seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (requires server to have sv_use_csqc_players 1; does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (requires server to have sv_use_csqc_players 1; does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (requires server to have sv_use_csqc_players 1, and is ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
+seta cl_predictionerrorcompensation 0 "try to compensate for prediction errors and reduce preceived lag (requires server to have sv_use_csqc_players 1)"
// debug cvars for keyhunt attaching
set _angles "0 0 0"
vector csqcplayer_origin, csqcplayer_velocity;
float csqcplayer_sequence, player_pmflags;
float csqcplayer_moveframe;
-vector csqcplayer_predictionerror;
+vector csqcplayer_predictionerroro;
+vector csqcplayer_predictionerrorv;
float csqcplayer_predictionerrortime;
+float csqcplayer_predictionerrorfactor;
-vector CSQCPlayer_GetPredictionError()
+vector CSQCPlayer_GetPredictionErrorO()
{
- if(!autocvar_cl_predictionerrorcompensation)
+ if(time >= csqcplayer_predictionerrortime)
+ return '0 0 0';
+ return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
+}
+
+vector CSQCPlayer_GetPredictionErrorV()
+{
+ if(time >= csqcplayer_predictionerrortime)
return '0 0 0';
- if(time < csqcplayer_predictionerrortime)
- return csqcplayer_predictionerror * (csqcplayer_predictionerrortime - time) * autocvar_cl_predictionerrorcompensation;
- return '0 0 0';
+ return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
}
-void CSQCPlayer_SetPredictionError(vector v)
+void CSQCPlayer_SetPredictionError(vector o, vector v)
{
if(!autocvar_cl_predictionerrorcompensation)
+ {
+ csqcplayer_predictionerrorfactor = 0;
return;
- csqcplayer_predictionerror = (csqcplayer_predictionerrortime - time) * autocvar_cl_predictionerrorcompensation * csqcplayer_predictionerror + v;
- csqcplayer_predictionerrortime = time + 1.0 / autocvar_cl_predictionerrorcompensation;
+ }
+
+ // error too big to compensate, we LIKELY hit a teleport or a
+ // jumppad, or it's a jump time disagreement that'll get fixed
+ // next frame
+ if(vlen(o) > 32 || vlen(v) > 128)
+ return;
+
+ csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
+ csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
+ csqcplayer_predictionerrorfactor = autocvar_cl_predictionerrorcompensation / ticrate;
+ csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
}
void CSQCPlayer_Unpredict()
csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
}
-void CSQCPlayer_PredictTo(float endframe)
+void CSQCPlayer_PredictTo(float endframe, float apply_error)
{
CSQCPlayer_Unpredict();
+ if(apply_error)
+ {
+ self.origin += CSQCPlayer_GetPredictionErrorO();
+ self.velocity += CSQCPlayer_GetPredictionErrorV();
+ }
CSQCPlayer_SetMinsMaxs();
csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
{
vector o, v;
o = self.origin;
+ v = v0;
csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
- CSQCPlayer_PredictTo(servercommandframe + 1);
- CSQCPlayer_SetPredictionError(o - self.origin);
+ CSQCPlayer_PredictTo(servercommandframe + 1, FALSE);
+ CSQCPlayer_SetPredictionError(self.origin - o, self.velocity - v);
self.origin = o;
- self.velocity = v0;
+ self.velocity = v;
// get crouch state from the server
if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
CSQCPlayer_SavePrediction();
}
- CSQCPlayer_PredictTo(clientcommandframe + 1);
+ CSQCPlayer_PredictTo(clientcommandframe + 1, TRUE);
CSQCPlayer_SetMinsMaxs();
if((++attempting, !CheatsAllowed(i,argc,fr))) \
break
+void spawnfunc_info_autoscreenshot()
+{
+ // empty spawnfunc just so this entity can exist
+}
+
float CheatImpulse(float i)
{
BEGIN_CHEAT_FUNCTION();
break;
case CHIMPULSE_TELEPORT:
IS_CHEAT(i, 0, 0);
+ if(self.movetype == MOVETYPE_NOCLIP)
+ {
+ e = find(world, classname, "info_autoscreenshot");
+ if(e)
+ {
+ sprint(self, "Emergency teleport used info_autoscreenshot location\n");
+ setorigin(self, e.origin);
+ self.angles = e.angles;
+ remove(e);
+ // should we? self.angles_x = -self.angles_x;
+ self.fixangle = TRUE;
+ self.velocity = '0 0 0';
+ DID_CHEAT();
+ break;
+ }
+ }
if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, ((gamestart_sv_cheats >= 2) ? 100000 : 100), 1024, 256))
{
+ sprint(self, "Emergency teleport used random location\n");
self.angles_x = -self.angles_x;
self.fixangle = TRUE;
self.velocity = '0 0 0';
return (get_weaponinfo(wpn)).items & IT_AMMO;
}
+.float savenextthink;
void thrown_wep_think()
{
- self.solid = SOLID_TRIGGER;
self.owner = world;
- SUB_SetFade(self, time + 20, 1);
+ float timeleft = self.savenextthink - time;
+ if(timeleft > 1)
+ SUB_SetFade(self, self.savenextthink - 1, 1);
+ else if(timeleft > 0)
+ SUB_SetFade(self, time, timeleft);
+ else
+ SUB_VanishOrRemove(self);
}
// returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
wep.flags |= FL_TOSSED;
wep.colormap = own.colormap;
+ if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS)
+ {
+ if(own.items & IT_UNLIMITED_SUPERWEAPONS)
+ {
+ wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
+ }
+ else
+ {
+ float superweapons = 1;
+ for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+ if(own.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i))
+ ++superweapons;
+ if(superweapons <= 1)
+ {
+ wep.superweapons_finished = own.superweapons_finished;
+ own.superweapons_finished = 0;
+ }
+ else
+ {
+ float timeleft = own.superweapons_finished - time;
+ float weptimeleft = timeleft / superweapons;
+ wep.superweapons_finished = time + weptimeleft;
+ own.superweapons_finished -= weptimeleft;
+ }
+ }
+ }
+
wa = W_AmmoItemCode(wpn);
if(wa == 0)
{
return string_null;
wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
- wep.nextthink = time + 0.5;
+ wep.savenextthink = wep.nextthink;
+ wep.nextthink = min(wep.nextthink, time + 0.5);
+ wep.pickup_anyway = TRUE; // these are ALWAYS pickable
return "";
}
else
}
wep.glowmod = own.weaponentity_glowmod;
wep.think = thrown_wep_think;
- wep.nextthink = time + 0.5;
+ wep.savenextthink = wep.nextthink;
+ wep.nextthink = min(wep.nextthink, time + 0.5);
wep.pickup_anyway = TRUE; // these are ALWAYS pickable
return s;
}
wb = W_WeaponBit(w);
if(!wb)
return 0;
- if(wb & WEPBIT_SUPERWEAPONS) // can't throw a superweapon, they don't work
- return 0;
wa = W_AmmoItemCode(w);
if(start_weapons & wb)
{
e.spawnshieldtime = 1;
}
- if (e.strength_finished || e.invincible_finished)
+ if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
if (autocvar_g_nodepthtestitems)
e.effects |= EF_NODEPTHTEST;
if (self.owner == other)
return;
+ if (self.classname == "droppedweapon")
+ {
+ self.strength_finished = max(0, self.strength_finished - time);
+ self.invincible_finished = max(0, self.invincible_finished - time);
+ self.superweapons_finished = max(0, self.superweapons_finished - time);
+ }
+
if(!Item_GiveTo(self, other))
- return;
+ {
+ if (self.classname == "droppedweapon")
+ {
+ // undo what we did above
+ self.strength_finished += time;
+ self.invincible_finished += time;
+ self.superweapons_finished += time;
+ return;
+ }
+ }
other.last_pickup = time;
{
Item_Show(self, !self.state);
setorigin (self, self.origin);
- self.think = SUB_Null;
- self.nextthink = 0;
- if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
- Item_ScheduleInitialRespawn(self);
+ if(self.classname != "droppedweapon")
+ {
+ self.think = SUB_Null;
+ self.nextthink = 0;
+
+ if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
+ Item_ScheduleInitialRespawn(self);
+ }
}
void Item_FindTeam()
float commodity_pickupevalfunc(entity player, entity item)
{
- float c, i, need_shells, need_nails, need_rockets, need_cells;
+ float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
entity wi;
c = 0;
need_rockets = TRUE;
else if(wi.items & IT_CELLS)
need_cells = TRUE;
+ else if(wi.items & IT_FUEL)
+ need_cells = TRUE;
}
// TODO: figure out if the player even has the weapon this ammo is for?
if (item.ammo_cells)
if (player.ammo_cells < g_pickup_cells_max)
c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
+ if (need_fuel)
+ if (item.ammo_fuel)
+ if (player.ammo_fuel < g_pickup_fuel_max)
+ c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
if (item.armorvalue)
if (player.armorvalue < item.max_armorvalue)
c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
self.reset = SUB_Remove;
// it's a dropped weapon
self.movetype = MOVETYPE_TOSS;
+
// Savage: remove thrown items after a certain period of time ("garbage collection")
self.think = RemoveItem;
- self.nextthink = time + 60;
+ self.nextthink = time + 20;
+
+ if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
+ /*
+ if(self.items == 0)
+ if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
+ if(self.ammo_nails == 0)
+ if(self.ammo_cells == 0)
+ if(self.ammo_rockets == 0)
+ if(self.ammo_shells == 0)
+ if(self.ammo_fuel == 0)
+ if(self.health == 0)
+ if(self.armorvalue == 0)
+ */
+ {
+ // if item is worthless after a timer, have it expire then
+ self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
+ }
+
// don't drop if in a NODROP zone (such as lava)
traceline(self.origin, self.origin, MOVE_NORMAL, self);
if (trace_dpstartcontents & DPCONTENTS_NODROP)
self.colormap = 1024; // color shirt=0 pants=0 grey
}
- Item_Show(self, 1);
self.state = 0;
if(self.team)
{