diff options
| author | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
|---|---|---|
| committer | boris <wzn@moneybot.cc> | 2018-11-28 16:00:02 +1300 |
| commit | 3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch) | |
| tree | 26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /internal_rewrite/prediction.hpp | |
| parent | e4729e4393d90271a3814c7a79950a660c48325a (diff) | |
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever.
i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'internal_rewrite/prediction.hpp')
| -rw-r--r-- | internal_rewrite/prediction.hpp | 95 |
1 files changed, 0 insertions, 95 deletions
diff --git a/internal_rewrite/prediction.hpp b/internal_rewrite/prediction.hpp deleted file mode 100644 index d6adb44..0000000 --- a/internal_rewrite/prediction.hpp +++ /dev/null @@ -1,95 +0,0 @@ -#pragma once
-#include "vector.hpp"
-#include "util.hpp"
-
-#include <array>
-#include <deque>
-
-class user_cmd_t;
-class c_base_player;
-
-NAMESPACE_REGION( features )
-
-class c_prediction
-{
- user_cmd_t* m_ucmd{ };
- int m_predicted_flags{ };
-
- float m_old_time;
- float m_old_frametime;
- int m_old_tickcount;
-
- int m_prediction_seed;
- int m_prediction_player;
-
- struct player_data_t {
- struct lag_velocity_record_t {
- vec3_t m_velocity;
- int m_tick;
- };
-
- void update( int ent_index );
-
- float m_simtime{ };
- int m_last_choke{ };
- vec3_t m_angles{ };
- vec3_t m_velocity{ };
- vec3_t m_old_velocity{ };
- vec3_t m_position{ };
- vec3_t m_movement{ };
- bool m_valid{ };
- bool m_breaking_lc{ };
-
- std::deque< lag_velocity_record_t > m_records{ };
- };
-
- std::array< player_data_t, 65 > m_players;
-
- void run( user_cmd_t* ucmd );
-public:
- // You should be using the un-predicted velocity for fake-walk.
- vec3_t m_velocity{ };
-
- // void local_pred( user_cmd_t* );
-
- void run_command( user_cmd_t *cmd );
-
- int get_predicted_flags( ) const {
- return m_predicted_flags;
- }
-
- bool is_breaking_lc( int ent ) const {
- return m_players[ ent ].m_breaking_lc;
- }
-
- inline player_data_t get_player_data( int ent_index ) {
- return m_players[ ent_index ];
- }
-
- player_data_t m_player;
-
- //gamemovement functions
- vec3_t full_walk_move( c_base_player*, int );
- void check_jump_button( c_base_player*, vec3_t&, vec3_t& );
- void start_gravity( c_base_player*, vec3_t&, vec3_t& );
- void finish_gravity( c_base_player*, vec3_t&, vec3_t& );
- void friction( c_base_player*, vec3_t&, vec3_t& );
- void air_move( c_base_player*, vec3_t&, vec3_t&, vec3_t&, vec3_t& );
- void air_accelerate( c_base_player*, vec3_t&, vec3_t&, vec3_t&, float );
- // void walk_move( c_base_player*, vec3_t&, vec3_t& );
- bool categorize_position( c_base_player*, vec3_t&, vec3_t& );
- void check_velocity( c_base_player*, vec3_t&, vec3_t& );
- void try_player_move( c_base_player*, vec3_t&, vec3_t& );
-
- void frame_stage_notify( );
- vec3_t aimware_extrapolate( c_base_player* ent, vec3_t origin, vec3_t& velocity );
- void predict_player( c_base_player* player );
- int get_predicted_choke( int );
- vec3_t extrapolate_player( c_base_player*, int );
- void trace_player_bbox( c_base_player*, const vec3_t& start, const vec3_t& end, CGameTrace* pm );
- void try_touch_ground( c_base_player*, const vec3_t& start, const vec3_t& end, const vec3_t& mins, const vec3_t& maxs, CGameTrace* pm );
- void try_touch_ground_in_quadrants( c_base_player*, const vec3_t& start, const vec3_t& end, CGameTrace* pm );
-
-};
-
-END_REGION
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