fix: controllable physics prediction

This commit is contained in:
David Markowitz 2023-11-16 04:28:54 -08:00
parent 0ddd20e2b5
commit 1e9d7a20e6

View File

@ -68,7 +68,10 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
} }
void ControllablePhysicsComponent::Update(float deltaTime) { void ControllablePhysicsComponent::Update(float deltaTime) {
if (m_Static || m_Velocity == NiPoint3::ZERO) return;
m_Position += m_Velocity * deltaTime;
m_DirtyPosition = true;
Game::entityManager->SerializeEntity(m_Parent);
} }
void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) { void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
@ -101,14 +104,14 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
outBitStream->Write(m_GravityScale); outBitStream->Write(m_GravityScale);
outBitStream->Write(m_SpeedMultiplier); outBitStream->Write(m_SpeedMultiplier);
m_DirtyCheats = false; if (!bIsInitialUpdate) m_DirtyCheats = false;
} }
outBitStream->Write(m_DirtyEquippedItemInfo); outBitStream->Write(m_DirtyEquippedItemInfo);
if (m_DirtyEquippedItemInfo) { if (m_DirtyEquippedItemInfo) {
outBitStream->Write(m_PickupRadius); outBitStream->Write(m_PickupRadius);
outBitStream->Write(m_InJetpackMode); outBitStream->Write(m_InJetpackMode);
m_DirtyEquippedItemInfo = false; if (!bIsInitialUpdate) m_DirtyEquippedItemInfo = false;
} }
outBitStream->Write(m_DirtyBubble); outBitStream->Write(m_DirtyBubble);
@ -118,7 +121,7 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
outBitStream->Write(m_BubbleType); outBitStream->Write(m_BubbleType);
outBitStream->Write(m_SpecialAnims); outBitStream->Write(m_SpecialAnims);
} }
m_DirtyBubble = false; if (!bIsInitialUpdate) m_DirtyBubble = false;
} }
outBitStream->Write(m_DirtyPosition || bIsInitialUpdate); outBitStream->Write(m_DirtyPosition || bIsInitialUpdate);
@ -150,12 +153,13 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
} }
outBitStream->Write0(); outBitStream->Write0();
}
if (!bIsInitialUpdate) { if (!bIsInitialUpdate) {
m_DirtyPosition = false;
outBitStream->Write(m_IsTeleporting); outBitStream->Write(m_IsTeleporting);
m_IsTeleporting = false; m_IsTeleporting = false;
} }
}
} }
void ControllablePhysicsComponent::LoadFromXml(tinyxml2::XMLDocument* doc) { void ControllablePhysicsComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
@ -309,7 +313,7 @@ void ControllablePhysicsComponent::RemoveSpeedboost(float value) {
Game::entityManager->SerializeEntity(m_Parent); Game::entityManager->SerializeEntity(m_Parent);
} }
void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bool specialAnims){ void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bool specialAnims) {
if (m_IsInBubble) { if (m_IsInBubble) {
LOG("Already in bubble"); LOG("Already in bubble");
return; return;
@ -321,7 +325,7 @@ void ControllablePhysicsComponent::ActivateBubbleBuff(eBubbleType bubbleType, bo
Game::entityManager->SerializeEntity(m_Parent); Game::entityManager->SerializeEntity(m_Parent);
} }
void ControllablePhysicsComponent::DeactivateBubbleBuff(){ void ControllablePhysicsComponent::DeactivateBubbleBuff() {
m_DirtyBubble = true; m_DirtyBubble = true;
m_IsInBubble = false; m_IsInBubble = false;
Game::entityManager->SerializeEntity(m_Parent); Game::entityManager->SerializeEntity(m_Parent);
@ -336,9 +340,9 @@ void ControllablePhysicsComponent::SetStunImmunity(
const bool bImmuneToStunJump, const bool bImmuneToStunJump,
const bool bImmuneToStunMove, const bool bImmuneToStunMove,
const bool bImmuneToStunTurn, const bool bImmuneToStunTurn,
const bool bImmuneToStunUseItem){ const bool bImmuneToStunUseItem) {
if (state == eStateChangeType::POP){ if (state == eStateChangeType::POP) {
if (bImmuneToStunAttack && m_ImmuneToStunAttackCount > 0) m_ImmuneToStunAttackCount -= 1; if (bImmuneToStunAttack && m_ImmuneToStunAttackCount > 0) m_ImmuneToStunAttackCount -= 1;
if (bImmuneToStunEquip && m_ImmuneToStunEquipCount > 0) m_ImmuneToStunEquipCount -= 1; if (bImmuneToStunEquip && m_ImmuneToStunEquipCount > 0) m_ImmuneToStunEquipCount -= 1;
if (bImmuneToStunInteract && m_ImmuneToStunInteractCount > 0) m_ImmuneToStunInteractCount -= 1; if (bImmuneToStunInteract && m_ImmuneToStunInteractCount > 0) m_ImmuneToStunInteractCount -= 1;