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Jun 26th, 2017
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  1. struct LagRecord_t
  2. {
  3. LagRecord_t();
  4. float m_flSimulationTime;
  5. bool m_bValidRecord;
  6. SDK::Vector m_vecAngles;
  7. SDK::Vector m_vecOrigin;
  8. SDK::Vector m_vecPreviousAngles;
  9. SDK::Vector m_vecPreviousOrigin;
  10. float m_flPreviousSimulationTime;
  11. };
  12.  
  13. class CTimeSimulator
  14. {
  15. public:
  16. //Singleton
  17. static CTimeSimulator* Get() { static CTimeSimulator m_sTimeSimulator; return &m_sTimeSimulator; }
  18. void Cache();
  19. bool ProcessCmd(int iTargetIndex, SDK::CUserCmd* pCmd);
  20. float HandlePlayersTick();
  21. void BacktrackPlayer(SDK::CBaseEntity *pPlayer, float flTargetTime);
  22. // keep a list of lag records for each player
  23. std::vector< SDK::LagRecord > m_PlayerTrack[128];
  24.  
  25. // Scratchpad for determining what needs to be restored
  26.  
  27. bool m_bNeedToRestore;
  28.  
  29. SDK::LagRecord m_RestoreData[128]; // player data before we moved him back
  30. SDK::LagRecord m_ChangeData[128]; // player data where we moved him back
  31.  
  32. SDK::CBaseEntity *m_pCurrentPlayer; // The player we are doing lag compensation for
  33.  
  34. float m_flTeleportDistanceSqr;
  35.  
  36. bool m_isCurrentlyDoingCompensation; // Sentinel to prevent calling StartLagCompensation a second time before a Finish.
  37. void BacktrackEntity(SDK::CBaseEntity *pPlayer, float flTargetTime);
  38. private:
  39. LagRecord_t m_PlayerTable[MAX_PLAYERS];
  40. LagRecord_t m_PrevPlayerTable[MAX_PLAYERS];
  41. };
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