From 243b4494548fca64d4d83de286596b3300abe421 Mon Sep 17 00:00:00 2001 From: Olek <23708759+Roguezilla@users.noreply.github.com> Date: Wed, 5 Dec 2018 17:58:00 +0000 Subject: [PATCH] why is this still here --- src/prediction.cpp | 105 --------------------------------------------- 1 file changed, 105 deletions(-) diff --git a/src/prediction.cpp b/src/prediction.cpp index 085d7f3c..87bc2c8e 100644 --- a/src/prediction.cpp +++ b/src/prediction.cpp @@ -399,108 +399,3 @@ float DistanceToGround(Vector origin) &ground_trace); return 8192.0f * ground_trace.fraction; } - -/* -// Set of to be fuctions for preciting players, similear to ncc prediction. - -// The way air prediction works is that we use getabsvel to get a baseline -position of where the player could be -// next tick. Then we save that into the array for our math next tick. -// After the first tick passed, we check to see how the GetAbsVel function -actually performed and we can correct for its -// mistakes by comparing the result from GetAbsVel last tick and where the -player currently is this tick and applying an -// offset for predictions. -// With the new offset, you can use GetAbsVel and apply the offset to get 1 tick -but for every other time you would need -// to apply the offset due to the way airstrafing works. -// GetAbsVel only works in a strait fassion of what the players current velocity -and doesnt factor in what the players -// next velocity could be due to the player having the ability to airstrafe and -change that by quite a bit. - -// Ground prediction works in the way of it using GetAbsVel to get a baseline -direction of where the player is going and -// attempting to predict the players movement from that. The prediction should -check its surroundings for corners, walls, -// and the like to determine a path of where the player could potentially go. We -would also want to check if players -// collision box would intercept a wall or floor and interpolate even more with -that in mind. -// If a player is moving too steeply onto a wall, the prediction should stop -there and count that as a place for where the -// player would be for any time after it. - -// we can change between the two prediction types based on the ground flag -netvar. - -// For using the predictions to work as projectile aimbot, we can determine the -distance from the player kind of like how -// the current projectile aimbot currently does but we will follow the predicted -path instead of just placing a vector in -// a really simple fassion. - -// This is based on the estimation that GetAbsVelocity predicts players next -position for the next createmove tick - -// A set of vectors for every potential player -static Vector last_predicted_vector[32]; -// An array to store predictions -static Vector last_predictions[32]; -// Vectors to determine whether the player was in the air last tick -static bool last_predicted_inair[32]; - -// Should be run every createmove to predict playermovement -void RunPredictPlayers() { - - // Create a cached ent for use in the for loop - CachedEntity* ent; - - // Loop through players - for (int i = 0; i < 32; i++) { - - // Get an ent from current loop and check for dormancy/null - ent = ENTITY(i); - if (CE_BAD(ent)) continue; - - // Grab netvar for ground to control type of prediction - int flags = CE_INT(g_pLocalPlayer->entity, netvar.iFlags); - bool ground = (flags & (1 << 0)); - - // For ground prediction, we would just use the old method for -now if (ground) { - - // Set our last "in air" state to false - last_predicted_vector_inair[i] = false; - - - // For air prediction, attempts to exerpolate strafing speed - } else { - - // If we were not in the air last tick, we need to -create our first prediction if (!last_predicted_inair[i]) { - - // Set "in air" to true to allow air prediction -to work next tick last_predicted_inair[i] = true; - // Get our abs velocity and set it into the -array velocity::EstimateAbsVelocity(RAW_ENT(ent), last_predicted_vector[i]); - - - // Since we have been in the air last tick, we can -create an offset off of prediction errors } else { - - // Create a storage vector and get abs velocity -of Vector current_prediction; velocity::EstimateAbsVelocity(RAW_ENT(ent), -current_prediction); last_predictions[32]; - } - } - } -} - - - -// Draws our predicted player pathing for debug or visual use -void DrawPredictPlayers() { - // TODO -} -*/