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cl_lerp_smooth 2 should include spectating as well as just demos.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5535 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2019-09-05 15:37:40 +00:00
parent 018afede9a
commit 45f567dc34

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@ -632,7 +632,7 @@ void CL_CalcClientTime(void)
//q3 always drifts.
//nq+qw code can drift
//default is to drift in demos+SP but not live (oh noes! added latency!)
if (cls.protocol == CP_QUAKE2 || (cls.protocol != CP_QUAKE3 && (!cl_predict_smooth.ival || (cl_predict_smooth.ival == 2 && !(cls.demoplayback || cl.allocated_client_slots == 1))) && cls.demoplayback != DPB_MVD))
if (cls.protocol == CP_QUAKE2 || (cls.protocol != CP_QUAKE3 && (!cl_predict_smooth.ival || (cl_predict_smooth.ival == 2 && !(cls.demoplayback || cl.allocated_client_slots == 1 || cl.playerview[0].spectator))) && cls.demoplayback != DPB_MVD))
{ //no drift logic
float f;
f = cl.gametime - cl.oldgametime;