Source 2007 Template Fixes

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Revision as of 18:09, 14 July 2011 by AzuiSleet (talk | contribs) (Updated movement patch)
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This is a collection of fixes that only effect the Source 2007 Template.

Missing prediction table entry on the client-side player

A prediction table in game/client/sdk/c_sdk_player.cpp is missing an entry for shared player data, causing some values such as the amount of stamina to appear jittery.

--- game\client\sdk\c_sdk_player.cpp	2010-03-28 17:00:41.000000000 -0600
+++ game\client\sdk\c_sdk_player.cpp	2011-07-14 19:06:20.000000000 -0600
@@ -149,12 +149,13 @@
 #if defined( SDK_USE_SPRINTING )
 	DEFINE_PRED_FIELD( m_bIsSprinting, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
 #endif
 END_PREDICTION_DATA()
 
 BEGIN_PREDICTION_DATA( C_SDKPlayer )
+	DEFINE_PRED_TYPEDESCRIPTION( m_Shared, CSDKPlayerShared ),
 	DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
 	DEFINE_PRED_FIELD( m_iShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),   
 END_PREDICTION_DATA()
 
 LINK_ENTITY_TO_CLASS( player, C_SDKPlayer );

SDK sprinting

With the previous prediction patch, we need to apply the sprint penalty in prediction. The initial SetMaxSpeed is also called with the wrong value.

--- game\shared\sdk\sdk_player_shared.cpp	2010-03-28 17:00:44.000000000 -0600
+++ game\shared\sdk\sdk_player_shared.cpp	2011-07-14 18:52:55.000000000 -0600
@@ -213,13 +213,13 @@
 }
 
 bool CSDKPlayer::IsSprinting( void )
 {
 	float flVelSqr = GetAbsVelocity().LengthSqr();
 
-	return m_Shared.m_bIsSprinting && ( flVelSqr > 0.5f );
+	return m_Shared.IsSprinting() && ( flVelSqr > 0.5f );
 }
 #endif // SDK_USE_SPRINTING
 
 bool CSDKPlayer::CanAttack( void )
 {
 #if defined ( SDK_USE_SPRINTING )
@@ -424,24 +424,20 @@
 
 #endif
 
 #if defined ( SDK_USE_SPRINTING )
 void CSDKPlayerShared::SetSprinting( bool bSprinting )
 {
-	if ( bSprinting && !m_bIsSprinting )
+	if ( bSprinting && !IsSprinting())
 	{
 		StartSprinting();
 
-		// only one penalty per key press
-		if ( m_bGaveSprintPenalty == false )
-		{
-			m_flStamina -= INITIAL_SPRINT_STAMINA_PENALTY;
-			m_bGaveSprintPenalty = true;
-		}
+		// always apply this penalty as we're predicting m_bSprinting
+		m_flStamina -= INITIAL_SPRINT_STAMINA_PENALTY;
 	}
-	else if ( !bSprinting && m_bIsSprinting )
+	else if ( !bSprinting && IsSprinting() )
 	{
 		StopSprinting();
 	}
 }
 
 // this is reset when we let go of the sprint key
@@ -568,13 +564,13 @@
 {
 #if !defined ( SDK_USE_PLAYERCLASSES )
 	m_Shared.m_flRunSpeed = SDK_DEFAULT_PLAYER_RUNSPEED;
 	m_Shared.m_flSprintSpeed = SDK_DEFAULT_PLAYER_SPRINTSPEED;
 	m_Shared.m_flProneSpeed = SDK_DEFAULT_PLAYER_PRONESPEED;
 	// Set the absolute max to sprint speed
-	SetMaxSpeed( m_Shared.m_flSprintSpeed ); 
+	SetMaxSpeed( m_Shared.m_flRunSpeed ); 
 	return;
 #endif
 #if defined ( SDK_USE_PLAYERCLASSES )
 		int playerclass = m_Shared.PlayerClass();
 
 		//Tony; error checkings.