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Resolver.hpp
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#pragma once
#include <deque>
#define TIME_TO_TICKS(dt) ((int)( 0.5f + (float)(dt) / p_GlobVars->interval_per_tick))
#define TICKS_TO_TIME(t) (p_GlobVars->interval_per_tick * (t) )
enum ClientFrameStage_en
{
FRAME_UNDEFINED = -1,
FRAME_START,
FRAME_NET_UPDATE_START,
FRAME_NET_UPDATE_POSTDATAUPDATE_START,
FRAME_NET_UPDATE_POSTDATAUPDATE_END,
FRAME_NET_UPDATE_END,
FRAME_RENDER_START,
FRAME_RENDER_END
};
class Resolver {
public:
void resolve(ClientFrameStage_en stage);
void fireEventOnClientSide(GameEvent *gEvent);
bool IsEntityMoving(Entity *ent);
};
inline float RandFloat(float M, float N)
{
return (float)(M + (rand() / (RAND_MAX / (N - M))));
}
inline float clampY(float in)
{
float tmp = in;
while (tmp < -180.0f)
tmp += 360.0f;
while (tmp > 180.0f)
tmp -= 360.0f;
return tmp;
}
extern std::vector<int64_t> resolvingPlayers;
extern std::unique_ptr<Resolver> resolver;