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@ -250,25 +250,29 @@ should be put at.
@@ -250,25 +250,29 @@ should be put at.
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*/ |
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static float CL_LerpPoint( void ) |
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{ |
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float f, frac = 1.0f; |
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float frac = 1.0f; |
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float server_frametime = cl_serverframetime(); |
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f = cl_serverframetime(); |
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if( f == 0.0f || cls.timedemo ) |
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if( server_frametime == 0.0f || cls.timedemo ) |
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{ |
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cl.time = cl.mtime[0]; |
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return 1.0f; |
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} |
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if( f > 0.1f ) |
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if( server_frametime > 0.1f ) |
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{ |
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// dropped packet, or start of demo
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cl.mtime[1] = cl.mtime[0] - 0.1f; |
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f = 0.1f; |
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server_frametime = 0.1f; |
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} |
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#if 1 |
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#if 0 |
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/*
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g-cont: this code more suitable for singleplayer |
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NOTE in multiplayer causes significant framerate stutter/jitter and |
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occuring frames with zero time delta and even with negative time delta. |
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game becomes more twitchy and as if without interpolation. |
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*/ |
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frac = (cl.time - cl.mtime[1]) / f; |
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if( frac < 0.0f ) |
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{ |
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if( frac < -0.01f ) |
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@ -282,15 +286,16 @@ static float CL_LerpPoint( void )
@@ -282,15 +286,16 @@ static float CL_LerpPoint( void )
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frac = 1.0f; |
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} |
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#else |
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// for multiplayer
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if( cl_interp->value > 0.001f ) |
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{ |
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// manual lerp value (goldsrc mode)
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frac = ( cl.time - cl.mtime[0] ) / cl_interp->value; |
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frac = ( cl.time - cl.mtime[1] ) / cl_interp->value; |
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} |
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else if( f > 0.001f ) |
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else if( server_frametime > 0.001f ) |
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{ |
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// automatic lerp (classic mode)
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frac = ( cl.time - cl.mtime[1] ) / f; |
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frac = ( cl.time - cl.mtime[1] ) / server_frametime; |
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} |
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#endif |
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return frac; |
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