engine: client: don't immediately send client packet after receiveing server packet or full update
It doesn't seem to be useful for anything. Instead, it completely breaks cl_cmdrate behavior, constantly spamming server with move commands
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0313e19674
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4 changed files with 0 additions and 10 deletions
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@ -872,7 +872,6 @@ int CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta, connprotocol_t proto
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// this is a full update that we can start delta compressing from now
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oldframe = NULL;
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oldpacket = -1; // delta too old or is initial message
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cl.send_reply = true; // send reply
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cls.demowaiting = false; // we can start recording now
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}
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@ -789,12 +789,6 @@ static void CL_WritePacket( void )
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if(( host.realtime >= cls.nextcmdtime ) && Netchan_CanPacket( &cls.netchan, true ))
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send_command = true;
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if( cl.send_reply )
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{
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cl.send_reply = false;
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send_command = true;
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}
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// spectator is not sending cmds to server
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if( cls.spectator && cls.state == ca_active && cl.delta_sequence == cl.validsequence )
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{
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@ -2774,7 +2768,6 @@ static void CL_ReadNetMessage( void )
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}
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CL_ParseNetMessage( &net_message, parsefn );
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cl.send_reply = true;
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}
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// build list of all solid entities per next frame (exclude clients)
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@ -294,7 +294,6 @@ static int CL_ParsePacketEntitiesGS( sizebuf_t *msg, qboolean delta )
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else
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{
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oldframe = NULL;
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cl.send_reply = true;
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cls.demowaiting = false;
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}
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@ -211,7 +211,6 @@ typedef struct
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int last_command_ack;
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int last_incoming_sequence;
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qboolean send_reply;
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qboolean background; // not real game, just a background
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qboolean first_frame; // first rendering frame
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qboolean proxy_redirect; // spectator stuff
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