Source 2007 Template Fixes
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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.