Commit fdbcb0b78094eac381d07d04db09e2805333c6ca
👤 NY00123 <ny00@outlook.com>
📅 Tue Oct 14 21:39:42 2025 +0300
SW: Improve prediction of interpolated bob_z value
The addition of the "bob_z" field to the PREDICT struct might be unnecessary,
technically speaking, but it probably won't hurt to ensure values are synced.
Commit 964ce88eb893717a6ddf3a3a9204b31eb04d78b5
👤 NY00123 <ny00@outlook.com>
📅 Tue Oct 14 20:02:20 2025 +0300
SW: Fixed player movement prediction, now actually based on predicted angle
Commit 8c882027709c22b22d54d6b6b7bed651464419cb
👤 NY00123 <ny00@outlook.com>
📅 Mon Oct 13 09:44:09 2025 +0300
SW: Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi
Commit 1ca030ffca469832eb66df7f516b652d78295d26
👤 NY00123 <ny00@outlook.com>
📅 Sun Oct 12 23:58:29 2025 +0300
SW: Simplify HandleWeaponAutoSwitch usage to go through the DamageData array
Commit 29693743ef284966942115b3b49f5629e5ca3967
👤 NY00123 <ny00@outlook.com>
📅 Sun Oct 12 22:33:04 2025 +0300
SW: Fix multiplayer sync errors with the weapon auto-switching toggle
This also permanently enables weapon auto-switching for PedanticMode.
The idea here is that outside of pedantic mode, within multiplayer
games, a new bit or more of the inspected player's Flags2 field will
be set for the weapon. Afterwards, only for player no. myconnectindex,
the function getinput will set loc->bits as if a matching key was
pressed for selecting the weapon. loc->bits should be properly synced.
Note that each player's structure, including Flags2, is reset
within InitNewGame, but not from InitLevel as far as I may tell.
Commit aca3d385c29d8e3d2621bb0ff9481f0169bd6ab6
👤 NY00123 <ny00@outlook.com>
📅 Sun Oct 12 22:31:01 2025 +0300
SW: Introduce new weapon auto-switch PF2 flags for a follow-up commit
See https://voidpoint.io/terminx/eduke32 for more details.
Raw Content
commit fdbcb0b78094eac381d07d04db09e2805333c6ca
Author: NY00123 <ny00@outlook.com>
Date: Tue Oct 14 21:39:42 2025 +0300
SW: Improve prediction of interpolated bob_z value
The addition of the "bob_z" field to the PREDICT struct might be unnecessary,
technically speaking, but it probably won't hurt to ensure values are synced.
commit 964ce88eb893717a6ddf3a3a9204b31eb04d78b5
Author: NY00123 <ny00@outlook.com>
Date: Tue Oct 14 20:02:20 2025 +0300
SW: Fixed player movement prediction, now actually based on predicted angle
commit 8c882027709c22b22d54d6b6b7bed651464419cb
Author: NY00123 <ny00@outlook.com>
Date: Mon Oct 13 09:44:09 2025 +0300
SW: Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi
commit 1ca030ffca469832eb66df7f516b652d78295d26
Author: NY00123 <ny00@outlook.com>
Date: Sun Oct 12 23:58:29 2025 +0300
SW: Simplify HandleWeaponAutoSwitch usage to go through the DamageData array
commit 29693743ef284966942115b3b49f5629e5ca3967
Author: NY00123 <ny00@outlook.com>
Date: Sun Oct 12 22:33:04 2025 +0300
SW: Fix multiplayer sync errors with the weapon auto-switching toggle
This also permanently enables weapon auto-switching for PedanticMode.
The idea here is that outside of pedantic mode, within multiplayer
games, a new bit or more of the inspected player's Flags2 field will
be set for the weapon. Afterwards, only for player no. myconnectindex,
the function getinput will set loc->bits as if a matching key was
pressed for selecting the weapon. loc->bits should be properly synced.
Note that each player's structure, including Flags2, is reset
within InitNewGame, but not from InitLevel as far as I may tell.
commit aca3d385c29d8e3d2621bb0ff9481f0169bd6ab6
Author: NY00123 <ny00@outlook.com>
Date: Sun Oct 12 22:31:01 2025 +0300
SW: Introduce new weapon auto-switch PF2 flags for a follow-up commit
See https://voidpoint.io/terminx/eduke32 for more details.