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Lag compensation for Jermuk's custom cs2d server.

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Oct 29th, 2010
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C 1.05 KB | None | 0 0
  1. /*include/struct.h
  2. line 72*/
  3. unsigned short buffer_x[26], buffer_y[26];
  4.  
  5. /*src/functions.c
  6. line 11*/
  7. /**
  8.  * \fn void UpdateBuffer(void)
  9.  * \brief update old player locations
  10.  */
  11. void UpdateBuffer(void)
  12. {
  13.     int id, i;
  14.     if (player[id].dead != 0)
  15.     {
  16.         for (id = 1; id <= MAX_CLIENTS; id++)
  17.         {
  18.             for (i = 25; i >= 1; i--)
  19.             {
  20.                 player[id].buffer_x[i] = player[id].buffer_x[i - 1];
  21.                 player[id].buffer_y[i] = player[id].buffer_y[i - 1];
  22.             }
  23.             player[id].buffer_x[0] = player[id].x;
  24.             player[id].buffer_y[0] = player[id].y;
  25.         }
  26.     }
  27. }
  28.  
  29. /*src/functions.c
  30. line 95*/
  31. for (i = 0; i <=25; i++)
  32. {
  33.     player[id].buffer_x[i] = 0;
  34.     player[id].buffer_y[i] = 0;
  35. }
  36.  
  37. /*src/main.c
  38. line 68*/
  39. UpdateBuffer();
  40.  
  41. /*src/script-functions.c
  42. line 242*/
  43. int frames = FPS * player[id].latency / 1000;
  44. if (frames > 25)
  45. {
  46.     frames = 25;
  47. }
  48.  
  49. /*src/script-functions.c
  50. line 292*/
  51. if (sqrt((player[b].buffer_x[frames] - startx)*(player[b].buffer_x[frames] - startx)
  52.         + (player[b].buffer_y[frames] - starty)*(player[b].buffer_y[frames] - starty))
  53.         <= 16)
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