revert prediction :(
This commit is contained in:
parent
7dc91e6b81
commit
9fa5155848
@ -9,39 +9,6 @@
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// TODO there is a Vector() object created each call.
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struct pp_data_player
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{
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Vector velocity {};
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float distance_to_ground { 0.0f };
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long tick { 0 };
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};
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CatVar debug_pp_extrapolate(CV_SWITCH, "debug_pp_extrapolate", "0", "Extrapolate entity position when predicting projectiles");
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CatVar debug_pp_rockettimeping(CV_SWITCH, "debug_pp_rocket_time_ping", "0", "Compensate for ping in pp");
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pp_data_player& pp_data(CachedEntity *ent)
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{
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static pp_data_player data[32] {};
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auto& d = data[ent->m_IDX - 1];
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if (d.tick != tickcount)
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{
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d.distance_to_ground = DistanceToGround(ent);
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if (velocity::EstimateAbsVelocity)
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velocity::EstimateAbsVelocity(RAW_ENT(ent), d.velocity);
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else
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d.velocity = CE_VECTOR(ent, netvar.vVelocity);
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if (debug_pp_extrapolate)
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{
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float latency = g_IEngine->GetNetChannelInfo()->GetLatency(FLOW_OUTGOING) +
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g_IEngine->GetNetChannelInfo()->GetLatency(FLOW_INCOMING);
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d.velocity += latency;
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}
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d.tick = tickcount;
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}
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return d;
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}
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Vector SimpleLatencyPrediction(CachedEntity* ent, int hb) {
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if (!ent) return Vector();
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Vector result;
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@ -70,196 +37,8 @@ bool PerformProjectilePrediction(CachedEntity* target, int hitbox) {
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std::vector<std::vector<Vector>> predicted_players {};
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int predicted_player_count = 0;
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Timer record_timer {};
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int recording = 0;
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void pp_record_start();
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static CatVar debug_enginepred(CV_SWITCH, "debug_engine_pred_others", "0", "DO NOT USE - MOVEMENT");
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static CatVar debug_projpred(CV_SWITCH, "debug_pp", "0", "Debug projectile prediction");
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static CatVar debug_pp_record_ms(CV_INT, "debug_pp_record_ms", "1000", "Milliseconds");
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static CatCommand debug_projpred_record("debug_pp_record", "", []() {
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recording = 1;
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});
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static CatCommand debug_pp_record_reset("debug_pp_record_reset", "", []() {
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recording = 0;
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});
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struct record_data
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{
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std::vector<Vector> predicted {};
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std::vector<Vector> real {};
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};
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std::vector<record_data> debug_data_records {};
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float FindWall(Vector origin, Vector velocity, Vector& wall);
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namespace predict_move
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{
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struct move_prediction_data
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{
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CachedEntity *entity;
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float dt;
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float groundt;
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bool stopped;
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Vector current;
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Vector velocity;
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};
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move_prediction_data begin(CachedEntity *entity)
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{
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return move_prediction_data { entity, 0, 0, false, entity->m_vecOrigin, pp_data(entity).velocity };
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}
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void step(move_prediction_data& data, float dt)
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{
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data.dt += dt;
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if (data.stopped)
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return;
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Vector next = data.current + data.velocity * dt;
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float current_dtg = DistanceToGround(data.current);
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if (next.z < data.current.z - current_dtg)
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{
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next.z = data.current.z - current_dtg;
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}
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// Check if next point is under the world
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/*if (g_ITrace->PointOutsideWorld(next))
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{
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// Reset Z and Z velocity
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next.z = data.current.z - current_dtg;
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data.velocity.z = 0;
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}*/
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//float next_dtg = DistanceToGround(next);
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// Going down
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/*if (current_dtg == 0 && next_dtg != 0)
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{
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if (next_dtg / (data.velocity * dt).Length2D() <= 2)
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{
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// Correct going down stairs
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next.z -= next_dtg;
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next_dtg = 0;
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}
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}
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else */if (current_dtg > 0)
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{
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// Simulate gravity
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data.velocity.z -= dt * 800.0f * PlayerGravityMod(data.entity);
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}
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/*// Check if we are running into a wall
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Vector wallA, wallB;
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float wA = FindWall(data.current, data.velocity, wallA);
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float wB = FindWall(data.current + Vector{0, 0, 70.0f}, data.velocity, wallB);
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if (wA >= 0 && wB >= 0)
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{
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float tg = (wB - wA) / (70.0f);
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if (wA <= data.velocity.Length2D() * dt)
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{
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if (tg < 1)
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{
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data.stopped = true;
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}
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else
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{
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next.z += (wallB.z - wallA.z) * dt;
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}
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}
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}*/
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/*bool correction = false;
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Vector wall;
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float d1 = FindWall(data.current, vdt, wall);
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if (d1 >= 0)
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{
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float d2 = FindWall(data.current + Vector{0, 0, 30 * dt}, vdt, wall);
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if (d2 >= 0)
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{
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float tg = d2 / 30 * dt;
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if (tg < 1)
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{
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// TEMPORARY
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data.stopped = true;
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return;
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}
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else
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{
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data.current.z += 30 * dt;
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if (vdt.z < 0) vdt.z = 0;
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if (data.velocity.z < 0) data.velocity.z = 0;
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}
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}
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}
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data.current += vdt;
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if (g_ITrace->PointOutsideWorld(data.current)) // precision
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{
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data.current.z += dt * 100.0f;
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if (g_ITrace->PointOutsideWorld(data.current))
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{
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data.stopped = true;
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return;
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}
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correction = true;
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}
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float dtg = DistanceToGround(data.current);
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if (correction)
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{
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data.current.z -= dtg;
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data.velocity.z = 0;
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}
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else
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{
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if (dtg)
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{
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}
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else
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{
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data.velocity.z = 0;
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data.groundt = 0;
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}
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}*/
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data.current = next;
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}
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}
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void pp_record_start()
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{
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record_timer.update();
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if (debug_data_records.size() != 1 + g_GlobalVars->maxClients)
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debug_data_records.resize(1 + g_GlobalVars->maxClients);
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for (int i = 1; i < g_GlobalVars->maxClients; ++i)
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{
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CachedEntity *ent = ENTITY(i);
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if (CE_BAD(ent))
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continue;
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auto& data = debug_data_records[i];
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data.predicted.clear();
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data.real.clear();
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data.predicted.push_back(ent->m_vecOrigin);
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data.real.push_back(ent->m_vecOrigin);
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auto mp = predict_move::begin(ent);
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trace::filter_no_player.SetSelf(RAW_ENT(ent));
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for (int i = 1; i < 50; ++i)
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{
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predict_move::step(mp, ((float)debug_pp_record_ms / 1000.0f) / 50.0f);
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data.predicted.push_back(mp.current);
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}
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}
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recording = 2;
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}
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void Prediction_CreateMove() {
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static bool setup = false;
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@ -267,27 +46,6 @@ void Prediction_CreateMove() {
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setup = true;
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predicted_players.resize(32);
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}
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if (recording == 1)
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{
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pp_record_start();
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}
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if (recording == 2)
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{
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for (int i = 1; i < g_GlobalVars->maxClients; ++i)
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{
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CachedEntity *ent = ENTITY(i);
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if (CE_BAD(ent))
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continue;
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auto& data = debug_data_records[i];
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data.real.push_back(ent->m_vecOrigin);
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}
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if (record_timer.test_and_set((int)debug_pp_record_ms))
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{
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recording = 3;
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}
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}
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if (!debug_enginepred) return;
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for (int i = 1; i < g_GlobalVars->maxClients; i++) {
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CachedEntity* ent = ENTITY(i);
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@ -308,52 +66,6 @@ void Prediction_CreateMove() {
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}
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#if ENABLE_VISUALS == 1
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void Prediction_PaintTraverse() {
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if (recording)
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{
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Vector pscreen;
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for (int i = 1; i < g_GlobalVars->maxClients; i++) {
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CachedEntity* ent = ENTITY(i);
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if (CE_GOOD(ent)) {
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{
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rgba_t color_real = colors::FromRGBA8(0, 255, 0, 255);
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rgba_t color_pred = colors::FromRGBA8(255, 0, 0, 255);
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auto& data = debug_data_records[i];
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if (data.real.size() == 0 || data.predicted.size() == 0)
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continue;
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Vector orgn;
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if (draw::WorldToScreen(ent->m_vecOrigin, orgn))
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{
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char *str = strfmt("DTG: %.2f", DistanceToGround(ent));
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draw_api::draw_string(orgn.x, orgn.y, str, fonts::main_font, colors::EntityF(ent));
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free(str);
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}
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if (!draw::WorldToScreen(data.real[0], pscreen)) continue;
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for (int j = 0; j < data.real.size(); j++) {
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Vector screen;
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if (draw::WorldToScreen(data.real[j], screen)) {
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draw_api::draw_line(screen.x, screen.y, pscreen.x - screen.x, pscreen.y - screen.y, color_real, 0.5f);
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pscreen = screen;
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} else {
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break;
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}
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color_real.b -= 1.0f / 200.0f;
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}
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if (!draw::WorldToScreen(data.predicted[0], pscreen)) continue;
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for (int j = 0; j < data.predicted.size(); j++) {
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Vector screen;
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if (draw::WorldToScreen(data.predicted[j], screen)) {
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draw_api::draw_line(screen.x, screen.y, pscreen.x - screen.x, pscreen.y - screen.y, color_pred, 0.5f);
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pscreen = screen;
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} else {
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break;
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}
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color_pred.r -= 1.0f / 200.0f;
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}
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}
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}
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}
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}
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if (!debug_enginepred) return;
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for (int i = 1; i < predicted_player_count; i++) {
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CachedEntity* ent = ENTITY(i);
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@ -493,11 +205,25 @@ Vector ProjectilePrediction_Engine(CachedEntity* ent, int hb, float speed, float
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return result;
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}
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CatVar debug_pp_extrapolate(CV_SWITCH, "debug_pp_extrapolate", "0", "Extrapolate entity position when predicting projectiles");
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CatVar debug_pp_rockettimeping(CV_SWITCH, "debug_pp_rocket_time_ping", "0", "Compensate for ping in pp");
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Vector ProjectilePrediction(CachedEntity* ent, int hb, float speed, float gravitymod, float entgmod) {
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if (!ent) return Vector();
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Vector result;
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if (not debug_pp_extrapolate) {
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GetHitbox(ent, hb, result);
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} else {
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result = SimpleLatencyPrediction(ent, hb);
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}
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if (speed == 0.0f) return Vector();
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trace::filter_no_player.SetSelf(RAW_ENT(ent));
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float dtg = DistanceToGround(ent);
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Vector vel;
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if (velocity::EstimateAbsVelocity)
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velocity::EstimateAbsVelocity(RAW_ENT(ent), vel);
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else
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vel = CE_VECTOR(ent, netvar.vVelocity);
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// TODO ProjAim
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float medianTime = g_pLocalPlayer->v_Eye.DistTo(result) / speed;
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float range = 1.5f;
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@ -506,16 +232,19 @@ Vector ProjectilePrediction(CachedEntity* ent, int hb, float speed, float gravit
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float besttime = currenttime;
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float mindelta = 65536.0f;
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Vector bestpos = result;
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int maxsteps = 100;
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auto mp = predict_move::begin(ent);
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trace::filter_no_player.SetSelf(RAW_ENT(ent));
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int maxsteps = 300;
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for (int steps = 0; steps < maxsteps; steps++, currenttime += ((float)(2 * range) / (float)maxsteps)) {
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predict_move::step(mp, ((float)(2 * range) / (float)maxsteps));
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float rockettime = g_pLocalPlayer->v_Eye.DistTo(mp.current) / speed;
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Vector curpos = result;
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curpos += vel * currenttime;
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if (dtg > 0.0f) {
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curpos.z -= currenttime * currenttime * 400 * entgmod;
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if (curpos.z < result.z - dtg) curpos.z = result.z - dtg;
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}
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float rockettime = g_pLocalPlayer->v_Eye.DistTo(curpos) / speed;
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if (debug_pp_rockettimeping) rockettime += g_IEngine->GetNetChannelInfo()->GetLatency(FLOW_OUTGOING);
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if (fabs(rockettime - currenttime) < mindelta) {
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besttime = currenttime;
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bestpos = mp.current;
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bestpos = curpos;
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mindelta = fabs(rockettime - currenttime);
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}
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}
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@ -529,40 +258,21 @@ float DistanceToGround(CachedEntity* ent) {
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if (CE_INT(ent, netvar.iFlags) & FL_ONGROUND) return 0;
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}
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Vector& origin = ent->m_vecOrigin;
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trace::filter_no_player.SetSelf(RAW_ENT(ent));
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float v1 = DistanceToGround(origin + Vector(10.0f, 10.0f, 0.0f));
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float v2 = DistanceToGround(origin + Vector(-10.0f, -10.0f, 0.0f));
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//float v1 = DistanceToGround(origin + Vector(10.0f, 10.0f, 0.0f));
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//float v2 = DistanceToGround(origin + Vector(-10.0f, 10.0f, 0.0f));
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//float v3 = DistanceToGround(origin + Vector(10.0f, -10.0f, 0.0f));
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//float v4 = DistanceToGround(origin + Vector(-10.0f, -10.0f, 0.0f));
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//return MIN(v1, MIN(v2, MIN(v3, v4)));
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return MIN(v1, v2);
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}
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float FindWall(Vector origin, Vector velocity, Vector& wall)
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{
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trace_t wall_trace;
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Ray_t ray;
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Vector endpos = origin + velocity;
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endpos.z = origin.z;
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ray.Init(origin, endpos);
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g_ITrace->TraceRay(ray, MASK_PLAYERSOLID, &trace::filter_no_player, &wall_trace);
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wall = wall_trace.endpos;
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if (wall_trace.fraction == 1.0f)
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return -1;
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return wall_trace.endpos.DistTo(wall_trace.startpos);
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float v2 = DistanceToGround(origin + Vector(-10.0f, 10.0f, 0.0f));
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float v3 = DistanceToGround(origin + Vector(10.0f, -10.0f, 0.0f));
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float v4 = DistanceToGround(origin + Vector(-10.0f, -10.0f, 0.0f));
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return MIN(v1, MIN(v2, MIN(v3, v4)));
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}
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float DistanceToGround(Vector origin) {
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trace_t ground_trace;
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Ray_t ray;
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Vector endpos = origin;
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endpos.z -= 4096;
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endpos.z -= 8192;
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ray.Init(origin, endpos);
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g_ITrace->TraceRay(ray, MASK_PLAYERSOLID, &trace::filter_no_player, &ground_trace);
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return 4096.0f * ground_trace.fraction;
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return 8192.0f * ground_trace.fraction;
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}
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/*
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