diff --git a/src/shared/player.qc b/src/shared/player.qc index 9e64dd9..9060eeb 100644 --- a/src/shared/player.qc +++ b/src/shared/player.qc @@ -182,29 +182,6 @@ void player::ReceiveEntity(float new) { float fl; - if (new == FALSE) { - /* Go through all the physics code between the last received frame - * and the newest frame and keep the changes this time around instead - * of rolling back, because we'll apply the new server-verified values - * right after anyway. */ - /* FIXME: splitscreen */ - if (entnum == player_localentnum) { - /* FIXME: splitscreen */ - pSeat = &g_seats[0]; - - for (int i = sequence+1; i <= servercommandframe; i++) { - /* ...maybe the input state is too old? */ - if (!getinputstate(i)) { - break; - } - input_sequence = i; - PMove_Run(); - } - - /* any differences in things that are read below are now - * officially from prediction misses. */ - } - } /* seed for our prediction table */ sequence = servercommandframe; diff --git a/src/shared/w_cannon.qc b/src/shared/w_cannon.qc index 45f90eb..76ac726 100644 --- a/src/shared/w_cannon.qc +++ b/src/shared/w_cannon.qc @@ -218,7 +218,7 @@ w_cannon_crosshair(void) HUD_DrawAmmo1(); HUD_DrawAmmo2(); vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42]; - drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/128], [24/256, 24/128], g_hud_color, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); + drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE); #endif }