Added silent line teleport prediction
- Allow activation of line teleport specials during prediction - Moved prediction functions to improve uncapped framerates
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7 changed files with 107 additions and 13 deletions
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@ -62,6 +62,7 @@ static FRandom pr_skullpop ("SkullPop");
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// Variables for prediction
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CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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static player_t PredictionPlayerBackup;
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static BYTE PredictionActorBackup[sizeof(AActor)];
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static TArray<sector_t *> PredictionTouchingSectorsBackup;
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@ -2722,14 +2723,16 @@ void P_PredictPlayer (player_t *player)
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}
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act->BlockNode = NULL;
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bool NoInterpolateOld = R_GetViewInterpolationStatus();
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for (int i = gametic; i < maxtic; ++i)
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{
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if (!NoInterpolateOld)
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R_RebuildViewInterpolation(player);
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player->cmd = localcmds[i % LOCALCMDTICS];
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P_PlayerThink (player);
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player->mo->Tick ();
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}
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S_UpdateSounds(players[consoleplayer].camera); // move positional sounds
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}
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extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
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