Added fractional antilerp, and fixed a bug in the antilag stuff (potential showstopper).
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3445 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 20 additions and 9 deletions
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@ -45,6 +45,7 @@ cvar_t sv_spectalk = SCVAR("sv_spectalk", "1");
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cvar_t sv_mapcheck = SCVAR("sv_mapcheck", "1");
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cvar_t sv_antilag = SCVARF("sv_antilag", "0", CVAR_SERVERINFO);
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cvar_t sv_antilag_frac = SCVARF("sv_antilag_frac", "1", CVAR_SERVERINFO);
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cvar_t sv_cheatpc = SCVAR("sv_cheatpc", "125");
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cvar_t sv_cheatspeedchecktime = SCVAR("sv_cheatspeedchecktime", "30");
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cvar_t sv_playermodelchecks = SCVAR("sv_playermodelchecks", "1");
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@ -5542,6 +5543,8 @@ void SV_ExecuteClientMessage (client_t *cl)
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VectorCopy(frame->playerpositions[i], cl->laggedents[i].laggedpos);
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}
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cl->laggedents_count = sv.allocated_client_slots;
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cl->laggedents_frac = sv_antilag_frac.value;
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}
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else
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cl->laggedents_count = 0;
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@ -6175,6 +6178,7 @@ void SV_UserInit (void)
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Cvar_Register (&sv_mapcheck, cvargroup_servercontrol);
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Cvar_Register (&sv_antilag, cvargroup_servercontrol);
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Cvar_Register (&sv_antilag_frac, cvargroup_servercontrol);
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Cvar_Register (&sv_cheatpc, cvargroup_servercontrol);
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Cvar_Register (&sv_cheatspeedchecktime, cvargroup_servercontrol);
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Cvar_Register (&sv_playermodelchecks, cvargroup_servercontrol);
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