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engine: client: added cvar cl_nointerp for disabling interpolation
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@ -131,6 +131,9 @@ some ents will be ignore lerping
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*/
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qboolean CL_EntityIgnoreLerp( cl_entity_t *e )
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{
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if( cl_nointerp->value > 0.f )
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return true;
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if( e->model && e->model->type == mod_alias )
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return false;
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@ -529,6 +532,13 @@ void CL_ComputePlayerOrigin( cl_entity_t *ent )
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if( !ent->player || ent->index == ( cl.playernum + 1 ))
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return;
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if( cl_nointerp->value > 0.f )
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{
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VectorCopy( ent->curstate.angles, ent->angles );
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VectorCopy( ent->curstate.origin, ent->origin );
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return;
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}
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if( cls.demoplayback == DEMO_QUAKE1 )
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{
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// quake lerping is easy
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@ -63,6 +63,7 @@ convar_t *cl_updaterate;
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convar_t *cl_showevents;
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convar_t *cl_cmdrate;
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convar_t *cl_interp;
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convar_t *cl_nointerp;
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convar_t *cl_dlmax;
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convar_t *cl_upmax;
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@ -2844,7 +2845,8 @@ void CL_InitLocal( void )
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Cvar_Get( "team", "", FCVAR_USERINFO, "player team" );
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Cvar_Get( "skin", "", FCVAR_USERINFO, "player skin" );
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cl_nosmooth = Cvar_Get( "cl_nosmooth", "0", FCVAR_ARCHIVE, "disable smooth up stair climbing and interpolate position in multiplayer" );
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cl_nosmooth = Cvar_Get( "cl_nosmooth", "0", FCVAR_ARCHIVE, "disable smooth up stair climbing" );
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cl_nointerp = Cvar_Get( "cl_nointerp", "0", FCVAR_CLIENTDLL, "disable interpolation of entities and players" );
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cl_smoothtime = Cvar_Get( "cl_smoothtime", "0", FCVAR_ARCHIVE, "time to smooth up" );
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cl_cmdbackup = Cvar_Get( "cl_cmdbackup", "10", FCVAR_ARCHIVE, "how many additional history commands are sent" );
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cl_cmdrate = Cvar_Get( "cl_cmdrate", "30", FCVAR_ARCHIVE, "Max number of command packets sent to server per second" );
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@ -658,6 +658,7 @@ extern convar_t *cl_nopred;
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extern convar_t *cl_timeout;
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extern convar_t *cl_nodelta;
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extern convar_t *cl_interp;
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extern convar_t *cl_nointerp;
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extern convar_t *cl_showerror;
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extern convar_t *cl_nosmooth;
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extern convar_t *cl_smoothtime;
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