Should fix the slow rockets bugs.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2449 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2006-12-26 18:19:35 +00:00
parent 17962a3ac7
commit b698a1148b
4 changed files with 5 additions and 3 deletions

View file

@ -90,7 +90,7 @@ typedef struct entvars_s
vec3_t absmin; vec3_t absmin;
vec3_t absmax; vec3_t absmax;
float ltime; float ltime;
float lastruntime; int lastruntime;
float movetype; float movetype;
float solid; float solid;
vec3_t origin; vec3_t origin;

View file

@ -696,6 +696,7 @@ typedef struct
gametype_e gametype; gametype_e gametype;
int spawncount; // number of servers spawned since start, int spawncount; // number of servers spawned since start,
// used to check late spawns // used to check late spawns
int framenum; //physics frame number for out-of-sequence thinks (fix for slow rockets)
int socketip; int socketip;
int socketip6; int socketip6;

View file

@ -2805,6 +2805,7 @@ void SV_Frame (void)
start = Sys_DoubleTime (); start = Sys_DoubleTime ();
svs.stats.idle += start - end; svs.stats.idle += start - end;
end = start; end = start;
svs.framenum++;
// keep the random time dependent // keep the random time dependent
rand (); rand ();

View file

@ -1730,9 +1730,9 @@ void SV_RunEntity (edict_t *ent)
} }
else else
{ {
if (ent->v->lastruntime == (float)realtime) if (ent->v->lastruntime == svs.framenum)
return; return;
ent->v->lastruntime = (float)realtime; ent->v->lastruntime = svs.framenum;
} }