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| --see https://raw.github.com/FloooD/C_lag_comp/master/llc.lua for latest version |
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| #include <stdio.h> | |
| int main(void) | |
| { | |
| FILE *pw = fopen("usgn_pw.dat", "rb"); | |
| if (pw == NULL) { | |
| printf("Put me in the same folder as usgn_pw.dat!\n\nPress enter to exit..."); | |
| getchar(); | |
| return 1; | |
| } |
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| ---------------------------------------------------------------- | |
| --LUA Lag Compensation + wallbanging by FlooD------------------- | |
| ---------------------------------------------------------------- | |
| --thx to Jermuk for his custom server, which first encouraged--- | |
| -- me to make lag compensation.------------------------------ | |
| --thx to lasthope and def3ct for initial testing.--------------- | |
| --thx to 3rr0r for ideas and suggestions for refining the code.- | |
| ---------------------------------------------------------------- | |
| --visit cs2d.nl/index.php?mod=board&action=thread&where=120 for- | |
| -- the lastest version and information----------------------- |
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| inline int line_square_collision(float ex, float ey, float sqx, float sqy, float sqhlen, float *ox, float *oy) | |
| { | |
| if (!ox) {float x; ox = &x;} | |
| if (!oy) {float y; oy = &y;} | |
| int cx = (fabsf(sqx) <= sqhlen); | |
| int cy = (fabsf(sqy) <= sqhlen); | |
| if (cx && cy) { | |
| if (fabsf(ex - sqx) <= sqhlen && fabsf(ey - sqy) <= sqhlen) { | |
| *ox = ex; *oy = ey; | |
| return 1; |
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| int line_seg_circ_polar(float er, float etheta, float cr, float ctheta, float cradius) | |
| { | |
| if (cradius >= cr) return 1; | |
| if (fabsf(etheta - ctheta) > asinf(cradius / cr)) return 0; | |
| if (er * er < cr * cr - cradius * cradius && er * er + cr * cr - 2 * er * cr * cosf(etheta - ctheta) > cradius * cradius) return 0; | |
| return 1; | |
| } |
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| > means client to server | |
| < means server to client | |
| pa | |
| ck | |
| et | |
| id | |
| \/ | |
| >02:00:03:3e:6b:fc:00 |
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| function m_pow(matrix, n) | |
| local tr = matrix[1][1]+matrix[2][2] -- trace of matrix | |
| local s = math.sqrt((matrix[1][1]-matrix[2][2])^2+4*matrix[1][2]*matrix[2][1]) -- sqrt(tr^2 - 4*determinant) | |
| local r1 = 0.5*(tr+s) --1st eigenvalue | |
| local r2 = tr-r1 --2nd eigenvalue | |
| local r1n = r1^n | |
| local r2n = r2^n |
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| function matrixpower(m, n) | |
| local d = #m | |
| local temp = {} | |
| local mm = {} | |
| for i = 1, d do | |
| temp[i] = {} | |
| mm[i] = {} | |
| for j = 1, d do | |
| mm[i][j] = m[i][j] | |
| end |
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| ---------------------------------------------------------------- | |
| --LUA Lag Compensation version 1.0.1 + LaserMod by FlooD-------- | |
| ---------------------------------------------------------------- | |
| --thx to Jermuk for his custom server, which first encouraged--- | |
| -- me to make lag compensation.------------------------------ | |
| --thx to lasthope and def3ct for initial testing.--------------- | |
| --thx to 3rr0r for ideas and suggestions for refining the code.- | |
| ---------------------------------------------------------------- | |
| --visit cs2d.nl/index.php?mod=board&action=thread&where=120 for- |
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| ---------------------------------------------------------------- | |
| --LUA Lag Compensation version 1.0.1 + snowball by FlooD-------- | |
| ---------------------------------------------------------------- | |
| --thx to Jermuk for his custom server, which first encouraged--- | |
| -- me to make lag compensation.------------------------------ | |
| --thx to lasthope and def3ct for initial testing.--------------- | |
| --thx to 3rr0r for ideas and suggestions for refining the code.- | |
| ---------------------------------------------------------------- | |
| --visit cs2d.nl/index.php?mod=board&action=thread&where=120 for- | |
| -- the lastest version and information----------------------- |
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