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Ensure physics are predicted correctly
Update the PhysicsEntity position so it always matched the physics position.
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fba8fc9c45
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40c59c7f51
@ -72,16 +72,11 @@ ControllablePhysicsComponent::~ControllablePhysicsComponent() {
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void ControllablePhysicsComponent::Update(float deltaTime) {
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if (m_Velocity == NiPoint3::ZERO) return;
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m_Position += m_Velocity * deltaTime;
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m_DirtyPosition = true;
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SetPosition(m_Position + (m_Velocity * deltaTime));
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Game::entityManager->SerializeEntity(m_Parent);
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}
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void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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//If this is a creation, then we assume the position is dirty, even when it isn't.
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//This is because new clients will still need to receive the position.
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//if (bIsInitialUpdate) m_DirtyPosition = true;
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if (bIsInitialUpdate) {
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outBitStream->Write(m_InJetpackMode);
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if (m_InJetpackMode) {
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@ -107,14 +102,14 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
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outBitStream->Write(m_GravityScale);
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outBitStream->Write(m_SpeedMultiplier);
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m_DirtyCheats = false;
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if (!bIsInitialUpdate) m_DirtyCheats = false;
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}
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outBitStream->Write(m_DirtyEquippedItemInfo);
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if (m_DirtyEquippedItemInfo) {
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outBitStream->Write(m_PickupRadius);
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outBitStream->Write(m_InJetpackMode);
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m_DirtyEquippedItemInfo = false;
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if (!bIsInitialUpdate) m_DirtyEquippedItemInfo = false;
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}
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outBitStream->Write(m_DirtyBubble);
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@ -124,7 +119,7 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
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outBitStream->Write(m_BubbleType);
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outBitStream->Write(m_SpecialAnims);
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}
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m_DirtyBubble = false;
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if (!bIsInitialUpdate) m_DirtyBubble = false;
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}
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outBitStream->Write(m_DirtyPosition || bIsInitialUpdate);
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@ -146,6 +141,7 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
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outBitStream->Write(m_Velocity.x);
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outBitStream->Write(m_Velocity.y);
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outBitStream->Write(m_Velocity.z);
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m_DirtyVelocity = false;
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}
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outBitStream->Write(m_DirtyAngularVelocity);
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@ -153,6 +149,7 @@ void ControllablePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bo
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outBitStream->Write(m_AngularVelocity.x);
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outBitStream->Write(m_AngularVelocity.y);
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outBitStream->Write(m_AngularVelocity.z);
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m_DirtyAngularVelocity = false;
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}
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outBitStream->Write0();
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@ -212,7 +209,7 @@ void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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}
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void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
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if (m_Static) {
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if (m_Static || m_Position == pos) {
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return;
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}
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@ -225,7 +222,7 @@ void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {
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}
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void ControllablePhysicsComponent::SetRotation(const NiQuaternion& rot) {
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if (m_Static) {
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if (m_Static || m_Rotation == rot) {
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return;
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}
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@ -236,7 +233,7 @@ void ControllablePhysicsComponent::SetRotation(const NiQuaternion& rot) {
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}
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void ControllablePhysicsComponent::SetVelocity(const NiPoint3& vel) {
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if (m_Static) {
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if (m_Static || m_Velocity == vel) {
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return;
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}
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@ -248,7 +245,7 @@ void ControllablePhysicsComponent::SetVelocity(const NiPoint3& vel) {
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}
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void ControllablePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
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if (m_Static) {
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if (m_Static || m_AngularVelocity == vel) {
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return;
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}
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@ -258,11 +255,13 @@ void ControllablePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
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}
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void ControllablePhysicsComponent::SetIsOnGround(bool val) {
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if (val == m_IsOnGround) return;
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m_DirtyPosition = true;
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m_IsOnGround = val;
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}
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void ControllablePhysicsComponent::SetIsOnRail(bool val) {
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if (val == m_IsOnRail) return;
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m_DirtyPosition = true;
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m_IsOnRail = val;
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}
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@ -80,12 +80,14 @@ void MovementAIComponent::Update(const float deltaTime) {
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if (m_PullingToPoint) {
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const auto source = GetCurrentWaypoint();
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// Just a guess at the speed...
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const auto speed = deltaTime * 2.5f;
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NiPoint3 velocity = (m_PullPoint - source) * speed;
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SetPosition(source + velocity);
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// We are close enough to the pulled to point, stop pulling
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if (Vector3::DistanceSquared(m_Parent->GetPosition(), m_PullPoint) < std::pow(2, 2)) {
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m_PullingToPoint = false;
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}
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@ -114,7 +116,10 @@ void MovementAIComponent::Update(const float deltaTime) {
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NiPoint3 velocity = NiPoint3::ZERO;
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if (m_Acceleration > 0 && m_BaseSpeed > 0 && AdvanceWaypointIndex()) // Do we have another waypoint to seek?
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// If we have no acceleration, then we have no max speed.
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// If we have no base speed, then we cannot scale the speed by it.
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// Do we have another waypoint to seek?
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if (m_Acceleration > 0 && m_BaseSpeed > 0 && AdvanceWaypointIndex())
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{
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m_NextWaypoint = GetCurrentWaypoint();
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@ -132,7 +137,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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m_CurrentSpeed = m_MaxSpeed;
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}
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const auto speed = m_CurrentSpeed * m_BaseSpeed; // scale speed based on base speed
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const auto speed = m_CurrentSpeed * m_BaseSpeed; // scale speed based on base speed * current speed
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const auto delta = m_NextWaypoint - source;
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@ -149,6 +154,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
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} else {
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// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
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// All checks for how to progress when you arrive at a waypoint will be handled in this else block.
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HandleWaypointArrived();
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if (!AdvancePathWaypointIndex()) {
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if (m_Path) {
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