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This fixes an ugly bug caused by a bug in the ugly netquake step up smoothing code :)
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3 changed files with 5 additions and 2 deletions
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@ -280,7 +280,7 @@ typedef struct
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float driftmove;
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double laststop;
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int onground; // -1 when in air
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float crouch; // local amount for smoothing stepups
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qboolean paused; // send over by server
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@ -150,6 +150,8 @@ CL_PredictMove (void)
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if (cl.paused)
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return;
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cl.onground = 0; // assume on ground unless prediction says different
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cl.time = realtime - cls.latency - cl_pushlatency->value * 0.001;
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if (cl.time > realtime)
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cl.time = realtime;
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@ -193,6 +195,7 @@ CL_PredictMove (void)
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CL_PredictUsercmd (&from->playerstate[cl.playernum]
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, &to->playerstate[cl.playernum], &to->cmd,
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cl.spectator);
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cl.onground = onground;
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if (to->senttime >= cl.time)
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break;
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from = to;
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@ -734,7 +734,7 @@ V_CalcRefdef (void)
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r_refdef.viewangles[PITCH] += cl.punchangle;
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// smooth out stair step ups
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if ((view_message->onground != -1) && (cl.simorg[2] - oldz > 0)) {
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if ((cl.onground != -1) && (cl.simorg[2] - oldz > 0)) {
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float steptime;
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steptime = host_frametime;
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