why is this still here
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@ -399,108 +399,3 @@ float DistanceToGround(Vector origin)
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&ground_trace);
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return 8192.0f * ground_trace.fraction;
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}
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/*
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// Set of to be fuctions for preciting players, similear to ncc prediction.
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// The way air prediction works is that we use getabsvel to get a baseline
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position of where the player could be
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// next tick. Then we save that into the array for our math next tick.
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// After the first tick passed, we check to see how the GetAbsVel function
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actually performed and we can correct for its
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// mistakes by comparing the result from GetAbsVel last tick and where the
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player currently is this tick and applying an
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// offset for predictions.
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// With the new offset, you can use GetAbsVel and apply the offset to get 1 tick
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but for every other time you would need
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// to apply the offset due to the way airstrafing works.
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// GetAbsVel only works in a strait fassion of what the players current velocity
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and doesnt factor in what the players
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// next velocity could be due to the player having the ability to airstrafe and
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change that by quite a bit.
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// Ground prediction works in the way of it using GetAbsVel to get a baseline
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direction of where the player is going and
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// attempting to predict the players movement from that. The prediction should
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check its surroundings for corners, walls,
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// and the like to determine a path of where the player could potentially go. We
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would also want to check if players
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// collision box would intercept a wall or floor and interpolate even more with
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that in mind.
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// If a player is moving too steeply onto a wall, the prediction should stop
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there and count that as a place for where the
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// player would be for any time after it.
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// we can change between the two prediction types based on the ground flag
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netvar.
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// For using the predictions to work as projectile aimbot, we can determine the
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distance from the player kind of like how
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// the current projectile aimbot currently does but we will follow the predicted
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path instead of just placing a vector in
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// a really simple fassion.
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// This is based on the estimation that GetAbsVelocity predicts players next
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position for the next createmove tick
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// A set of vectors for every potential player
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static Vector last_predicted_vector[32];
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// An array to store predictions
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static Vector last_predictions[32];
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// Vectors to determine whether the player was in the air last tick
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static bool last_predicted_inair[32];
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// Should be run every createmove to predict playermovement
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void RunPredictPlayers() {
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// Create a cached ent for use in the for loop
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CachedEntity* ent;
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// Loop through players
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for (int i = 0; i < 32; i++) {
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// Get an ent from current loop and check for dormancy/null
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ent = ENTITY(i);
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if (CE_BAD(ent)) continue;
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// Grab netvar for ground to control type of prediction
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int flags = CE_INT(g_pLocalPlayer->entity, netvar.iFlags);
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bool ground = (flags & (1 << 0));
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// For ground prediction, we would just use the old method for
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now if (ground) {
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// Set our last "in air" state to false
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last_predicted_vector_inair[i] = false;
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// For air prediction, attempts to exerpolate strafing speed
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} else {
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// If we were not in the air last tick, we need to
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create our first prediction if (!last_predicted_inair[i]) {
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// Set "in air" to true to allow air prediction
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to work next tick last_predicted_inair[i] = true;
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// Get our abs velocity and set it into the
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array velocity::EstimateAbsVelocity(RAW_ENT(ent), last_predicted_vector[i]);
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// Since we have been in the air last tick, we can
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create an offset off of prediction errors } else {
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// Create a storage vector and get abs velocity
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of Vector current_prediction; velocity::EstimateAbsVelocity(RAW_ENT(ent),
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current_prediction); last_predictions[32];
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}
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}
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}
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}
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// Draws our predicted player pathing for debug or visual use
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void DrawPredictPlayers() {
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// TODO
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}
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*/
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