Keep Ev0lving, Stay Fatal
Looks like I have to update my fatal with some new fixes from you bro...
pRelease, waiting for new sources
pRelease, waiting for new sources
the guy who update this might be a DEVELOPER ! xDhahahahh
u guys might be kidding me
C++:float frac = 0.0f; if (previous && (record->m_sim_time < flTargetTime) && (record->m_sim_time < previous->m_sim_time)) { // we didn't find the exact time but have a valid previous record // so interpolate between these two records; // calc fraction between both records frac = (flTargetTime - record->m_sim_time) / (previous->m_sim_time - record->m_sim_time); Assert(frac > 0 && frac < 1); // should never extrapolate ang = math::Lerp(frac, record->m_abs_ang, previous->m_abs_ang); org = math::Lerp(frac, record->m_origin, previous->m_origin); mins = math::Lerp(frac, record->m_mins, previous->m_mins); maxs = math::Lerp(frac, record->m_maxs, previous->m_maxs); } else { // we found the exact record or no other record to interpolate with // just copy these values since they are the best we have ang = record->m_abs_ang; org = record->m_origin; mins = record->m_mins; maxs = record->m_maxs; } int flags = 0; ang_t angdiff = record->m_abs_ang - ang; vec3_t orgdiff = record->m_origin - org; #define LAG_COMPENSATION_EPS_SQR ( 0.1f * 0.1f ) // Allow 4 units of error ( about 1 / 8 bbox width ) #define LAG_COMPENSATION_ERROR_EPS_SQR ( 4.0f * 4.0f ) #define LC_NONE 0 #define LC_ALIVE (1<<0) #define LC_ORIGIN_CHANGED (1<<8) #define LC_ANGLES_CHANGED (1<<9) #define LC_SIZE_CHANGED (1<<10) #define LC_ANIMATION_CHANGED (1<<11) if (angdiff.length_sqr() > LAG_COMPENSATION_EPS_SQR) { flags |= LC_ANGLES_CHANGED; record->m_player->SetAbsAngles(ang); } // Use absolute equality here if ((mins != record->m_mins/*record->m_player->WorldAlignMins()*/) || (maxs != record->m_maxs/*record->m_player->WorldAlignMaxs()*/)) { flags |= LC_SIZE_CHANGED; //entity->SetSize(mins, maxs); record->m_player->SetMins(mins); record->m_player->SetMaxs(maxs); } // Note, do origin at end since it causes a relink into the k/d tree if (orgdiff.length_sqr() > LAG_COMPENSATION_EPS_SQR) { flags |= LC_ORIGIN_CHANGED; record->m_player->SetAbsOrigin(org); } }
the guy who update this might be a DEVELOPER ! xD
lmao im just asking for a update shit .... actually i do not do something like this
ur not one to talk
damn this threads gonna be nothing but shitposts ( i mean it was in itself but /shrug ) someone close it LMFAO
// Pro way to calculate the record
ur not one to talk
damn this threads gonna be nothing but shitposts ( i mean it was in itself but /shrug ) someone close it LMFAO
moved rebuildgamemovement from this source to mine, my local player barely moves lolthe title says it all
new d3d menu
actually recoded lagcomp (performs better than normal supremacy)
rebuilt game movement
fucked resolver
other shit that's probably pasted from somewhere
this source is really bad, i scrapped it a long time ago and haven't even touched it since LMFAO
i know theres a lot of shit for pasters to take though so hf
Скрытое содержимое
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz