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group2 0.1.0
CSE 125 Group 2
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Server-only system that pushes the current HitboxInstance for every replicated entity into its HitboxHistory ring once per tick. More...
Go to the source code of this file.
Namespaces | |
| namespace | systems |
| Client-only input sampling system — split into two halves so mouse look can run every iterate() (smooth camera at any FPS) while movement keys run once per physics tick group (server-consistent). | |
Functions | |
| void | systems::pushHitboxHistory (Registry ®istry, uint32_t serverTick) |
| Capture this tick's hitbox capsules into each entity's HitboxHistory ring. | |
Server-only system that pushes the current HitboxInstance for every replicated entity into its HitboxHistory ring once per tick.
Phase 6 scaffolding for lag-compensated hitscan. Runs immediately after updateHitboxes() (so capsules reflect this tick's animation pose) and before runWeapon (so the upcoming raycasts can — eventually — rewind against the snapshot they just wrote). Today the ring is populated but no consumer reads from it; see LagCompensation.hpp for the rewind guard.