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Blood: Improve third person sprite prediction for network play #790

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Mar 16, 2024
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18 changes: 17 additions & 1 deletion source/blood/src/view.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -969,6 +969,8 @@ void viewBackupView(int nPlayer)
pView->at30 = pPlayer->q16ang;
pView->at50 = pPlayer->pSprite->x;
pView->at54 = pPlayer->pSprite->y;
if (!VanillaMode())
pView->at58 = pPlayer->pSprite->z;
pView->at38 = pPlayer->zView;
pView->at34 = pPlayer->zWeapon-pPlayer->zView-0xc00;
pView->at24 = pPlayer->q16horiz;
Expand All @@ -986,6 +988,8 @@ void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos)
VIEW *pView = &gPrevView[nPlayer];
pView->at50 += pPlayer->pSprite->x-oldpos->x;
pView->at54 += pPlayer->pSprite->y-oldpos->y;
if (!VanillaMode())
pView->at58 += pPlayer->pSprite->z-oldpos->z;
pView->at38 += pPlayer->pSprite->z-oldpos->z;
}

Expand Down Expand Up @@ -2529,6 +2533,7 @@ tspritetype *viewAddEffect(int nTSprite, VIEW_EFFECT nViewEffect)
}

LOCATION gPrevSpriteLoc[kMaxSprites];
static LOCATION gViewSpritePredictLoc;

static void viewApplyDefaultPal(tspritetype *pTSprite, sectortype const *pSector)
{
Expand Down Expand Up @@ -2570,7 +2575,14 @@ void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t

auto const tsprflags = pTSprite->clipdist;

if (gViewInterpolate && TestBitString(gInterpolateSprite, nSprite) && !(pTSprite->flags&512))
if (!VanillaMode() && gViewInterpolate && IsPlayerSprite(pTSprite) && gView && (gView->pSprite == &sprite[nSprite])) // improve network player prediction while in third person/co-op view
{
pTSprite->x = gViewSpritePredictLoc.x;
pTSprite->y = gViewSpritePredictLoc.y;
pTSprite->z = gViewSpritePredictLoc.z;
pTSprite->ang = fix16_to_int(gViewSpritePredictLoc.ang);
}
else if (gViewInterpolate && TestBitString(gInterpolateSprite, nSprite) && !(pTSprite->flags&512))
{
LOCATION *pPrevLoc = &gPrevSpriteLoc[nSprite];
pTSprite->x = interpolate(pPrevLoc->x, pTSprite->x, gInterpolate);
Expand Down Expand Up @@ -3470,6 +3482,7 @@ void viewDrawScreen(void)
renderSetAspect(viewingRange_fov, yxaspect);
int cX = gView->pSprite->x;
int cY = gView->pSprite->y;
gViewSpritePredictLoc.z = gView->pSprite->z;
int cZ = gView->zView;
int zDelta = gView->zWeapon-gView->zView-(12<<8);
fix16_t cA = gView->q16ang;
Expand All @@ -3496,6 +3509,7 @@ void viewDrawScreen(void)
v8c = interpolate(predictOld.at8, predict.at8, gInterpolate);
v4c = interpolate(predictOld.at1c, predict.at1c, gInterpolate);
v48 = interpolate(predictOld.at18, predict.at18, gInterpolate);
gViewSpritePredictLoc.z = interpolate(predictOld.at58, predict.at58, gInterpolate);
}
else
{
Expand All @@ -3511,6 +3525,7 @@ void viewDrawScreen(void)
v8c = interpolate(pView->at8, v8c, gInterpolate);
v4c = interpolate(pView->at1c, v4c, gInterpolate);
v48 = interpolate(pView->at18, v48, gInterpolate);
gViewSpritePredictLoc.z = interpolate(pView->at58, gViewSpritePredictLoc.z, gInterpolate);
}
}
if (gView == gMe && (numplayers <= 1 || gPrediction) && gView->pXSprite->health != 0 && !VanillaMode())
Expand All @@ -3520,6 +3535,7 @@ void viewDrawScreen(void)
q16look = gViewLook;
q16horiz = fix16_from_float(100.f * tanf(fix16_to_float(q16look) * fPI / 1024.f));
}
gViewSpritePredictLoc.x = cX, gViewSpritePredictLoc.y = cY, gViewSpritePredictLoc.ang = cA;
viewUpdateShake();
q16horiz += fix16_from_int(shakeHoriz);
cA += fix16_from_int(shakeAngle);
Expand Down
1 change: 1 addition & 0 deletions source/sw/src/sounds.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1329,6 +1329,7 @@ void COVER_SetReverb(int amt)
else
{
FX_SetReverb(amt);
FX_SetReverbDelay(768);
}
}

Expand Down