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[CODE] Prediction


Syran0

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if(GetLifeState(bEnt) && bEnt != Base.m_pMyPlayer->BaseEnt() && Base.m_pEngine->GetPlayerInfo(i,&pInfo))
			{
				Draw3DBox(bEnt->GetAbsOrigin(),Vector(20,20,70),Vector(-20,-20,-10),bEnt->GetAbsAngles(),0,255,128);

				int delay = 55;

				if(Base.m_pEngine->GetNetChannelInfo()->GetAvgData( FLOW_OUTGOING ) <= 125)
					delay = 111;
				if(Base.m_pEngine->GetNetChannelInfo()->GetAvgData( FLOW_OUTGOING ) <= 67)
					delay = 222;
				if(Base.m_pEngine->GetNetChannelInfo()->GetAvgData( FLOW_OUTGOING ) <= 34)
					delay = 333;
				if(PredPlayer[i].dwLast + 500 < GetTickCount())
				{ 
					PredPlayer[i].vecOldPosition = bEnt->GetAbsOrigin();
					PredPlayer[i].dwLast = GetTickCount();
				} 

				//Wohoo we can learn :o

				//if(last_safe + 5000 < GetTickCount() && count_pos <= 200) // safe pos every 5000 ticks
				//{
				//	last_safe = GetTickCount();
				//	pos[count_pos].pos = bEnt->EyePosition();
				//	count_pos += 1;
				//} 


				Vector delta; 
				delta.x = (bEnt->GetAbsOrigin()[0]-PredPlayer[i].vecOldPosition[0]);
				delta.y = (bEnt->GetAbsOrigin()[1]-PredPlayer[i].vecOldPosition[1]);
				delta.z = (bEnt->GetAbsOrigin()[2]-PredPlayer[i].vecOldPosition[2]); 
				vPredict = bEnt->GetAbsOrigin();
				vPredict += Vector(delta);



				Draw3DBox(vPredict,Vector(20,20,70),Vector(-20,-20,-10),bEnt->GetAbsAngles(),255,0,0);

				float last_distance = 9999999999;


				//We dont want it flicker to much
				if(last_update + 500 < GetTickCount())
				{
					for(int c = 0; c <= count_pos; c++)
					{
						if(v_distance(vPredict,pos[c].pos) < last_distance && v_distance(vPredict,pos[c].pos) < pos[c].last_distance)
						{
							final = pos[c].pos;
							last_distance = v_distance(vPredict,pos[c].pos);
						}
						pos[c].last_distance = v_distance(vPredict,pos[c].pos);
					}
					last_update = GetTickCount();
				}


				Draw3DBox(final,Vector(20,20,70),Vector(-20,-20,-10),bEnt->GetAbsAngles(),255,255,255);

				Vector sc1,sc2,sc3,sc4,sc5;

				Base.m_pNeeded->WorldToScreen(bEnt->GetAbsOrigin(),sc1);
				Base.m_pNeeded->WorldToScreen(vPredict,sc2);
				Base.m_pNeeded->WorldToScreen(vPredict+Vector(delta),sc3);
				Base.m_pNeeded->WorldToScreen(vPredict+Vector(delta)+Vector(delta),sc4);
				Base.m_pNeeded->WorldToScreen(final,sc5);


				Base.m_pMatSurface->DrawSetColor(RGBA(COLORCODE(0,255,0,188)));
				Base.m_pMatSurface->DrawLine(sc1.x,sc1.y,sc2.x,sc2.y);
				//Base.m_pMatSurface->DrawLine(sc2.x,sc2.y,sc3.x,sc3.y);
				//Base.m_pMatSurface->DrawLine(sc1.x,sc1.y,sc5.x,sc5.y);
				//Base.m_pMatSurface->DrawLine(sc3.x,sc3.y,sc4.x,sc4.y);




			//}
		}

 

Dust2 Sample:

 

	pos[0].pos = Vector(-1676.854736, 832.136658, 96.031250);
pos[1].pos = Vector(-763.226501, 1426.699341, -47.968750);
pos[2].pos = Vector(-1540,2648,45);
pos[3].pos = Vector(1135,2455,140);
pos[4].pos = Vector(448.000000, 2464.000000, -49.000000);
pos[5].pos = Vector(1007.968750, 2383.991943, 92.156372);
pos[6].pos = Vector(1714.089233, 1808.004517, 110.096924);
pos[7].pos = Vector(1040.003906, 3055.968750, 208.033218);
pos[8].pos = Vector(571.968750, 2783.989746, 160.031250);
pos[9].pos = Vector(478.466980, 2052.467041, 160.031250);
pos[10].pos = Vector(147.024597, 1472.468140, 64.031250);
pos[11].pos = Vector(-193.497742, 1028.399048, 64.031250);
pos[12].pos = Vector(-69.305428, 387.033905, 66.333832);
pos[13].pos = Vector(369.842957, 64.893188, 70.658691);
pos[14].pos = Vector(611.681824, 495.457245, 66.468399);
pos[15].pos = Vector(-405.135773, -567.175903, 84.560310);
pos[16].pos = Vector(-685.809143, -808.182251, 198.972778);
pos[17].pos = Vector(-1480.645508, -277.218750, 193.653259);
pos[18].pos = Vector(-1892.091309, 641.516541, 96.031250);
pos[19].pos = Vector(-1974.386475, 1433.407471, 96.031250);
pos[20].pos = Vector(-2095.760254, 2541.095459, 96.031250);
pos[21].pos = Vector(-2031.968750, 3119.968750, 83.968750);
pos[22].pos = Vector(-1616.013794, 1632.031250, 79.986862);
pos[23].pos = Vector(-1033.080078, 2096.180420, 18.727989);
pos[24].pos = Vector(-408.170013, 1618.152832, -61.855171);

 

Structures:

 

struct positions
{
Vector pos;
float last_distance;
};


positions pos[512];

struct PredPlayer
{
DWORD dwLast;
Vector vecOldPosition;
};

PredPlayer PredPlayer[64];

 

3D Box:

 

void Draw3DBox(Vector or, Vector min, Vector max, QAngle ang,int r, int g, int b)
{
Base.m_pMatSurface->DrawSetColor(RGBA(COLORCODE(r,g,b,255)));

Vector p1,p2,p3,p4,p5,p6,p7,p8;
Vector s1,s2,s3,s4,s5,s6,s7,s8;

p1 = or + min;
p2 = or + Vector(max.x,min.y,min.z);
p3 = or + Vector(min.x,max.y,min.z);
p4 = or + Vector(max.x,max.y,min.z);
p5 = or + max;
p6 = or + Vector(min.x,max.y,max.z);
p7 = or + Vector(min.x,min.y,max.z);
p8 = or + Vector(max.x,min.y,max.z);



Base.m_pNeeded->WorldToScreen(p1,s1);
Base.m_pNeeded->WorldToScreen(p2,s2);
Base.m_pNeeded->WorldToScreen(p3,s3);
Base.m_pNeeded->WorldToScreen(p4,s4);
Base.m_pNeeded->WorldToScreen(p5,s5);
Base.m_pNeeded->WorldToScreen(p6,s6);
Base.m_pNeeded->WorldToScreen(p7,s7);
Base.m_pNeeded->WorldToScreen(p8,s8);

Base.m_pMatSurface->DrawLine(s1.x,s1.y,s2.x,s2.y);
Base.m_pMatSurface->DrawLine(s1.x,s1.y,s3.x,s3.y);
Base.m_pMatSurface->DrawLine(s1.x,s1.y,s7.x,s7.y);
Base.m_pMatSurface->DrawLine(s2.x,s2.y,s8.x,s8.y);
Base.m_pMatSurface->DrawLine(s2.x,s2.y,s4.x,s4.y);
Base.m_pMatSurface->DrawLine(s3.x,s3.y,s4.x,s4.y);
Base.m_pMatSurface->DrawLine(s3.x,s3.y,s6.x,s6.y);
Base.m_pMatSurface->DrawLine(s4.x,s4.y,s5.x,s5.y);
Base.m_pMatSurface->DrawLine(s5.x,s5.y,s6.x,s6.y);
Base.m_pMatSurface->DrawLine(s5.x,s5.y,s8.x,s8.y);
Base.m_pMatSurface->DrawLine(s6.x,s6.y,s7.x,s7.y);
Base.m_pMatSurface->DrawLine(s7.x,s7.y,s8.x,s8.y);

}

 

Distance:

float v_distance( Vector from,Vector to )
{
   Vector angle;

   angle.x = to.x - from.x;
   angle.y = to.y - from.y;
   angle.z = to.z - from.z;

   return sqrt(angle.x*angle.x + angle.y*angle.y + angle.z*angle.z);
}

 

floxy  ;  venoma
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