changed cl_movement_latency to be in milliseconds rather than seconds (less confusing...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 4 May 2005 20:14:06 +0000 (20:14 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 4 May 2005 20:14:06 +0000 (20:14 +0000)
added code to remove 'impossibly far into the future' movement queue items (useful if latency is set to a high value initially and then lower, this will remove the stale high latency items)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5224 d7cf8633-e32d-0410-b094-e92efae38249

cl_input.c

index d0bccf0..3d9f0ad 100644 (file)
@@ -419,7 +419,8 @@ void CL_UpdatePrydonCursor(void)
 void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
 {
        int i, n, bump, contents, crouch;
-       //double simulatedtime;
+       double edgefriction;
+       double simulatedtime;
        double currenttime;
        double newtime;
        double frametime;
@@ -431,14 +432,16 @@ void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
        // remove stale queue items
        n = cl.movement_numqueue;
        cl.movement_numqueue = 0;
+       // calculate time to execute for
+       simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
        for (i = 0;i < n;i++)
-               if (cl.movement_queue[i].time >= cl.mtime[0])
+               if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
                        cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
        // add to input queue if there is room
        if (cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]))
        {
                // add to input queue
-               cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value;
+               cl.movement_queue[cl.movement_numqueue].time = simulatedtime;
                VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
                cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
                cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
@@ -455,8 +458,6 @@ void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
        currenttime = cl.mtime[0];
        VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
        VectorCopy(cl.mvelocity[0], currentvelocity);
-       // calculate time to execute for
-       //simulatedtime = currenttime + cl_movement_latency.value;
        // FIXME: try minor nudges in various directions if startsolid to find a
        // safe place to start the walk (due to network compression in some
        // protocols this starts in solid)
@@ -594,11 +595,17 @@ void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
                                {
                                        // apply ground friction
                                        f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
-                                       VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
-                                       VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
-                                       trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+                                       edgefriction = 1;
+                                       if (f > 0)
+                                       {
+                                               VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
+                                               VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
+                                               trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+                                               if (trace.fraction < 1)
+                                                       edgefriction = cl_movement_edgefriction.value;
+                                       }
                                        // apply friction
-                                       f = 1 - frametime * (trace.fraction == 1 ? cl_movement_edgefriction.value : 1) * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
+                                       f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
                                        f = max(f, 0);
                                        VectorScale(currentvelocity, f, currentvelocity);
                                }