Initial Prey Game integration support.

This commit is contained in:
Justin Marshall
2026-05-05 15:01:01 -07:00
parent a6c6f1ed26
commit 8d5f678b25
552 changed files with 265551 additions and 209 deletions
+4
View File
@@ -1880,7 +1880,11 @@ void idAsyncClient::RunFrame( void ) {
bool lastPredictFrame = ( snapshotGameFrame + 1 >= gameFrame && gameTimeResidual + clientPredictTime < USERCMD_MSEC );
// run client prediction
#ifdef PREY
gameReturn_t ret = game->ClientPrediction(clientNum, userCmds[snapshotGameFrame & (MAX_USERCMD_BACKUP - 1)]);
#else
gameReturn_t ret = game->ClientPrediction( clientNum, userCmds[ snapshotGameFrame & ( MAX_USERCMD_BACKUP - 1 ) ], lastPredictFrame );
#endif
idAsyncNetwork::ExecuteSessionCommand( ret.sessionCommand );
+8
View File
@@ -255,7 +255,11 @@ void idAsyncServer::ExecuteMapChange( void ) {
fileSystem->ClearPureChecksums();
// make sure the map/gametype combo is good
#ifdef PREY
strcpy(bestGameType, game->GetBestGameType(cvarSystem->GetCVarString("si_map"), cvarSystem->GetCVarString("si_gametype")));
#else
game->GetBestGameType( cvarSystem->GetCVarString("si_map"), cvarSystem->GetCVarString("si_gametype"), bestGameType );
#endif
cvarSystem->SetCVarString("si_gametype", bestGameType );
// initialize map settings
@@ -695,7 +699,11 @@ void idAsyncServer::InitClient( int clientNum, int clientId, int clientRate ) {
}
// let the game know a player connected
#ifdef PREY
game->ServerClientConnect(clientNum);
#else
game->ServerClientConnect( clientNum, client.guid );
#endif
}
/*