This system adds the code necessary for letting content creators specify
complex events by specifying a simple, program-like sequence of
operations that will be executed by the engine when a certain event is
triggered.
Since instance-specific fields have been moved to polymodel_instance and submodel_instance, the gun_submodel_rotation field should also be moved. This is also reworked a bit to keeping track of the rotation via the normal submodel instance angles.
This removes an unnecessary look_at field as well.
* Multiplayer Dumbfire Rollback
This creates a packet that sends the relative position and orientation info for a primary or dumbfire missle shot. The client creates this packet when firing those two types of weapons and sends it to the server. The server goes back to the frame that the client fired the weapon and quicky resimulates all the frames in-between.
This includes collision detection, restoring positions, orientations and veloicties, but not subsystem orientations.
* Address Feedback
* allow clients to send subsystem info
* Check for object number not weapon number
* Readability Adjustment
In commit 3b2af702f7, the hash truncation was changed so that instead of being part of the HUD, it's stored as the class's display name. However, this action was performed before `+Use Template:` was parsed, which would then overwrite the display name and clear the `Has_display_name` flag. I've moved it so that it now happens after the copy operation (and added a check for an existing display name, in case the template defines one). I use a new boolean variable to indicate that default display name creation needs to happen rather than duplicate that code.
The multilock patch did not handle `Lock_anim` in the best way, and handled `Lock_gauge` in a very bizarre way, despite the fact that they are two simple hud animations. This changes the `lock_info` struct to track the correct `time_elapsed` value for both, and changes the locking code to use the values in the correct way.
Additionally, this properly loops the lock triangles on the FS1 lock indicator. Strangely, even prior to the multilock merge it appears that the triangles wouldn't have animated more than a quarter turn.
Finally, this prevents the FS1 lock indicator from blinking, since in retail FS1 it didn't blink.
Tested with FSPort and no-mods. Fixes#2826.
If you create a kamikaze ship with ship-create, it won't work properly, because the explosion values are not initialized to -1 as expected. This fixes that.
* Object Update Refactor
1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
5. Better handles out of order packets (but can still use their information if recent enough!)
6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.
* Fix edge case crash and Incorporate feedback
* Clean Up Interpolate Angles Quick
* Restrain the client
* How was this still here???
* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define
* Fix Way to Store Return Values
* Ok travis, we get it
* Ok travis.........