Simulated Bullets

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Preface

Basically, with simulated bullets, the aspects of physics are going to tried to be captured by simulating them in batch simulation code. So far the code is all server-side and is later expected to be client-side simulated with similar code. Bullet simulation using individual entities is not the way to go because they can fill up the entity list and are just unconventional.


Note.pngNote:This code is a work in progress. Feel free to make helpful changes.

Alteration

The code creates two ConVars which allow the host to change the penetration allowed and the maximum speed at which a bullet is removed.

Body

This code is WIP by ts2do

game_shared

bullet_manager.h

#include "ammodef.h"
#define BUTTER_MODE -1
#define ONE_HIT_MODE -2

#ifdef CLIENT_DLL//-----------------------
class C_BulletManager;
extern C_BulletManager *g_pBulletManager;
#define CBulletManager C_BulletManager
#define CSimulatedBullet C_SimulatedBullet
#else//-----------------------------------
class CBulletManager;
extern CBulletManager *g_pBulletManager;
#endif//----------------------------------

inline CBulletManager *BulletManager()
{
	return g_pBulletManager;
}

extern ConVar g_debug_bullets;
class CSimulatedBullet
{
public:
	CSimulatedBullet();
	CSimulatedBullet( CBaseEntity *pAttacker, CBaseEntity *pAdditionalIgnoreEnt,
						int ammoType, int nFlags, Vector &vecDirShooting,
						Vector &vecOrigin, int damageType
#ifndef CLIENT_DLL
						, CBaseEntity *pCaller, int iDamage, float flLagCompensation
#endif
						);
	~CSimulatedBullet();
	inline float BulletSpeedRatio(void)
	{
		return m_flBulletSpeed/m_flInitialBulletSpeed;
	}
	inline bool IsInWorld(void) const
	{
		if (m_vecOrigin.x >= MAX_COORD_INTEGER) return false;
		if (m_vecOrigin.y >= MAX_COORD_INTEGER) return false;
		if (m_vecOrigin.z >= MAX_COORD_INTEGER) return false;
		if (m_vecOrigin.x <= MIN_COORD_INTEGER) return false;
		if (m_vecOrigin.y <= MIN_COORD_INTEGER) return false;
		if (m_vecOrigin.z <= MIN_COORD_INTEGER) return false;
		return true;
	}
	bool StartSolid(trace_t &ptr, Vector &vecNewRay);
	bool AllSolid(trace_t &ptr);
	bool EndSolid(trace_t &ptr);
#ifdef CLIENT_DLL
	bool SimulateBullet(void);
#else
	void EntityImpact(trace_t &ptr);
	bool SimulateBullet(float flLagCompensation=-1);
#endif
	inline int AmmoIndex(void) const
	{
		return m_iAmmoType;
	}
private:
	bool m_bWasInWater;

	CTraceFilterSkipTwoEntities *m_pTwoEnts;
	CTraceFilterSimpleList *m_pIgnoreList;//already hit
#ifndef CLIENT_DLL
	CUtlVector<CBaseEntity *> m_CompensationConsiderations;//Couldn't resist
#endif

	EHANDLE m_hCaller;

	FireBulletsFlags_t m_nFlags;

	float m_flBulletSpeed;
	float m_flEntryDensity;
	float m_flInitialBulletSpeed;

	int m_iAmmoType;
#ifndef CLIENT_DLL
	int m_iDamage;
#endif
	int m_nDamageType;

	Vector m_vecDirShooting;
	Vector m_vecOrigin;
	Vector m_vecEntryPosition;
	// Prevent copies 
private: 
	CSimulatedBullet( const CSimulatedBullet& other ); 
	CSimulatedBullet& operator=( const CSimulatedBullet& other ); 
};
class CBulletManager : public CBaseEntity
{
	DECLARE_CLASS( CBulletManager, CBaseEntity );
public:
#ifdef CLIENT_DLL
	void ClientThink(void);
#else
	void Spawn(void);
	void Think(void);
#endif
	int AddBullet(CSimulatedBullet *pBullet, float flLatency);
	int RemoveBullet(int index);
	void UpdateBulletStopSpeed(void);
	int BulletStopSpeed(void)
	{
		return m_iBulletStopSpeed;
	}
private:
	int m_iBulletStopSpeed;
	CUtlLinkedList<CSimulatedBullet*,int> m_Bullets;
};

bullet_manager.cpp

#include "cbase.h"
#include "util_shared.h"
#include "bullet_manager.h"
#include "shot_manipulator.h"
#include "tier0/vprof.h"
#pragma warning(disable:4800)

#ifdef CLIENT_DLL//-------------------------------------------------
#include "c_te_effect_dispatch.h"
#include "engine/ivdebugoverlay.h"
ConVar g_cl_debug_bullets( "g_cl_debug_bullets", "0", FCVAR_CHEAT );
C_BulletManager *g_pBulletManager = (C_BulletManager *)CreateEntityByName("bullet_manager");
extern void FX_PlayerTracer( Vector& start, Vector& end);
#else//-------------------------------------------------------------
#include "soundent.h"
#include "player_pickup.h"
#include "ilagcompensationmanager.h"
ConVar g_debug_bullets( "g_debug_bullets", "0", FCVAR_CHEAT );
CBulletManager *g_pBulletManager;
#endif//------------------------------------------------------------

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static void BulletSpeedModifierCallback(ConVar *var, const char *pOldString)
{
	if(var->GetFloat()==0.0f)
		var->Revert();
}
ConVar sv_bullet_speed_modifier( "sv_bullet_speed_modifier", "700.000000", (FCVAR_ARCHIVE | FCVAR_REPLICATED),
								"Density/(This Value) * (Distance Penetrated) = (Change in Speed)",
								BulletSpeedModifierCallback );

static void BulletStopSpeedCallback(ConVar *var, const char *pOldString)
{
	int val = var->GetInt();
	if(val<ONE_HIT_MODE)
		var->Revert();
	else if(BulletManager())
		BulletManager()->UpdateBulletStopSpeed();
}
ConVar sv_bullet_stop_speed( "sv_bullet_stop_speed", "40", (FCVAR_ARCHIVE | FCVAR_REPLICATED),
							"Integral speed at which to remove the bullet from the bullet queue\n-1 is butter mode\n-2 is 1 hit mode",
							BulletStopSpeedCallback );

LINK_ENTITY_TO_CLASS( bullet_manager, CBulletManager );
#ifndef CLIENT_DLL
void CBulletManager::Spawn(void)
{
	Think();
}
#endif
CSimulatedBullet::CSimulatedBullet()
{
	m_vecOrigin.Init();
	m_vecDirShooting.Init();
	m_flInitialBulletSpeed = m_flBulletSpeed = 0;
#ifndef CLIENT_DLL
	m_flLagCompensation =
#endif
	m_flEntryDensity = 0.0f;
	m_nFlags = (FireBulletsFlags_t)0;
#ifndef CLIENT_DLL
	m_iDamage = m_nDamageType =
#endif
	m_iAmmoType = 0;
}
CSimulatedBullet::CSimulatedBullet( CBaseEntity *pAttacker, CBaseEntity *pAdditionalIgnoreEnt,
									int ammoType, int nFlags, Vector &vecDirShooting,
									Vector &vecOrigin, int damageType
#ifndef CLIENT_DLL
									, CBaseEntity *pCaller, int iDamage, float flLagCompensation
#endif
									)
{
	m_nFlags = (FireBulletsFlags_t)nFlags;
	m_iAmmoType = ammoType;
	m_vecOrigin = vecOrigin;
	m_vecDirShooting = vecDirShooting;
	m_flInitialBulletSpeed = m_flBulletSpeed = GetAmmoDef()->GetAmmoOfIndex(ammoType)->bulletSpeed;
	//m_flInitialBulletSpeed = m_flBulletSpeed = BULLET_SPEED;
	m_flEntryDensity = 0.0f;
#ifndef CLIENT_DLL
	m_flLagCompensation = 100*flLagCompensation;
	m_iDamage = iDamage;
	m_hCaller = pCaller;
#endif
	m_nDamageType = damageType;
	m_pIgnoreList = new CTraceFilterSimpleList(COLLISION_GROUP_NONE);
	m_pIgnoreList->AddEntityToIgnore(pAttacker);
	if(pAdditionalIgnoreEnt!=NULL)
		m_pIgnoreList->AddEntityToIgnore(pAdditionalIgnoreEnt);
	m_pTwoEnts = new CTraceFilterSkipTwoEntities(pAttacker,pAdditionalIgnoreEnt,COLLISION_GROUP_NONE);
}
CSimulatedBullet::~CSimulatedBullet()
{
	delete m_pIgnoreList;
	delete m_pTwoEnts;
}
#ifdef CLIENT_DLL
bool FX_AffectRagdolls(Vector vecOrigin, Vector vecStart, int iDamageType);
bool C_SimulatedBullet::SimulateBullet(void)
{
	VPROF( "C_SimulatedBullet::SimulateBullet" );
#else
bool CSimulatedBullet::SimulateBullet(float flLagCompensation/*=-1 (seconds)*/)
{
	VPROF( "CSimulatedBullet::SimulateBullet" );
#endif
	trace_t trace;//, trace_back;
	Vector vecTraceStart(m_vecOrigin);
	
	Vector vecNewRay = m_vecDirShooting * m_flBulletSpeed;
#ifdef GAME_DLL
	if(flLagCompensation!=-1)
	{
		//TODO: call backtracking first
		vecNewRay *= flLagCompensation * 100;
	}
#endif

	m_vecOrigin += vecNewRay;
	bool bInWater = UTIL_PointContents(m_vecOrigin)&MASK_SPLITAREAPORTAL;
	if(!IsInWorld())
	{
		return false;
	}
#ifdef CLIENT_DLL
	FX_PlayerTracer( vecTraceStart, m_vecOrigin );
#endif
	if(m_bWasInWater!=bInWater)
	{
#ifdef CLIENT_DLL
		//TODO: water impact effect
		//CBaseEntity::HandleShotImpactingWater
#endif //CLIENT_DLL
	}
	if(bInWater)
	{
#ifdef CLIENT_DLL
		//TODO: 1 bubble clientside
#endif //CLIENT_DLL
	}
	
#ifdef CLIENT_DLL
	if(g_cl_debug_bullets.GetBool())
	{
		debugoverlay->AddLineOverlay( vecTraceStart, m_vecOrigin, 255, 0, 0, true, 10.0f );
	}
#else
	if(g_debug_bullets.GetBool())
	{
		NDebugOverlay::Line( vecTraceStart, m_vecOrigin, 255, 255, 255, true, 10.0f );
	}
#endif
	m_bWasInWater = bInWater;
	bool bulletSpeedCheck;
	do
	{
		bulletSpeedCheck = false;
		UTIL_TraceLine( vecTraceStart, m_vecOrigin, MASK_SHOT, m_pIgnoreList, &trace );
		if(!(trace.surface.flags&SURF_SKY))
		{
			if(trace.allsolid)//in solid
			{
				if(!AllSolid(trace))
					return false;
				bulletSpeedCheck = true;
			}
			else if(trace.startsolid)//exit solid
			{
				if(!StartSolid(trace, vecNewRay))
					return false;
				bulletSpeedCheck = true;
			}
			else if(trace.fraction!=1.0f)//hit solid
			{
				if(!EndSolid(trace))
					return false;
				bulletSpeedCheck = true;
			}
			else
			{
				//don't do a bullet speed check for not touching anything
				break;
			}
		}
		if(bulletSpeedCheck)
		{
			if(m_flBulletSpeed<=BulletManager()->BulletStopSpeed())
			{
				return false;
			}
		}
		vecTraceStart = trace.endpos + m_vecDirShooting;
	}while(trace.fraction!=1.0f);
	return true;
}
bool CSimulatedBullet::StartSolid(trace_t &ptr, Vector &vecNewRay)
{
#ifdef CLIENT_DLL
	//TODO: penetration surface impact stuff
#endif //CLIENT_DLL
	Vector vecExitPosition = ptr.fractionleftsolid * vecNewRay + ptr.startpos;
	float flPenetrationDistance = m_vecEntryPosition.DistTo(vecExitPosition);
	switch(BulletManager()->BulletStopSpeed())
	{
		case BUTTER_MODE:
		{
			//Do nothing to bullet speed
			break;
		}
		case ONE_HIT_MODE:
		{
			return false;
		}
		default:
		{
			m_flBulletSpeed -= flPenetrationDistance * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat();
			break;
		}
	}
	return true;
}
bool CSimulatedBullet::AllSolid(trace_t &ptr)
{
	switch(BulletManager()->BulletStopSpeed())
	{
		case BUTTER_MODE:
		{
			//Do nothing to bullet speed
			break;
		}
		case ONE_HIT_MODE:
		{
			return false;
		}
		default:
		{
			m_flBulletSpeed -= m_flBulletSpeed * m_flEntryDensity / sv_bullet_speed_modifier.GetFloat();
			break;
		}
	}
	return true;
}
bool CSimulatedBullet::EndSolid(trace_t &ptr)
{
	m_vecEntryPosition = ptr.endpos;
#ifndef CLIENT_DLL
	int soundEntChannel = ( m_nFlags&FIRE_BULLETS_TEMPORARY_DANGER_SOUND ) ? SOUNDENT_CHANNEL_BULLET_IMPACT : SOUNDENT_CHANNEL_UNSPECIFIED;

	CSoundEnt::InsertSound( SOUND_BULLET_IMPACT, m_vecEntryPosition, 200, 0.5, m_hCaller, soundEntChannel );
#endif
	if(FStrEq(ptr.surface.name,"tools/toolsblockbullets"))
	{
		return false;
	}
#ifdef CLIENT_DLL
	FX_AffectRagdolls(ptr.startpos, ptr.endpos, m_nDamageType);
	//TODO: surface impact stuff
#endif //CLIENT_DLL
	m_flEntryDensity = physprops->GetSurfaceData(ptr.surface.surfaceProps)->physics.density;
	if(ptr.DidHitNonWorldEntity())
	{
		if(m_pIgnoreList->ShouldHitEntity(ptr.m_pEnt,MASK_SHOT))
		{
			m_pIgnoreList->AddEntityToIgnore(ptr.m_pEnt);
			DevMsg("Hit: %s\n",ptr.m_pEnt->GetClassname());
#ifndef CLIENT_DLL
			EntityImpact(ptr);
#endif
		}
	}
	if(BulletManager()->BulletStopSpeed()==ONE_HIT_MODE)
	{
		return false;
	}
	return true;
}
#ifndef CLIENT_DLL
void CSimulatedBullet::EntityImpact(trace_t &ptr)
{
	//TODO: entity impact stuff
	/*CTakeDamageInfo dmgInfo( this, pAttacker, flActualDamage, nActualDamageType );
				CalculateBulletDamageForce( &dmgInfo, info.m_iAmmoType, vecDir, tr.endpos );
				dmgInfo.ScaleDamageForce( info.m_flDamageForceScale );
				dmgInfo.SetAmmoType( info.m_iAmmoType );
				tr.m_pEnt->DispatchTraceAttack( dmgInfo, vecDir, &tr );*/
	if ( GetAmmoDef()->Flags(m_iAmmoType) & AMMO_FORCE_DROP_IF_CARRIED )
	{
		// Make sure if the player is holding this, he drops it
		Pickup_ForcePlayerToDropThisObject( ptr.m_pEnt );		
	}
}
void CBulletManager::Think(void)
#else
void CBulletManager::ClientThink(void)
#endif
{
	int x = m_Bullets.Head();
	while(m_Bullets.IsValidIndex(x))
	{
		if(m_Bullets[x]->SimulateBullet())
			x = m_Bullets.Next(x);
		else
			x = RemoveBullet(x);
	}
#ifdef CLIENT_DLL
	SetNextClientThink( gpGlobals->curtime + 0.01f );
#else
	SetNextThink( gpGlobals->curtime + 0.01f );
#endif
}
#ifdef CLIENT_DLL
void BulletShotCallback( const CEffectData &data )
{
	Vector vecDir(data.m_vNormal), vecOrigin(data.m_vOrigin);
	CSimulatedBullet *pBullet = new CSimulatedBullet(cl_entitylist->GetBaseEntity(data.m_nEntIndex),
								cl_entitylist->GetBaseEntity(data.m_nAttachmentIndex), data.m_nMaterial,
								data.m_fFlags, vecDir, vecOrigin, data.m_nDamageType);
	BulletManager()->AddBullet(pBullet);
}

DECLARE_CLIENT_EFFECT( "bulletshot", BulletShotCallback );
#endif
void CBulletManager::UpdateBulletStopSpeed(void)
{
	m_iBulletStopSpeed = sv_bullet_stop_speed.GetInt();
}
int CBulletManager::AddBullet(CSimulatedBullet *pBullet, float flLatency)
{
	if (pBullet->AmmoIndex() == -1)
	{
		DevMsg("ERROR: Undefined ammo type!\n");
		return -1;
	}
	int index = m_Bullets.AddToTail(pBullet);
	
#ifdef CLIENT_DLL
	DevMsg( "Client Bullet Created (%i)\n", index);
#else
	DevMsg( "Bullet Created (%i) LagCompensation %f\n", index, flLatency );
	if(flLatency!=0.0f)
		m_Bullets[index]->SimulateBullet(flLatency);
#endif
	return index;
}
int CBulletManager::RemoveBullet(int index)
{
	int retVal = m_Bullets.Next(index);
#ifdef CLIENT_DLL
	DevMsg("Client ");
#endif
	DevMsg( "Bullet Removed (%i)\n", index );
	m_Bullets.Remove(index);
	return retVal;
}

Implementation

game_shared

gamerules.cpp

Add
#include "bullet_manager.h"
After
#include "filesystem.h"

Add
g_pBulletManager = (CBulletManager*)CBaseEntity::Create( "bullet_manager", vec3_origin, vec3_angle );
After
g_pPlayerResource = (CPlayerResource*)CBaseEntity::Create( "player_manager", vec3_origin, vec3_angle );

ammodef.h

Change the Ammo_t structure to the following:

struct Ammo_t 
{
	char 					*pName;
	int					nDamageType;
	int					eTracerType;
	float					physicsForceImpulse;
	float					bulletSpeed;
	int					nMinSplashSize;
	int					nMaxSplashSize;

	int					nFlags;

	// Values for player/NPC damage and carrying capability
	// If the integers are set, they override the CVars
	int					pPlrDmg;		// CVar for player damage amount
	int					pNPCDmg;		// CVar for NPC damage amount
	int					pMaxCarry;		// CVar for maximum number can carry
	const ConVar*				pPlrDmgCVar;		// CVar for player damage amount
	const ConVar*				pNPCDmgCVar;		// CVar for NPC damage amount
	const ConVar*				pMaxCarryCVar;		// CVar for maximum number can carry
};

Change the first two AddAmmoType function prototypes to the following:

	void				AddAmmoType(char const* name, int damageType, int tracerType,
							int plr_dmg, int npc_dmg, int carry,
							float bulletSpeed, float physicsForceImpulse,
							int nFlags, int minSplashSize = 4,
							int maxSplashSize = 8 );

	void				AddAmmoType(char const* name, int damageType, int tracerType,
							char const* plr_cvar, char const* npc_var,
							char const* carry_cvar, float bulletSpeed,
							float physicsForceImpulse, int nFlags,
							int minSplashSize = 4, int maxSplashSize = 8 );

ammodef.cpp

Add
float bulletSpeed,
Before both
float physicsForceImpulse,

Add
m_AmmoType[m_nAmmoIndex].bulletSpeed = bulletSpeed;
Before both
m_AmmoType[m_nAmmoIndex].physicsForceImpulse = physicsForceImpulse;

hl2mp_gamerules.cpp

Change GetAmmoDef to the following:

#define BULLET_SPEED(ftpersec) 0.12*ftpersec//inches per hundredth of a second
CAmmoDef *GetAmmoDef()
{
	static CAmmoDef def;
	static bool bInitted = false;
	
	if ( !bInitted )
	{
		bInitted = true;
		//		Name		Damage				Tracer			PlrDmg	NPCDmg	MaxCarry	Bulletspeed		Physics Force Impulse		Flags
		def.AddAmmoType("AR2",		DMG_BULLET,			TRACER_LINE_AND_WHIZ,	0,	0,	60,		BULLET_SPEED(1225),	BULLET_IMPULSE(200, 1225),	0 );
		def.AddAmmoType("AR2AltFire",	DMG_DISSOLVE,			TRACER_NONE,		0,	0,	3,		0,			0,				0 );
		def.AddAmmoType("Pistol",	DMG_BULLET,			TRACER_LINE_AND_WHIZ,	0,	0,	150,		BULLET_SPEED(1225),	BULLET_IMPULSE(200, 1225),	0 );
		def.AddAmmoType("SMG1",		DMG_BULLET,			TRACER_LINE_AND_WHIZ,	0,	0,	225,		BULLET_SPEED(1225),	BULLET_IMPULSE(200, 1225),	0 );
		def.AddAmmoType("357",		DMG_BULLET,			TRACER_LINE_AND_WHIZ,	0,	0,	12,		BULLET_SPEED(5000),	BULLET_IMPULSE(800, 5000),	0 );
		def.AddAmmoType("XBowBolt",	DMG_BULLET,			TRACER_LINE,		0,	0,	10,		BULLET_SPEED(8000),	BULLET_IMPULSE(800, 8000),	0 );
		def.AddAmmoType("Buckshot",	DMG_BULLET | DMG_BUCKSHOT,	TRACER_LINE,		0,	0,	30,		BULLET_SPEED(1200),	BULLET_IMPULSE(400, 1200),	0 );
		def.AddAmmoType("RPG_Round",	DMG_BURN,			TRACER_NONE,		0,	0,	3,		0,			0,				0 );
		def.AddAmmoType("SMG1_Grenade",	DMG_BURN,			TRACER_NONE,		0,	0,	3,		0,			0,				0 );
		def.AddAmmoType("Grenade",	DMG_BURN,			TRACER_NONE,		0,	0,	5,		0,			0,				0 );
		def.AddAmmoType("slam",		DMG_BURN,			TRACER_NONE,		0,	0,	5,		0,			0,				0 );
	}

	return &def;
}

As you can see, the bullet speed is derived from the ftpersec of the bullet impulses.

baseentity_shared.cpp

In CBaseEntity::FireBullets

TODO

dlls

player_lagcompensation.cpp

Add the following function to this file:

static int GetTargetTick(CBasePlayer *player,CUserCmd *cmd)
{
	static CBasePlayer *lastPlayer;
	static int lastTarget;
	if(player==lastPlayer)
		return lastTarget;
	// Get true latency

	// correct is the amout of time we have to correct game time
	float correct = 0.0f;

	INetChannelInfo *nci = engine->GetPlayerNetInfo( player->entindex() ); 

	if ( nci )
	{
		// add network latency
		correct+= nci->GetLatency( FLOW_OUTGOING );
	}

	// calc number of view interpolation ticks - 1
	int lerpTicks = TIME_TO_TICKS( player->m_fLerpTime );

	// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
	correct += TICKS_TO_TIME( lerpTicks );
	
	// check bouns [0,sv_maxunlag]
	correct = clamp( correct, 0.0f, sv_maxunlag.GetFloat() );

	// correct tick send by player 
	int targettick = cmd->tick_count - lerpTicks;

	// calc difference between tick send by player and our latency based tick
	float deltaTime =  correct - TICKS_TO_TIME(gpGlobals->tickcount - targettick);

	if ( fabs( deltaTime ) > 0.2f )
	{
		// difference between cmd time and latency is too big > 200ms, use time correction based on latency
		// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
		targettick = gpGlobals->tickcount - TIME_TO_TICKS( correct );
	}
	lastPlayer = player;
	lastTarget = targettick;
	return targettick;
}

In CLagCompensationManager::StartLagCompensation

Replace
	// Get true latency

	// correct is the amout of time we have to correct game time
	float correct = 0.0f;

	INetChannelInfo *nci = engine->GetPlayerNetInfo( player->entindex() ); 

	if ( nci )
	{
		// add network latency
		correct+= nci->GetLatency( FLOW_OUTGOING );
	}

	// calc number of view interpolation ticks - 1
	int lerpTicks = TIME_TO_TICKS( player->m_fLerpTime );

	// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
	correct += TICKS_TO_TIME( lerpTicks );
	
	// check bouns [0,sv_maxunlag]
	correct = clamp( correct, 0.0f, sv_maxunlag.GetFloat() );

	// correct tick send by player 
	int targettick = cmd->tick_count - lerpTicks;

	// calc difference between tick send by player and our latency based tick
	float deltaTime =  correct - TICKS_TO_TIME(gpGlobals->tickcount - targettick);

	if ( fabs( deltaTime ) > 0.2f )
	{
		// difference between cmd time and latency is too big > 200ms, use time correction based on latency
		// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
		targettick = gpGlobals->tickcount - TIME_TO_TICKS( correct );
	}
With
int targettick = GetTargetTick(player);

ilagcompensationmanager.h

Add
static int GetTargetTick(CBasePlayer *player,CUserCmd *cmd);
Before
extern ILagCompensationManager *lagcompensation;

player_command.cpp

In CPlayerMove::StartCommand

Comment out
lagcompensation->StartLagCompensation( player, cmd );

hl2mp_player.cpp

Add
#include "ilagcompensationmanager.h"
After
#include "SoundEmitterSystem/isoundemittersystembase.h"

The bullets will know when they're being fired so in CHL2MP_Player::WantsLagCompensationOnEntity

Comment out
	if ( !( pCmd->buttons & IN_ATTACK ) && (pCmd->command_number - m_iLastWeaponFireUsercmd > 5) )
		return false;

In CHL2MP_Player::FireBullets

Add
lagcompensation->StartLagCompensation(this, m_pCurrentCommand);
	modinfo.m_flLatency = TICKS_TO_TIME(GetTargetTick(this,m_pCurrentCommand));
Before BaseClass::FireBullets( modinfo );
Add
lagcompensation->FinishLagCompensation(this);
After BaseClass::FireBullets( modinfo );