From 6c08c02252041fc28b4102b727b35ca466b89b5c Mon Sep 17 00:00:00 2001 From: squeek Date: Tue, 3 Dec 2013 04:24:17 +0000 Subject: [PATCH] Lag compensate for friendly players even when friendly-fire is off. Mostly a precaution. Note that CFF_SV_Player implements its own WantsLagCompensationOnEntity. See: https://github.com/ValveSoftware/source-sdk-2013/issues/201#issuecomment-29565874 --- mp/src/game/server/player.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/mp/src/game/server/player.cpp b/mp/src/game/server/player.cpp index d1c6ecc0..ec332c87 100644 --- a/mp/src/game/server/player.cpp +++ b/mp/src/game/server/player.cpp @@ -735,8 +735,12 @@ int CBasePlayer::ShouldTransmit( const CCheckTransmitInfo *pInfo ) bool CBasePlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec *pEntityTransmitBits ) const { // Team members shouldn't be adjusted unless friendly fire is on. + // FF --> Disagree + /* if ( !friendlyfire.GetInt() && pPlayer->GetTeamNumber() == GetTeamNumber() ) return false; + */ + // FF <-- // If this entity hasn't been transmitted to us and acked, then don't bother lag compensating it. if ( pEntityTransmitBits && !pEntityTransmitBits->Get( pPlayer->entindex() ) )