engine: client: fix cl_smoothtime, don't smooth movements when running local server(singleplayer, listenserve, etc)
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1 changed files with 7 additions and 7 deletions
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@ -264,7 +264,9 @@ void CL_CheckPredictionError( void )
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// save for error interpolation
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// save for error interpolation
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VectorCopy( delta, cl.local.prediction_error );
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VectorCopy( delta, cl.local.prediction_error );
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if( dist > MIN_CORRECTION_DISTANCE )
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// GoldSrc checks for singleplayer
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// we would check for local server
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if( dist > MIN_CORRECTION_DISTANCE && !SV_Active() )
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cls.correction_time = cl_smoothtime->value;
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cls.correction_time = cl_smoothtime->value;
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}
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}
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}
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}
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@ -1227,10 +1229,6 @@ void CL_PredictMovement( qboolean repredicting )
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if( to_cmd->senttime >= host.realtime )
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if( to_cmd->senttime >= host.realtime )
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break;
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break;
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// now interpolate some fraction of the final frame
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if( to_cmd->senttime != from_cmd->senttime )
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f = (host.realtime - from_cmd->senttime) / (to_cmd->senttime - from_cmd->senttime) * 0.1;
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from = to;
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from = to;
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from_cmd = to_cmd;
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from_cmd = to_cmd;
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}
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}
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@ -1263,8 +1261,10 @@ void CL_PredictMovement( qboolean repredicting )
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return;
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return;
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}
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}
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f = bound( 0.0f, f, 1.0f );
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// now interpolate some fraction of the final frame
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f = 0.0; // FIXME: make work, do revision
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if( to_cmd->senttime != from_cmd->senttime )
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f = bound( 0.0, (host.realtime - from_cmd->senttime) / (to_cmd->senttime - from_cmd->senttime) * 0.1, 1.0 );
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else f = 0.0;
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if( CL_PlayerTeleported( from, to ))
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if( CL_PlayerTeleported( from, to ))
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{
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{
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