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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
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@ -735,8 +735,12 @@ int CBasePlayer::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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bool CBasePlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const
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bool CBasePlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const
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{
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{
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// Team members shouldn't be adjusted unless friendly fire is on.
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// Team members shouldn't be adjusted unless friendly fire is on.
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// FF --> Disagree
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/*
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if ( !friendlyfire.GetInt() && pPlayer->GetTeamNumber() == GetTeamNumber() )
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if ( !friendlyfire.GetInt() && pPlayer->GetTeamNumber() == GetTeamNumber() )
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return false;
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return false;
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*/
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// FF <--
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// If this entity hasn't been transmitted to us and acked, then don't bother lag compensating it.
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// If this entity hasn't been transmitted to us and acked, then don't bother lag compensating it.
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if ( pEntityTransmitBits && !pEntityTransmitBits->Get( pPlayer->entindex() ) )
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if ( pEntityTransmitBits && !pEntityTransmitBits->Get( pPlayer->entindex() ) )
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