Multiplayer Vehicle Fixes: Difference between revisions
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* Fixing Jitterbugs in the players view. ( Multiplayer Issues Resolved ) | * Fixing Jitterbugs in the players view. ( Multiplayer Issues Resolved ) |
Revision as of 10:48, 7 November 2007
- Fixing Jitterbugs in the players view. ( Multiplayer Issues Resolved )
These fixes are to correct some issues with using Valves vehicles code in a multiplayer game. A true way of doing vehicles in Source Multiplayer would be to write prediction code for the client, but this is not possible with the current engine. The only other option would be to write your own vehicle movement code, which is no easy task for complicated vehicles like the buggy.
Open cl_dll/c_prop_vehicle.cpp
Find C_PropVehicleDriveable::C_PropVehicleDriveable() constructor.
Replace
m_ViewSmoothingData.bDampenEyePosition = true;
with
m_ViewSmoothingData.bDampenEyePosition = false;
Find C_PropVehicleDriveable::GetVehicleViewPosition
Replace
VehicleViewSmoothing( m_hPlayer, pAbsOrigin, pAbsAngles, m_bEnterAnimOn, m_bExitAnimOn, &m_vecEyeExitEndpoint, &m_ViewSmoothingData, &m_flFOV );
with
if( m_hPlayer->IsLocalPlayer() ) { VehicleViewSmoothing( m_hPlayer, pAbsOrigin, pAbsAngles, m_bEnterAnimOn, m_bExitAnimOn, &m_vecEyeExitEndpoint, &m_ViewSmoothingData, &m_flFOV ); }
Find void VehicleViewSmoothing
Replace
if ( !bExitAnimOn ) { Vector localEyeOrigin; QAngle localEyeAngles; pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles ); engine->SetViewAngles( localEyeAngles ); }
with
if ( pPlayer->IsLocalPlayer() ) { if ( !bExitAnimOn ) { Vector localEyeOrigin; QAngle localEyeAngles; pData->pVehicle->GetAttachmentLocal( eyeAttachmentIndex, localEyeOrigin, localEyeAngles ); engine->SetViewAngles( localEyeAngles ); } }
Open cl_dll/c_prop_vehicle.h
In class C_PropVehicleDriveable replace
virtual bool IsPredicted() const { return false; }
with
virtual bool IsPredicted() const { return true; }