_VEHICLE_SYNC_RATE ); if ( vehicle.data.bSyncVelocity ) pVehicle->SetMoveSpeed ( vehicle.data.vecVelocity ); if ( vehicle.data.bSyncTurnVelocity ) pVehicle->SetTurnSpeed ( vehicle.data.vecTurnVelocity ); if ( vehicle.data.bSyncHealth ) pVehicle->SetHealth ( vehicle.data.fHealth ); pVehicle->SetEngineOn ( vehicle.data.bEngineOn ); if ( pVehicle->GetVehicleType() == CLIENTVEHICLE_TRAIN ) pVehicle->SetDerailed ( vehicle.data.bDerailed ); #ifdef MTA_DEBUG pVehicle->m_pLastSyncer = NULL; pVehicle->m_ulLastSyncTime = GetTickCount32 (); pVehicle->m_szLastSyncType = "unoccupied"; #endif } } else break; } }
void CClientPacketRecorder::ReadLocalData(FILE* pFile) { // Grab the local player CClientPlayer* pPlayer = m_pManager->GetPlayerManager()->GetLocalPlayer(); if (pPlayer) { // Grab the vehicle CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle(); if (pVehicle) { // Temp vars CMatrix matVehicle; CVector vecMoveSpeed; CVector vecTurnSpeed; float fHealth; // Read it out fread(&matVehicle.vRight.fX, sizeof(float), 1, pFile); fread(&matVehicle.vRight.fY, sizeof(float), 1, pFile); fread(&matVehicle.vRight.fZ, sizeof(float), 1, pFile); fread(&matVehicle.vFront.fX, sizeof(float), 1, pFile); fread(&matVehicle.vFront.fY, sizeof(float), 1, pFile); fread(&matVehicle.vFront.fZ, sizeof(float), 1, pFile); fread(&matVehicle.vUp.fX, sizeof(float), 1, pFile); fread(&matVehicle.vUp.fY, sizeof(float), 1, pFile); fread(&matVehicle.vUp.fZ, sizeof(float), 1, pFile); fread(&matVehicle.vPos.fX, sizeof(float), 1, pFile); fread(&matVehicle.vPos.fY, sizeof(float), 1, pFile); fread(&matVehicle.vPos.fZ, sizeof(float), 1, pFile); fread(&vecMoveSpeed.fX, sizeof(float), 1, pFile); fread(&vecMoveSpeed.fY, sizeof(float), 1, pFile); fread(&vecMoveSpeed.fZ, sizeof(float), 1, pFile); fread(&vecTurnSpeed.fX, sizeof(float), 1, pFile); fread(&vecTurnSpeed.fY, sizeof(float), 1, pFile); fread(&vecTurnSpeed.fZ, sizeof(float), 1, pFile); fread(&fHealth, sizeof(float), 1, pFile); CControllerState cs; fread(&cs, sizeof(CControllerState), 1, pFile); // Set the data pVehicle->SetMatrix(matVehicle); pVehicle->SetMoveSpeed(vecMoveSpeed); pVehicle->SetTurnSpeed(vecTurnSpeed); pVehicle->SetHealth(fHealth); // Set the controller state CControllerState csLast; g_pGame->GetPad()->Disable(true); g_pGame->GetPad()->GetCurrentControllerState(&csLast); g_pGame->GetPad()->SetLastControllerState(&csLast); g_pGame->GetPad()->SetCurrentControllerState(&cs); } } }
void CClientPlayerManager::DoPulse ( void ) { unsigned long ulCurrentTime = CClientTime::GetTime (); CClientPlayer * pPlayer = NULL; vector < CClientPlayer* > ::const_iterator iter = m_Players.begin (); for ( ; iter != m_Players.end (); ++iter ) { pPlayer = *iter; if ( !pPlayer->IsLocalPlayer () ) { // Pulse voice data if voice is enabled if ( g_pClientGame->GetVoiceRecorder()->IsEnabled() && pPlayer->GetVoice() ) pPlayer->GetVoice()->DoPulse(); // Flag him with connection error if its been too long since last puresync and force his position unsigned long ulLastPuresyncTime = pPlayer->GetLastPuresyncTime (); bool bHasConnectionTrouble = ( ulLastPuresyncTime != 0 && ulCurrentTime >= ulLastPuresyncTime + REMOTE_PLAYER_CONNECTION_TROUBLE_TIME ); if ( bHasConnectionTrouble && !g_pClientGame->IsDownloadingBigPacket () && !pPlayer->IsDeadOnNetwork () ) { pPlayer->SetHasConnectionTrouble ( true ); // Reset his controller so he doesn't get stuck shooting or something CControllerState State; memset ( &State, 0, sizeof ( CControllerState ) ); pPlayer->SetControllerState ( State ); // Grab his vehicle if any and force the position to where he was last sync CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle (); if ( pVehicle ) { // Is he driving the vehicle? if ( pPlayer->GetOccupiedVehicleSeat () == 0 ) { // Force his position to where he was last sync pVehicle->SetPosition ( pPlayer->GetLastPuresyncPosition () ); pVehicle->SetMoveSpeed ( CVector ( 0, 0, 0 ) ); pVehicle->SetTurnSpeed ( CVector ( 0, 0, 0 ) ); pPlayer->ResetInterpolation (); } } else { // Force his position to where he was last sync pPlayer->SetPosition ( pPlayer->GetLastPuresyncPosition () ); pPlayer->ResetInterpolation (); pPlayer->SetMoveSpeed ( CVector ( 0, 0, 0 ) ); pPlayer->ResetInterpolation (); } } else { pPlayer->SetHasConnectionTrouble ( false ); } } } }
void CElementRPCs::SetElementVelocity ( NetBitStreamInterface& bitStream ) { // Read out the entity id and the speed ElementID ID; CVector vecVelocity; if ( bitStream.Read ( ID ) && bitStream.Read ( vecVelocity.fX ) && bitStream.Read ( vecVelocity.fY ) && bitStream.Read ( vecVelocity.fZ ) ) { // Grab the entity CClientEntity* pEntity = CElementIDs::GetElement ( ID ); if ( pEntity ) { switch ( pEntity->GetType () ) { case CCLIENTPED: case CCLIENTPLAYER: { CClientPed* pPed = static_cast < CClientPed* > ( pEntity ); pPed->SetMoveSpeed ( vecVelocity ); pPed->ResetInterpolation (); // If local player, reset return position (so we can't warp back if connection fails) if ( pPed->IsLocalPlayer () ) { m_pClientGame->GetNetAPI ()->ResetReturnPosition (); } break; } case CCLIENTVEHICLE: { CClientVehicle* pVehicle = static_cast < CClientVehicle* > ( pEntity ); pVehicle->SetMoveSpeed ( vecVelocity ); break; } case CCLIENTOBJECT: { CClientObject * pObject = static_cast < CClientObject * > ( pEntity ); pObject->SetMoveSpeed ( vecVelocity ); break; } } } } }
void CClientPathNode::DoPulse(void) { list<CClientEntity*>::iterator iter = m_List.begin(); for (; iter != m_List.end(); iter++) { // TEST! if ((*iter)->GetType() == CCLIENTVEHICLE) { CClientVehicle* pVehicle = static_cast<CClientVehicle*>(*iter); CVector vecMoveSpeed; pVehicle->GetMoveSpeed(vecMoveSpeed); vecMoveSpeed.fZ = 0.0f; pVehicle->SetMoveSpeed(vecMoveSpeed); } (*iter)->SetPosition(m_vecPosition); } }