hopefully fix both the "get stuck waiting for 3d" bug and the null worldmodel bug.

This commit is contained in:
Bill Currie 2007-03-18 03:37:37 +00:00 committed by Jeff Teunissen
parent e74a8a7c62
commit 659d95221e
2 changed files with 1 additions and 13 deletions

View file

@ -353,6 +353,7 @@ Model_NextDownload (void)
va (prespawn_name, cl.servercount,
cl.worldmodel->checksum2));
}
CL_SetState (ca_active);
}
static void

View file

@ -101,16 +101,6 @@ CL_PredictUsercmd (player_state_t * from, player_state_t * to, usercmd_t *u,
to->pls.weaponframe = from->pls.weaponframe;
}
static inline void
check_onserver (void)
{
// we can now render a frame
if (cls.state == ca_onserver) {
// first update is the final signon stage
CL_SetState (ca_active);
}
}
void
CL_PredictMove (void)
{
@ -132,7 +122,6 @@ CL_PredictMove (void)
cl.time = realtime;
if (cl.intermission) {
check_onserver ();
return;
}
@ -148,8 +137,6 @@ CL_PredictMove (void)
// this is the last frame received from the server
from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
check_onserver ();
if (!cl_predict->int_val) {
VectorCopy (from->playerstate[cl.playernum].pls.velocity, cl.simvel);
VectorCopy (from->playerstate[cl.playernum].pls.origin, cl.simorg);