FTEQW
Documentation of the FTE engine source tree.
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Functions | |
char * | Get_Q2ConfigString (int i) |
void VARGS | Q2_Pmove (q2pmove_t *pmove) |
void | CLQ2_CheckPredictionError (void) |
void | CLQ2_ClipMoveToEntities (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, trace_t *tr) |
q2trace_t VARGS | CLQ2_PMTrace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end) |
int VARGS | CLQ2_PMpointcontents (vec3_t point) |
void | CL_NudgePosition (void) |
void | CL_PredictUsercmd (int pnum, int entnum, player_state_t *from, player_state_t *to, usercmd_t *u) |
void | CL_CatagorizePosition (playerview_t *pv, float *org) |
void | CL_CalcCrouch (playerview_t *pv) |
float | LerpAngles360 (float to, float from, float frac) |
short | LerpAngles16 (short to, short from, float frac) |
void | CL_CalcClientTime (void) |
void | CL_PredictEntityMovement (entity_state_t *estate, float age) |
float | CL_GetPredictionRealtime (playerview_t *pv) |
qboolean | CSQC_GetSSQCEntityOrigin (unsigned int ssqcent, float *out) |
void | CL_PredictMovePNum (int seat) |
void | CL_PredictMove (void) |
void | CL_InitPrediction (void) |
Variables | |
cvar_t | cl_predict_extrapolate = CVARD("cl_predict_extrapolate", "", "If 1, enables prediction based upon partial input frames which can change over time resulting in a swimmy feel but does not need to interpolate. If 0, prediction will stay in the past and thus use only completed frames. Interpolation will then be used to smooth movement.\nThis cvar only applies when video and input frames are independant (ie: cl_netfps is set).") |
cvar_t | cl_lerp_smooth = CVARD("cl_lerp_smooth", "2", "If 2, will act as 1 when playing demos/singleplayer and otherwise act as if set to 0 (ie: deathmatch).\nIf 1, interpolation will run in the past, resulting in really smooth movement at the cost of latency (even on bunchy german ISDNs).\nIf 0, interpolation will be based upon packet arrival times and may judder due to packet loss.") |
cvar_t | cl_nopred = CVARD("cl_nopred","0", "Disables clientside movement prediction.") |
float | pm_airaccelerate |
usercmd_t | cl_pendingcmd [MAX_SPLITS] |
entity_state_t | clq2_parse_entities [MAX_PARSE_ENTITIES] |
vec3_t | cl_predicted_origins [MAX_SPLITS][UPDATE_BACKUP] |
int | predignoreentitynum |
void CL_CalcCrouch | ( | playerview_t * | pv | ) |
void CL_CatagorizePosition | ( | playerview_t * | pv, |
float * | org | ||
) |
float CL_GetPredictionRealtime | ( | playerview_t * | pv | ) |
void CL_PredictEntityMovement | ( | entity_state_t * | estate, |
float | age | ||
) |
void CL_PredictUsercmd | ( | int | pnum, |
int | entnum, | ||
player_state_t * | from, | ||
player_state_t * | to, | ||
usercmd_t * | u | ||
) |
char * Get_Q2ConfigString | ( | int | i | ) |
short LerpAngles16 | ( | short | to, |
short | from, | ||
float | frac | ||
) |
float LerpAngles360 | ( | float | to, |
float | from, | ||
float | frac | ||
) |
cvar_t cl_lerp_smooth = CVARD("cl_lerp_smooth", "2", "If 2, will act as 1 when playing demos/singleplayer and otherwise act as if set to 0 (ie: deathmatch).\nIf 1, interpolation will run in the past, resulting in really smooth movement at the cost of latency (even on bunchy german ISDNs).\nIf 0, interpolation will be based upon packet arrival times and may judder due to packet loss.") |
cvar_t cl_nopred = CVARD("cl_nopred","0", "Disables clientside movement prediction.") |
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extern |
cvar_t cl_predict_extrapolate = CVARD("cl_predict_extrapolate", "", "If 1, enables prediction based upon partial input frames which can change over time resulting in a swimmy feel but does not need to interpolate. If 0, prediction will stay in the past and thus use only completed frames. Interpolation will then be used to smooth movement.\nThis cvar only applies when video and input frames are independant (ie: cl_netfps is set).") |
vec3_t cl_predicted_origins[MAX_SPLITS][UPDATE_BACKUP] |
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extern |
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extern |
int predignoreentitynum |