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engine: client: CL_LerpPoint hotfix

pull/2/head
SNMetamorph 4 years ago committed by Alibek Omarov #SupportRMS
parent
commit
415f5baa1c
  1. 27
      engine/client/cl_main.c

27
engine/client/cl_main.c

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

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