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>
8#include <server/antilag.qh>
10
11const int ANTILAG_MAX_ORIGINS = 64;
17
19
20void antilag_record(entity e, entity store, float t)
21{
22 if (e.vehicle) {
23 if (e.vehicle.vehicle_flags == VHF_PLAYERSLOT) return;
24 antilag_record(e.vehicle, e.vehicle, t);
25 }
26
27 if (time < store.antilag_times[store.antilag_index]) return;
28 ++store.antilag_index;
29 if (store.antilag_index >= ANTILAG_MAX_ORIGINS)
30 store.antilag_index = 0;
31 store.antilag_times[store.antilag_index] = t;
32 store.antilag_origins[store.antilag_index] = e.origin;
33
34 if (store.antilag_debug)
35 te_spark(antilag_takebackorigin(e, store, t - store.antilag_debug), '0 0 0', 32);
36}
37
38// finds the index BEFORE t
39float antilag_find(entity e, entity store, float t)
40{
41 for(int i = store.antilag_index; i > 0; --i)
42 if(store.antilag_times[i] >= t)
43 if(store.antilag_times[i - 1] < t)
44 return i - 1;
45
46 if(store.antilag_times[0] >= t)
47 if(store.antilag_times[ANTILAG_MAX_ORIGINS - 1] < t)
48 return ANTILAG_MAX_ORIGINS - 1;
49
50 for(int i = ANTILAG_MAX_ORIGINS - 1; i > store.antilag_index + 1; --i)
51 if(store.antilag_times[i] >= t)
52 if(store.antilag_times[i - 1] < t)
53 return i - 1;
54
55 // if we get here, t is sandwiched nowhere, so let's assume it's in the present
56 return -1;
57}
58
60{
61 int i0 = antilag_find(e, store, t);
62 if (i0 < 0)
63 {
64 // IN THE PRESENT
65 if(store.antilag_takenback)
66 return store.antilag_saved_origin;
67 else
68 return e.origin;
69 }
70 int i1 = i0 + 1;
71 if (i1 >= ANTILAG_MAX_ORIGINS)
72 i1 = 0;
73
74 return lerpv(store.antilag_times[i0], store.antilag_origins[i0], store.antilag_times[i1], store.antilag_origins[i1], t);
75}
76
77vector antilag_takebackavgvelocity(entity e, entity store, float t0, float t1)
78{
79 if (t0 >= t1) return '0 0 0';
80 vector o0 = antilag_takebackorigin(e, store, t0);
81 vector o1 = antilag_takebackorigin(e, store, t1);
82 return (o1 - o0) * (1 / (t1 - t0));
83}
84
85void antilag_takeback(entity e, entity store, float t)
86{
87 if (e.vehicle) {
88 if (e.vehicle.vehicle_flags == VHF_PLAYERSLOT) return;
89 antilag_takeback(e.vehicle, e.vehicle, t);
90 }
91
92 if (!store.antilag_takenback)
93 store.antilag_saved_origin = e.origin;
94
95 vector org = antilag_takebackorigin(e, store, t);
96 setorigin(e, org);
97 store.antilag_takenback = true;
98}
99
101{
102 if (e.vehicle) {
103 if (e.vehicle.vehicle_flags == VHF_PLAYERSLOT) return;
104 antilag_restore(e.vehicle, e.vehicle);
105 }
106
107 if (!store.antilag_takenback) return;
108
109 setorigin(e, store.antilag_saved_origin);
110 store.antilag_takenback = false;
111}
112
114{
115 antilag_restore(e, store);
116 for (int i = 0; i < ANTILAG_MAX_ORIGINS; ++i) {
117 store.antilag_times[i] = -2342;
118 store.antilag_origins[i] = e.origin;
119 }
120 store.antilag_index = ANTILAG_MAX_ORIGINS - 1; // next one is 0
121}
122
123// TODO: use a single intrusive list across all antilagged entities
124void antilag_takeback_all(entity ignore, float lag)
125{
126 FOREACH_CLIENT(IS_PLAYER(it) && it != ignore, antilag_takeback(it, CS(it), time - lag));
127 IL_EACH(g_monsters, it != ignore,
128 {
129 antilag_takeback(it, it, time - lag);
130 });
131 IL_EACH(g_projectiles, it != ignore && it.classname == "nade",
132 {
133 antilag_takeback(it, it, time - lag);
134 });
135}
136
138{
139 FOREACH_CLIENT(IS_PLAYER(it) && it != ignore, antilag_restore(it, CS(it)));
140 IL_EACH(g_monsters, it != ignore,
141 {
142 antilag_restore(it, it);
143 });
144 IL_EACH(g_projectiles, it != ignore && it.classname == "nade",
145 {
146 antilag_restore(it, it);
147 });
148}
149
151{
152 float lag = ((IS_REAL_CLIENT(e)) ? ANTILAG_LATENCY(e) : 0);
153 bool noantilag = ((IS_CLIENT(e)) ? CS_CVAR(e).cvar_cl_noantilag : false);
154 if(autocvar_g_antilag == 0 || noantilag || lag < 0.001)
155 lag = 0;
156
157 return lag;
158}
159
160/*
161==================
162traceline_antilag
163
164A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE things with a trace attack
165Additionally it moves players back into the past before the trace and restores them afterward.
166==================
167*/
169 float nomonsters, entity forent, float lag,
170 bool wz, WarpZone_trace_callback_t cb)
171{
172 if (lag < 0.001 // check whether antilagged traces are enabled
173 || !IS_REAL_CLIENT(forent)) // only antilag for clients
174 lag = 0;
175
176 // change shooter to SOLID_BBOX so the shot can hit corpses
177 int oldsolid = source.dphitcontentsmask;
178 if (source)
179 source.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
180
181 if (lag)
182 antilag_takeback_all(forent, lag);
183
184 // do the trace
185 if (wz)
186 WarpZone_TraceBox_ThroughZone(v1, mi, ma, v2, nomonsters, forent, NULL, cb);
187 else
188 {
189 tracebox(v1, mi, ma, v2, nomonsters, forent);
190 if (cb)
191 cb(v1, trace_endpos, v2);
192 }
193
194 // restore players to current positions
195 if (lag)
196 antilag_restore_all(forent);
197
198 // restore shooter solid type
199 if (source)
200 source.dphitcontentsmask = oldsolid;
201}
202
203void traceline_antilag(entity source, vector v1, vector v2, float nomonsters, entity forent, float lag)
204{
205 if (autocvar_g_antilag != 2 || (IS_CLIENT(source) && CS_CVAR(source).cvar_cl_noantilag))
206 lag = 0;
207 traceline_antilag_force(source, v1, v2, nomonsters, forent, lag);
208}
209void WarpZone_traceline_antilag(entity source, vector v1, vector v2, float nomonsters, entity forent, float lag)
210{
211 if (autocvar_g_antilag != 2 || (IS_CLIENT(source) && CS_CVAR(source).cvar_cl_noantilag))
212 lag = 0;
213 WarpZone_traceline_antilag_force(source, v1, v2, nomonsters, forent, lag);
214}
215
216void tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float lag)
217{
218 if (autocvar_g_antilag != 2 || (IS_CLIENT(source) && CS_CVAR(source).cvar_cl_noantilag))
219 lag = 0;
220 tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonsters, forent, lag, false, func_null);
221}
222void WarpZone_tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float lag)
223{
224 if (autocvar_g_antilag != 2 || (IS_CLIENT(source) && CS_CVAR(source).cvar_cl_noantilag))
225 lag = 0;
226 tracebox_antilag_force_wz(source, v1, mi, ma, v2, nomonsters, forent, lag, true, func_null);
227}
const int ANTILAG_MAX_ORIGINS
Definition antilag.qc:11
float antilag_times[ANTILAG_MAX_ORIGINS]
Definition antilag.qc:13
void tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float lag)
Definition antilag.qc:216
float antilag_find(entity e, entity store, float t)
Definition antilag.qc:39
float antilag_takenback
Definition antilag.qc:16
float antilag_debug
Definition antilag.qc:18
void antilag_takeback_all(entity ignore, float lag)
Definition antilag.qc:124
vector antilag_takebackavgvelocity(entity e, entity store, float t0, float t1)
Definition antilag.qc:77
vector antilag_takebackorigin(entity e, entity store, float t)
Definition antilag.qc:59
void antilag_record(entity e, entity store, float t)
Definition antilag.qc:20
int antilag_index
Definition antilag.qc:14
void WarpZone_traceline_antilag(entity source, vector v1, vector v2, float nomonsters, entity forent, float lag)
Definition antilag.qc:209
void traceline_antilag(entity source, vector v1, vector v2, float nomonsters, entity forent, float lag)
Definition antilag.qc:203
void WarpZone_tracebox_antilag(entity source, vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float lag)
Definition antilag.qc:222
void tracebox_antilag_force_wz(entity source, vector v1, vector mi, vector ma, vector v2, float nomonsters, entity forent, float lag, bool wz, WarpZone_trace_callback_t cb)
A version of traceline that must be used by SOLID_SLIDEBOX things that want to hit SOLID_CORPSE thing...
Definition antilag.qc:168
void antilag_clear(entity e, entity store)
Definition antilag.qc:113
void antilag_restore(entity e, entity store)
Definition antilag.qc:100
vector antilag_origins[ANTILAG_MAX_ORIGINS]
Definition antilag.qc:12
void antilag_takeback(entity e, entity store, float t)
Definition antilag.qc:85
vector antilag_saved_origin
Definition antilag.qc:15
float antilag_getlag(entity e)
Definition antilag.qc:150
void antilag_restore_all(entity ignore)
Definition antilag.qc:137
#define WarpZone_traceline_antilag_force(source, v1, v2, nomonsters, forent, lag)
Definition antilag.qh:33
#define traceline_antilag_force(source, v1, v2, nomonsters, forent, lag)
Definition antilag.qh:31
#define ANTILAG_LATENCY(e)
Definition antilag.qh:21
int autocvar_g_antilag
Definition antilag.qh:5
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
#define IS_CLIENT(s)
Definition player.qh:241
#define IS_PLAYER(s)
Definition player.qh:242
float DPCONTENTS_SOLID
float DPCONTENTS_CORPSE
float DPCONTENTS_BODY
float time
vector trace_endpos
#define IL_EACH(this, cond, body)
void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
Traces a box from org to end, shifting & transforming each time it goes through a warpzone.
Definition common.qc:183
void(vector start, vector hit, vector end) WarpZone_trace_callback_t
Definition common.qh:37
ERASEABLE vector lerpv(float t0, vector v0, float t1, vector v1, float t)
Definition math.qh:108
var void func_null()
#define NULL
Definition post.qh:14
vector
Definition self.qh:96
vector org
Definition self.qh:96
IntrusiveList g_projectiles
Definition common.qh:70
#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:52
const int VHF_PLAYERSLOT
This ent is a player slot on a multi-person vehicle.
Definition vehicle.qh:107