Files
fs2open.github.com/code/object/collideshipweapon.cpp
T
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00

614 lines
22 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "hud/hudshield.h"
#include "hud/hudwingmanstatus.h"
#include "io/timer.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "parse/scripting.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "weapon/weapon.h"
extern float ai_endangered_time(object *ship_objp, object *weapon_objp);
int check_inside_radius_for_big_ships( object *ship, object *weapon_obj, obj_pair *pair );
float estimate_ship_speed_upper_limit( object *ship, float time );
extern float flFrametime;
/**
* If weapon_obj is likely to hit ship_obj sooner than current aip->danger_weapon_objnum,
* then update danger_weapon_objnum.
*/
void update_danger_weapon(object *pship_obj, object *weapon_obj)
{
ai_info *aip;
Assert(pship_obj->type == OBJ_SHIP);
aip = &Ai_info[Ships[pship_obj->instance].ai_index];
if (aip->danger_weapon_objnum == -1) {
aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
aip->danger_weapon_signature = weapon_obj->signature;
} else if (aip->danger_weapon_signature == Objects[aip->danger_weapon_objnum].signature) {
float danger_old_time, danger_new_time;
danger_old_time = ai_endangered_time(pship_obj, &Objects[aip->danger_weapon_objnum]);
danger_new_time = ai_endangered_time(pship_obj, weapon_obj);
if (danger_new_time < danger_old_time) {
aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
aip->danger_weapon_signature = weapon_obj->signature;
}
}
}
/**
* Deal with weapon-ship hit stuff.
* Separated from check_collision routine below because of multiplayer reasons.
*/
void ship_weapon_do_hit_stuff(object *pship_obj, object *weapon_obj, vec3d *world_hitpos, vec3d *hitpos, int quadrant_num, int submodel_num, vec3d /*not a pointer intentionaly*/ hit_dir)
{
weapon *wp = &Weapons[weapon_obj->instance];
weapon_info *wip = &Weapon_info[wp->weapon_info_index];
ship *shipp = &Ships[pship_obj->instance];
float damage;
vec3d force;
vec3d worldNormal;
model_instance_find_world_dir(&worldNormal, &hit_dir, shipp->model_instance_num, submodel_num, &pship_obj->orient);
// Apply hit & damage & stuff to weapon
weapon_hit(weapon_obj, pship_obj, world_hitpos, quadrant_num, &worldNormal);
if (wip->damage_time >= 0.0f && wp->lifeleft <= wip->damage_time) {
if (wip->atten_damage >= 0.0f) {
damage = (((wip->damage - wip->atten_damage) * (wp->lifeleft / wip->damage_time)) + wip->atten_damage);
} else {
damage = wip->damage * (wp->lifeleft / wip->damage_time);
}
} else {
damage = wip->damage;
}
// deterine whack whack
float blast = wip->mass;
vm_vec_copy_scale(&force, &weapon_obj->phys_info.vel, blast );
// send player pain packet
if ( (MULTIPLAYER_MASTER) && !(shipp->flags[Ship::Ship_Flags::Dying]) ){
int np_index = multi_find_player_by_object(pship_obj);
// if this is a player ship
if((np_index >= 0) && (np_index != MY_NET_PLAYER_NUM) && (wip->subtype == WP_LASER)){
send_player_pain_packet(&Net_players[np_index], wp->weapon_info_index, wip->damage * weapon_get_damage_scale(wip, weapon_obj, pship_obj), &force, hitpos, quadrant_num);
}
}
ship_apply_local_damage(pship_obj, weapon_obj, world_hitpos, damage, quadrant_num, CREATE_SPARKS, submodel_num);
// let the hud shield gauge know when Player or Player target is hit
hud_shield_quadrant_hit(pship_obj, quadrant_num);
// Let wingman status gauge know a wingman ship was hit
if ( (Ships[pship_obj->instance].wing_status_wing_index >= 0) && ((Ships[pship_obj->instance].wing_status_wing_pos >= 0)) ) {
hud_wingman_status_start_flash(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
}
// Apply a wack. This used to be inside of ship_hit... duh! Ship_hit
// is to apply damage, not physics, so I moved it here.
// don't apply whack for multiplayer_client from laser - will occur with pain packet
if (!((wip->subtype == WP_LASER) && MULTIPLAYER_CLIENT) ) {
// apply a whack
ship_apply_whack( &force, hitpos, pship_obj );
}
}
extern int Framecount;
int ship_weapon_check_collision(object *ship_objp, object *weapon_objp, float time_limit = 0.0f, int *next_hit = NULL)
{
mc_info mc, mc_shield, mc_hull;
ship *shipp;
ship_info *sip;
weapon *wp;
weapon_info *wip;
Assert( ship_objp != NULL );
Assert( ship_objp->type == OBJ_SHIP );
Assert( ship_objp->instance >= 0 );
shipp = &Ships[ship_objp->instance];
sip = &Ship_info[shipp->ship_info_index];
Assert( weapon_objp != NULL );
Assert( weapon_objp->type == OBJ_WEAPON );
Assert( weapon_objp->instance >= 0 );
wp = &Weapons[weapon_objp->instance];
wip = &Weapon_info[wp->weapon_info_index];
Assert( shipp->objnum == OBJ_INDEX(ship_objp));
// Make ships that are warping in not get collision detection done
if ( shipp->is_arriving() ) return 0;
// Return information for AI to detect incoming fire.
// Could perhaps be done elsewhere at lower cost --MK, 11/7/97
float dist = vm_vec_dist_quick(&ship_objp->pos, &weapon_objp->pos);
if (dist < weapon_objp->phys_info.speed) {
update_danger_weapon(ship_objp, weapon_objp);
}
int valid_hit_occurred = 0; // If this is set, then hitpos is set
int quadrant_num = -1;
polymodel *pm = model_get(sip->model_num);
// total time is flFrametime + time_limit (time_limit used to predict collisions into the future)
vec3d weapon_end_pos;
vm_vec_scale_add( &weapon_end_pos, &weapon_objp->pos, &weapon_objp->phys_info.vel, time_limit );
// Goober5000 - I tried to make collision code here much saner... here begin the (major) changes
mc_info_init(&mc);
// set up collision structs
mc.model_instance_num = shipp->model_instance_num;
mc.model_num = sip->model_num;
mc.submodel_num = -1;
mc.orient = &ship_objp->orient;
mc.pos = &ship_objp->pos;
mc.p0 = &weapon_objp->last_pos;
mc.p1 = &weapon_end_pos;
mc.lod = sip->collision_lod;
memcpy(&mc_shield, &mc, sizeof(mc_info));
memcpy(&mc_hull, &mc, sizeof(mc_info));
// (btw, these are leftover comments from below...)
//
// Note: This code is obviously stupid. We want to add the shield point if there is shield to hit, but:
// 1. We want the size/color of the hit effect to indicate shield damage done. (i.e., for already-weak shield, smaller effect)
// 2. Currently (8/9/97), apply_damage_to_shield() passes lefer damage to hull, which might not make sense. If
// wouldn't have collided with hull, shouldn't do damage. Once this is fixed, the code below needs to cast the
// vector through to the hull if there is leftover damage.
//
// WIF2_PIERCE_SHIELDS pierces shields
// AL 1-14-97: "Puncture" doesn't mean penetrate shield anymore, it means that it punctures
// hull to inflict maximum subsystem damage
//
// _argv[-1], 16 Jan 2005: Surface shields.
// Surface shields allow for shields on a ship without a shield mesh. Good for putting real shields
// on the Lucifer. This also fixes the strange bug where shots will occasionally go through the
// shield mesh when they shouldn't. I don't know what causes this, but this fixes that -- shields
// will absorb it when it hits the hull instead. This has no fancy graphical effect, though.
// Someone should make one.
// check both kinds of collisions
int shield_collision = 0;
int hull_collision = 0;
// check shields for impact
if (!(ship_objp->flags[Object::Object_Flags::No_shields])) {
if (sip->flags[Ship::Info_Flags::Auto_spread_shields]) {
// The weapon is not allowed to impact the shield before it reaches this point
vec3d shield_ignored_until = weapon_objp->last_pos;
float weapon_flown_for = vm_vec_dist(&wp->start_pos, &weapon_objp->last_pos);
float min_weapon_span;
if (sip->auto_shield_spread_min_span >= 0.0f) {
min_weapon_span = sip->auto_shield_spread_min_span;
} else {
min_weapon_span = sip->auto_shield_spread;
}
// If weapon hasn't yet flown a distance greater than the maximum ignore
// range, then some part of the currently checked range needs to be
// ignored
if (weapon_flown_for < min_weapon_span) {
vm_vec_sub(&shield_ignored_until, &weapon_end_pos, &wp->start_pos);
vm_vec_normalize(&shield_ignored_until);
vm_vec_scale(&shield_ignored_until, min_weapon_span);
vm_vec_add2(&shield_ignored_until, &wp->start_pos);
}
float this_range = vm_vec_dist(&weapon_objp->last_pos, &weapon_end_pos);
// The range during which the weapon is not allowed to collide with the
// shield, except if it actually hits the hull
float ignored_range;
// If the weapon has not yet surpassed the ignore range, calculate the
// remaining ignore range
if (vm_vec_dist(&wp->start_pos, &shield_ignored_until) > weapon_flown_for)
ignored_range = vm_vec_dist(&weapon_objp->last_pos, &shield_ignored_until);
else
ignored_range = 0.0f;
// The range during which the weapon may impact the shield
float active_range = this_range - ignored_range;
// During the ignored range, we only check for a ray collision with
// the model
if (ignored_range > 0.0f) {
mc_shield.flags = MC_CHECK_MODEL;
mc_shield.p1 = &shield_ignored_until;
shield_collision = model_collide(&mc_shield);
mc_shield.p1 = &weapon_end_pos;
mc_shield.hit_dist = mc_shield.hit_dist * (ignored_range / this_range);
}
// If no collision with the model found in the ignore range, only
// then do we check for sphereline collisions with the model during the
// non-ignored range
if (!shield_collision && weapon_flown_for + this_range > min_weapon_span) {
mc_shield.p0 = &shield_ignored_until;
mc_shield.p1 = &weapon_end_pos;
mc_shield.radius = sip->auto_shield_spread;
if (sip->auto_shield_spread_from_lod > -1) {
mc_shield.lod = sip->auto_shield_spread_from_lod;
}
mc_shield.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE;
shield_collision = model_collide(&mc_shield);
mc_shield.lod = sip->collision_lod;
mc_shield.submodel_num = -1;
// Because we manipulated p0 and p1 above, hit_dist will be
// relative to the values we used, not the values the rest of
// the code expects; this fixes that
mc_shield.p0 = &weapon_objp->last_pos;
mc_shield.p1 = &weapon_end_pos;
mc_shield.hit_dist = (ignored_range + (active_range * mc_shield.hit_dist)) / this_range;
}
if (shield_collision) {
// If we used a sphereline check, then the collision point will lie
// somewhere on the ship's hull; this re-positions it to lie on the
// correct point along the weapon's path
if (mc_shield.flags & MC_CHECK_SPHERELINE) {
vec3d tempv;
vm_vec_sub(&tempv, mc_shield.p1, mc_shield.p0);
vm_vec_scale(&tempv, mc_shield.hit_dist);
vm_vec_add2(&tempv, mc_shield.p0);
mc_shield.hit_point_world = tempv;
}
// Re-calculate hit_point because it's likely pointing to the wrong
// place
vec3d tempv;
vm_vec_sub(&tempv, &mc_shield.hit_point_world, &ship_objp->pos);
vm_vec_rotate(&mc_shield.hit_point, &tempv, &ship_objp->orient);
}
} else if (sip->flags[Ship::Info_Flags::Surface_shields]) {
if (pm->shield.ntris > 0) {
// If there is a shield mesh, we need to check that first
mc_shield.flags = MC_CHECK_SHIELD;
shield_collision = model_collide(&mc_shield);
}
if (!shield_collision) {
// But if no shield mesh or it was missed, check for a hull collision
mc_shield.flags = MC_CHECK_MODEL;
shield_collision = model_collide(&mc_shield);
// Because we used MC_CHECK_MODEL, the returned hit position might be
// in a submodel's frame of reference, so we need to ensure we end up
// in the ship's frame of reference
vec3d local_pos;
vm_vec_sub(&local_pos, &mc_shield.hit_point_world, &ship_objp->pos);
vm_vec_rotate(&mc_shield.hit_point, &local_pos, &ship_objp->orient);
}
} else {
// Normal collision check against a shield mesh
mc_shield.flags = MC_CHECK_SHIELD;
shield_collision = (pm->shield.ntris > 0) ? model_collide(&mc_shield) : 0;
}
}
// If we found a shield collision but were only checking for a simple model
// collision, we can re-use the same collision info for the hull as well
if (shield_collision && mc_shield.flags == MC_CHECK_MODEL) {
memcpy(&mc_hull, &mc_shield, sizeof(mc_info));
hull_collision = shield_collision;
// The weapon has impacted on the hull, so if it should therefore bypass
// the shields altogether, we do it here
if (sip->auto_shield_spread_bypass) {
shield_collision = 0;
}
} else {
mc_hull.flags = MC_CHECK_MODEL;
hull_collision = model_collide(&mc_hull);
}
if (shield_collision) {
// pick out the shield quadrant
quadrant_num = get_quadrant(&mc_shield.hit_point, ship_objp);
// make sure that the shield is active in that quadrant
if (shipp->flags[Ship::Ship_Flags::Dying] || !ship_is_shield_up(ship_objp, quadrant_num))
quadrant_num = -1;
// see if we hit the shield
if (quadrant_num >= 0) {
// do the hit effect
if (mc_shield.shield_hit_tri != -1) {
add_shield_point(OBJ_INDEX(ship_objp), mc_shield.shield_hit_tri, &mc_shield.hit_point);
}
// if this weapon pierces the shield, then do the hit effect, but act like a shield collision never occurred;
// otherwise, we have a valid hit on this shield
if (wip->wi_flags2 & WIF2_PIERCE_SHIELDS)
quadrant_num = -1;
else
valid_hit_occurred = 1;
}
}
// see which impact we use
if (shield_collision && valid_hit_occurred)
{
memcpy(&mc, &mc_shield, sizeof(mc_info));
Assert(quadrant_num >= 0);
}
else if (hull_collision)
{
memcpy(&mc, &mc_hull, sizeof(mc_info));
valid_hit_occurred = 1;
}
// check if the hit point is beyond the clip plane when warping out.
if ((shipp->flags[Ship::Ship_Flags::Depart_warp]) &&
(shipp->warpout_effect) &&
(valid_hit_occurred))
{
vec3d warp_pnt, hit_direction;
matrix warp_orient;
shipp->warpout_effect->getWarpPosition(&warp_pnt);
shipp->warpout_effect->getWarpOrientation(&warp_orient);
vm_vec_sub(&hit_direction, &mc.hit_point_world, &warp_pnt);
if (vm_vec_dot(&hit_direction, &warp_orient.vec.fvec) < 0.0f)
{
valid_hit_occurred = 0;
}
}
// deal with predictive collisions. Find their actual hit time and see if they occured in current frame
if (next_hit && valid_hit_occurred) {
// find hit time
*next_hit = (int) (1000.0f * (mc.hit_dist*(flFrametime + time_limit) - flFrametime) );
if (*next_hit > 0)
// if hit occurs outside of this frame, do not do damage
return 1;
}
if ( valid_hit_occurred )
{
wp->collisionInfo = new mc_info; // The weapon will free this memory later
memcpy(wp->collisionInfo, &mc, sizeof(mc_info));
Script_system.SetHookObjects(4, "Ship", ship_objp, "Weapon", weapon_objp, "Self",ship_objp, "Object", weapon_objp);
bool ship_override = Script_system.IsConditionOverride(CHA_COLLIDEWEAPON, ship_objp);
Script_system.SetHookObjects(2, "Self",weapon_objp, "Object", ship_objp);
bool weapon_override = Script_system.IsConditionOverride(CHA_COLLIDESHIP, weapon_objp);
if(!ship_override && !weapon_override) {
if (shield_collision && quadrant_num >= 0) {
if ((sip->shield_impact_explosion_anim > -1) && (wip->shield_impact_explosion_radius > 0)) {
shield_impact_explosion(&mc.hit_point, ship_objp, wip->shield_impact_explosion_radius, sip->shield_impact_explosion_anim);
}
}
ship_weapon_do_hit_stuff(ship_objp, weapon_objp, &mc.hit_point_world, &mc.hit_point, quadrant_num, mc.hit_submodel, mc.hit_normal);
}
Script_system.SetHookObjects(2, "Self",ship_objp, "Object", weapon_objp);
if(!(weapon_override && !ship_override))
Script_system.RunCondition(CHA_COLLIDEWEAPON, '\0', NULL, ship_objp, wp->weapon_info_index);
Script_system.SetHookObjects(2, "Self",weapon_objp, "Object", ship_objp);
if((weapon_override && !ship_override) || (!weapon_override && !ship_override))
Script_system.RunCondition(CHA_COLLIDESHIP, '\0', NULL, weapon_objp);
Script_system.RemHookVars(4, "Ship", "Weapon", "Self","Object");
}
else if ((Missiontime - wp->creation_time > F1_0/2) && (wip->wi_flags & WIF_HOMING) && (wp->homing_object == ship_objp)) {
if (dist < wip->shockwave.inner_rad) {
vec3d vec_to_ship;
vm_vec_normalized_dir(&vec_to_ship, &ship_objp->pos, &weapon_objp->pos);
if (vm_vec_dot(&vec_to_ship, &weapon_objp->orient.vec.fvec) < 0.0f) {
// check if we're colliding against "invisible" ship
if (!(shipp->flags[Ship::Ship_Flags::Dont_collide_invis])) {
wp->lifeleft = 0.001f;
if (ship_objp == Player_obj)
nprintf(("Jim", "Frame %i: Weapon %d set to detonate, dist = %7.3f.\n", Framecount, OBJ_INDEX(weapon_objp), dist));
valid_hit_occurred = 1;
}
}
}
}
return valid_hit_occurred;
}
/**
* Checks ship-weapon collisions.
* @param pair obj_pair pointer to the two objects. pair->a is ship and pair->b is weapon.
* @return 1 if all future collisions between these can be ignored
*/
int collide_ship_weapon( obj_pair * pair )
{
int did_hit;
object *ship = pair->a;
object *weapon_obj = pair->b;
Assert( ship->type == OBJ_SHIP );
Assert( weapon_obj->type == OBJ_WEAPON );
ship_info *sip = &Ship_info[Ships[ship->instance].ship_info_index];
// Don't check collisions for player if past first warpout stage.
if ( Player->control_mode > PCM_WARPOUT_STAGE1) {
if ( ship == Player_obj )
return 0;
}
if (reject_due_collision_groups(ship, weapon_obj))
return 0;
// Cull lasers within big ship spheres by casting a vector forward for (1) exit sphere or (2) lifetime of laser
// If it does hit, don't check the pair until about 200 ms before collision.
// If it does not hit and is within error tolerance, cull the pair.
if ( (sip->is_big_or_huge()) && (Weapon_info[Weapons[weapon_obj->instance].weapon_info_index].subtype == WP_LASER) ) {
// Check when within ~1.1 radii.
// This allows good transition between sphere checking (leaving the laser about 200 ms from radius) and checking
// within the sphere with little time between. There may be some time for "small" big ships
// Note: culling ships with auto spread shields seems to waste more performance than it saves,
// so we're not doing that here
if ( !(sip->flags[Ship::Info_Flags::Auto_spread_shields]) && vm_vec_dist_squared(&ship->pos, &weapon_obj->pos) < (1.2f*ship->radius*ship->radius) ) {
return check_inside_radius_for_big_ships( ship, weapon_obj, pair );
}
}
did_hit = ship_weapon_check_collision( ship, weapon_obj );
if ( !did_hit ) {
// Since we didn't hit, check to see if we can disable all future collisions
// between these two.
return weapon_will_never_hit( weapon_obj, ship, pair );
}
return 0;
}
/**
* Upper limit estimate ship speed at end of time
*/
float estimate_ship_speed_upper_limit( object *ship, float time )
{
float exponent;
float delta_v;
float factor;
delta_v = Ship_info[Ships[ship->instance].ship_info_index].max_vel.xyz.z - ship->phys_info.speed;
if (ship->phys_info.forward_accel_time_const == 0) {
return ship->phys_info.speed;
}
exponent = time / ship->phys_info.forward_accel_time_const;
factor = 1.0f - (float)exp( -exponent );
return ship->phys_info.speed + factor*delta_v;
}
// maximum error allowed in detecting collisions between laser and big ship inside the radius
// this is set for a 150 m radius ship. For ships with larger radius, the error scales according
// to the ration of radii, but is never less than 2 m
#define ERROR_STD 2
/**
* When inside radius of big ship, check if we can cull collision pair determine the time when pair should next be checked
* @return 1 if pair can be culled
* @return 0 if pair can not be culled
*/
int check_inside_radius_for_big_ships( object *ship, object *weapon_obj, obj_pair *pair )
{
vec3d error_vel; // vel perpendicular to laser
float error_vel_mag; // magnitude of error_vel
float time_to_max_error, time_to_exit_sphere;
float ship_speed_at_exit_sphere, error_at_exit_sphere;
float max_error = (float) ERROR_STD / 150.0f * ship->radius;
if (max_error < 2)
max_error = 2.0f;
time_to_exit_sphere = (ship->radius + vm_vec_dist(&ship->pos, &weapon_obj->pos)) / (weapon_obj->phys_info.max_vel.xyz.z - ship->phys_info.max_vel.xyz.z);
ship_speed_at_exit_sphere = estimate_ship_speed_upper_limit( ship, time_to_exit_sphere );
// update estimated time to exit sphere
time_to_exit_sphere = (ship->radius + vm_vec_dist(&ship->pos, &weapon_obj->pos)) / (weapon_obj->phys_info.max_vel.xyz.z - ship_speed_at_exit_sphere);
vm_vec_scale_add( &error_vel, &ship->phys_info.vel, &weapon_obj->orient.vec.fvec, -vm_vec_dot(&ship->phys_info.vel, &weapon_obj->orient.vec.fvec) );
error_vel_mag = vm_vec_mag_quick( &error_vel );
error_vel_mag += 0.5f * (ship->phys_info.max_vel.xyz.z - error_vel_mag)*(time_to_exit_sphere/ship->phys_info.forward_accel_time_const);
// error_vel_mag is now average velocity over period
error_at_exit_sphere = error_vel_mag * time_to_exit_sphere;
time_to_max_error = max_error / error_at_exit_sphere * time_to_exit_sphere;
// find the minimum time we can safely check into the future.
// limited by (1) time to exit sphere (2) time to weapon expires
// if ship_weapon_check_collision comes back with a hit_time > error limit, ok
// if ship_weapon_check_collision comes finds no collision, next check time based on error time
float limit_time; // furthest time to check (either lifetime or exit sphere)
if ( time_to_exit_sphere < Weapons[weapon_obj->instance].lifeleft ) {
limit_time = time_to_exit_sphere;
} else {
limit_time = Weapons[weapon_obj->instance].lifeleft;
}
// Note: when estimated hit time is less than 200 ms, look at every frame
int hit_time; // estimated time of hit in ms
// modify ship_weapon_check_collision to do damage if hit_time is negative (ie, hit occurs in this frame)
if ( ship_weapon_check_collision( ship, weapon_obj, limit_time, &hit_time ) ) {
// hit occured in while in sphere
if (hit_time < 0) {
// hit occured in the frame
return 1;
} else if (hit_time > 200) {
pair->next_check_time = timestamp(hit_time - 200);
return 0;
// set next check time to time - 200
} else {
// set next check time to next frame
pair->next_check_time = 1;
return 0;
}
} else {
if (limit_time > time_to_max_error) {
// no hit, but beyond error tolerance
if (1000*time_to_max_error > 200) {
pair->next_check_time = timestamp( (int)(1000*time_to_max_error) - 200 );
} else {
pair->next_check_time = 1;
}
return 0;
} else {
// no hit and within error tolerance
return 1;
}
}
}