}
}
+void CL_MoveLerpEntityStates(entity_t *ent)
+{
+ float odelta[3], adelta[3];
+ VectorSubtract(ent->state_current.origin, ent->persistent.neworigin, odelta);
+ VectorSubtract(ent->state_current.angles, ent->persistent.newangles, adelta);
+ if (!ent->state_previous.active || cls.timedemo || DotProduct(odelta, odelta) > 1000*1000 || cl_nolerp.integer)
+ {
+ // we definitely shouldn't lerp
+ ent->persistent.lerpdeltatime = 0;
+ ent->persistent.lerpstarttime = cl.mtime[1];
+ VectorCopy(ent->state_current.origin, ent->persistent.oldorigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.oldangles);
+ VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.newangles);
+ }
+ else// if (ent->state_current.flags & RENDER_STEP)
+ {
+ // monster interpolation
+ if (DotProduct(odelta, odelta) + DotProduct(adelta, adelta) > 0.01)
+ {
+ ent->persistent.lerpdeltatime = cl.time - ent->persistent.lerpstarttime;
+ ent->persistent.lerpstarttime = cl.mtime[1];
+ VectorCopy(ent->persistent.neworigin, ent->persistent.oldorigin);
+ VectorCopy(ent->persistent.newangles, ent->persistent.oldangles);
+ VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.newangles);
+ }
+ }
+ /*
+ else
+ {
+ // not a monster
+ ent->persistent.lerpstarttime = cl.mtime[1];
+ // no lerp if it's singleplayer
+ //if (sv.active && svs.maxclients == 1 && !ent->state_current.flags & RENDER_STEP)
+ // ent->persistent.lerpdeltatime = 0;
+ //else
+ ent->persistent.lerpdeltatime = cl.mtime[0] - cl.mtime[1];
+ VectorCopy(ent->persistent.neworigin, ent->persistent.oldorigin);
+ VectorCopy(ent->persistent.newangles, ent->persistent.oldangles);
+ VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.newangles);
+ }
+ */
+}
+
/*
==================
CL_ParseUpdate
if (new.active)
CL_ValidateState(&new);
- if (new.flags & RENDER_STEP) // FIXME: rename this flag?
- {
- // make time identical for memcmp
- new.time = ent->state_current.time;
- if (memcmp(&new, &ent->state_current, sizeof(entity_state_t)))
- {
- // set it back to what it should be
- new.time = cl.mtime[0] + 0.1;
- // state has changed
- ent->state_previous = ent->state_current;
- ent->state_current = new;
- // assume 10fps animation
- //ent->state_previous.time = cl.mtime[0] - 0.1;
- }
- }
- else
- {
- ent->state_previous = ent->state_current;
- ent->state_current = new;
- }
+ ent->state_previous = ent->state_current;
+ ent->state_current = new;
if (ent->state_current.active)
{
+ CL_MoveLerpEntityStates(ent);
cl_entities_active[ent->state_current.number] = true;
// mark as visible (no kill this frame)
entlife[ent->state_current.number] = 2;
ent = &cl_entities[entityframe.entitydata[i].number];
ent->state_previous = ent->state_current;
ent->state_current = entityframe.entitydata[i];
- ent->state_current.time = cl.mtime[0];
+ CL_MoveLerpEntityStates(ent);
// the entity lives again...
entlife[ent->state_current.number] = 2;
cl_entities_active[ent->state_current.number] = true;