Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
antilag.qc
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1#include "antilag.qh"
2
4#include <common/state.qh>
5#include <common/stats.qh>
9#include <server/antilag.qh>
11
12const int ANTILAG_MAX_ORIGINS = 64;
18
20
21void antilag_record(entity e, entity store, float t)
22{
23 if (e.vehicle) {
24 if (e.vehicle.vehicle_flags == VHF_PLAYERSLOT) return;
25 antilag_record(e.vehicle, e.vehicle, t);
26 }
27
28 if (time < store.antilag_times[store.antilag_index]) return;
29 store.antilag_index += 1;
30 if (store.antilag_index >= ANTILAG_MAX_ORIGINS)
31 store.antilag_index = 0;
32 store.antilag_times[store.antilag_index] = t;
33 store.antilag_origins[store.antilag_index] = e.origin;
34
35 if (store.antilag_debug)
36 te_spark(antilag_takebackorigin(e, store, t - store.antilag_debug), '0 0 0', 32);
37}
38
39// finds the index BEFORE t
40float antilag_find(entity e, entity store, float t)
41{
42 for(int i = store.antilag_index; i > 0; --i)
43 if(store.antilag_times[i] >= t)
44 if(store.antilag_times[i - 1] < t)
45 return i - 1;
46
47 if(store.antilag_times[0] >= t)
48 if(store.antilag_times[ANTILAG_MAX_ORIGINS - 1] < t)
49 return ANTILAG_MAX_ORIGINS - 1;
50
51 for(int i = ANTILAG_MAX_ORIGINS - 1; i > store.antilag_index + 1; --i)
52 if(store.antilag_times[i] >= t)
53 if(store.antilag_times[i - 1] < t)
54 return i - 1;
55
56 // if we get here, t is sandwiched nowhere, so let's assume it's in the present
57 return -1;
58}
59
61{
62 int i0 = antilag_find(e, store, t);
63 if (i0 < 0)
64 {
65 // IN THE PRESENT
66 if(store.antilag_takenback)
67 return store.antilag_saved_origin;
68 else
69 return e.origin;
70 }
71 int i1 = i0 + 1;
72 if (i1 >= ANTILAG_MAX_ORIGINS)
73 i1 = 0;
74
75 return lerpv(store.antilag_times[i0], store.antilag_origins[i0], store.antilag_times[i1], store.antilag_origins[i1], t);
76}
77
78vector antilag_takebackavgvelocity(entity e, entity store, float t0, float t1)
79{
80 if (t0 >= t1) return '0 0 0';
81 vector o0 = antilag_takebackorigin(e, store, t0);
82 vector o1 = antilag_takebackorigin(e, store, t1);
83 return (o1 - o0) * (1 / (t1 - t0));
84}
85
86void antilag_takeback(entity e, entity store, float t)
87{
88 if (e.vehicle) {
89 if (e.vehicle.vehicle_flags == VHF_PLAYERSLOT) return;
90 antilag_takeback(e.vehicle, e.vehicle, t);
91 }
92
93 if (!store.antilag_takenback)
94 store.antilag_saved_origin = e.origin;
95
96 vector org = antilag_takebackorigin(e, store, t);
97 setorigin(e, org);
98 store.antilag_takenback = true;
99}
100
102{
103 if (e.vehicle) {
104 if (e.vehicle.vehicle_flags == VHF_PLAYERSLOT) return;
105 antilag_restore(e.vehicle, e.vehicle);
106 }
107
108 if (!store.antilag_takenback) return;
109
110 setorigin(e, store.antilag_saved_origin);
111 store.antilag_takenback = false;
112}
113
115{
116 antilag_restore(e, store);
117 for (int i = 0; i < ANTILAG_MAX_ORIGINS; ++i) {
118 store.antilag_times[i] = -2342;
119 store.antilag_origins[i] = e.origin;
120 }
121 store.antilag_index = ANTILAG_MAX_ORIGINS - 1; // next one is 0
122}
123
124// TODO: use a single intrusive list across all antilagged entities
125void antilag_takeback_all(entity ignore, float lag)
126{
127 FOREACH_CLIENT(IS_PLAYER(it) && it != ignore, antilag_takeback(it, CS(it), time - lag));
128 IL_EACH(g_monsters, it != ignore,
129 {
130 antilag_takeback(it, it, time - lag);
131 });
132 IL_EACH(g_projectiles, it != ignore && it.classname == "nade",
133 {
134 antilag_takeback(it, it, time - lag);
135 });
136}
137
139{
140 FOREACH_CLIENT(IS_PLAYER(it) && it != ignore, antilag_restore(it, CS(it)));
141 IL_EACH(g_monsters, it != ignore,
142 {
143 antilag_restore(it, it);
144 });
145 IL_EACH(g_projectiles, it != ignore && it.classname == "nade",
146 {
147 antilag_restore(it, it);
148 });
149}
150
152{
153 float lag = ((IS_REAL_CLIENT(e)) ? ANTILAG_LATENCY(e) : 0);
154 bool noantilag = ((IS_CLIENT(e)) ? CS_CVAR(e).cvar_cl_noantilag : false);
155 if(autocvar_g_antilag == 0 || noantilag || lag < 0.001)
156 lag = 0;
157
158 return lag;
159}
160
161/*
162==================
163traceline_antilag
164
165A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack
166Additionally it moves players back into the past before the trace and restores them afterward.
167==================
168*/
169void tracebox_antilag_force_wz (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz)
170{
171 // check whether antilagged traces are enabled
172 if (lag < 0.001)
173 lag = 0;
174 if (!IS_REAL_CLIENT(forent))
175 lag = 0; // only antilag for clients
176
177 // change shooter to SOLID_BBOX so the shot can hit corpses
178 int oldsolid = source.dphitcontentsmask;
179 if(source)
180 source.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
181
182 if (lag)
183 antilag_takeback_all(forent, lag);
184
185 // do the trace
186 if(wz)
187 WarpZone_TraceBox (v1, mi, ma, v2, nomonst, forent);
188 else
189 tracebox (v1, mi, ma, v2, nomonst, forent);
190
191 // restore players to current positions
192 if (lag)
193 antilag_restore_all(forent);
194
195 // restore shooter solid type
196 if(source)
197 source.dphitcontentsmask = oldsolid;
198}
199void traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
200{
201 tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, false);
202}
203void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
204{
205 bool noantilag = ((IS_CLIENT(source)) ? CS_CVAR(source).cvar_cl_noantilag : false);
206 if (autocvar_g_antilag != 2 || noantilag)
207 lag = 0;
208 traceline_antilag_force(source, v1, v2, nomonst, forent, lag);
209}
210void tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag)
211{
212 bool noantilag = ((IS_CLIENT(source)) ? CS_CVAR(source).cvar_cl_noantilag : false);
213 if (autocvar_g_antilag != 2 || noantilag)
214 lag = 0;
215 tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, false);
216}
217void WarpZone_traceline_antilag_force (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
218{
219 tracebox_antilag_force_wz(source, v1, '0 0 0', '0 0 0', v2, nomonst, forent, lag, true);
220}
221void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
222{
223 bool noantilag = ((IS_CLIENT(source)) ? CS_CVAR(source).cvar_cl_noantilag : false);
224 if (autocvar_g_antilag != 2 || noantilag)
225 lag = 0;
226 WarpZone_traceline_antilag_force(source, v1, v2, nomonst, forent, lag);
227}
228void WarpZone_tracebox_antilag (entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag)
229{
230 bool noantilag = ((IS_CLIENT(source)) ? CS_CVAR(source).cvar_cl_noantilag : false);
231 if (autocvar_g_antilag != 2 || noantilag)
232 lag = 0;
233 tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonst, forent, lag, true);
234}
void tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:210
const int ANTILAG_MAX_ORIGINS
Definition antilag.qc:12
void tracebox_antilag_force_wz(entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag, float wz)
Definition antilag.qc:169
float antilag_times[ANTILAG_MAX_ORIGINS]
Definition antilag.qc:14
float antilag_find(entity e, entity store, float t)
Definition antilag.qc:40
float antilag_takenback
Definition antilag.qc:17
float antilag_debug
Definition antilag.qc:19
void antilag_takeback_all(entity ignore, float lag)
Definition antilag.qc:125
vector antilag_takebackavgvelocity(entity e, entity store, float t0, float t1)
Definition antilag.qc:78
void traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:203
vector antilag_takebackorigin(entity e, entity store, float t)
Definition antilag.qc:60
void antilag_record(entity e, entity store, float t)
Definition antilag.qc:21
int antilag_index
Definition antilag.qc:15
void WarpZone_tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:228
void WarpZone_traceline_antilag(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:221
void antilag_clear(entity e, entity store)
Definition antilag.qc:114
void WarpZone_traceline_antilag_force(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:217
void antilag_restore(entity e, entity store)
Definition antilag.qc:101
void traceline_antilag_force(entity source, vector v1, vector v2, float nomonst, entity forent, float lag)
Definition antilag.qc:199
vector antilag_origins[ANTILAG_MAX_ORIGINS]
Definition antilag.qc:13
void antilag_takeback(entity e, entity store, float t)
Definition antilag.qc:86
vector antilag_saved_origin
Definition antilag.qc:16
float antilag_getlag(entity e)
Definition antilag.qc:151
void antilag_restore_all(entity ignore)
Definition antilag.qc:138
#define ANTILAG_LATENCY(e)
Definition antilag.qh:19
int autocvar_g_antilag
Definition antilag.qh:3
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define IS_CLIENT(s)
Definition player.qh:242
#define IS_PLAYER(s)
Definition player.qh:243
float DPCONTENTS_SOLID
float DPCONTENTS_CORPSE
float DPCONTENTS_BODY
float time
#define IL_EACH(this, cond, body)
void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
Definition common.qc:343
ERASEABLE vector lerpv(float t0, vector v0, float t1, vector v1, float t)
Definition math.qh:105
vector
Definition self.qh:92
vector org
Definition self.qh:92
IntrusiveList g_projectiles
Definition common.qh:58
#define CS_CVAR(this)
Definition state.qh:51
ClientState CS(Client this)
Definition state.qh:47
IntrusiveList g_monsters
#define IS_REAL_CLIENT(v)
Definition utils.qh:17
#define FOREACH_CLIENT(cond, body)
Definition utils.qh:50
const int VHF_PLAYERSLOT
Vehicle has multiple player slots.
Definition vehicle.qh:97