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https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-31 13:10:34 +00:00
hopefully fix both the "get stuck waiting for 3d" bug and the null worldmodel bug.
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parent
e74a8a7c62
commit
659d95221e
2 changed files with 1 additions and 13 deletions
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@ -353,6 +353,7 @@ Model_NextDownload (void)
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va (prespawn_name, cl.servercount,
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va (prespawn_name, cl.servercount,
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cl.worldmodel->checksum2));
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cl.worldmodel->checksum2));
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}
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}
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CL_SetState (ca_active);
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}
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}
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static void
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static void
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@ -101,16 +101,6 @@ CL_PredictUsercmd (player_state_t * from, player_state_t * to, usercmd_t *u,
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to->pls.weaponframe = from->pls.weaponframe;
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to->pls.weaponframe = from->pls.weaponframe;
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}
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}
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static inline void
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check_onserver (void)
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{
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// we can now render a frame
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if (cls.state == ca_onserver) {
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// first update is the final signon stage
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CL_SetState (ca_active);
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}
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}
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void
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void
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CL_PredictMove (void)
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CL_PredictMove (void)
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{
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{
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@ -132,7 +122,6 @@ CL_PredictMove (void)
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cl.time = realtime;
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cl.time = realtime;
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if (cl.intermission) {
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if (cl.intermission) {
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check_onserver ();
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return;
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return;
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}
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}
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@ -148,8 +137,6 @@ CL_PredictMove (void)
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// this is the last frame received from the server
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// this is the last frame received from the server
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from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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check_onserver ();
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if (!cl_predict->int_val) {
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if (!cl_predict->int_val) {
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VectorCopy (from->playerstate[cl.playernum].pls.velocity, cl.simvel);
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VectorCopy (from->playerstate[cl.playernum].pls.velocity, cl.simvel);
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VectorCopy (from->playerstate[cl.playernum].pls.origin, cl.simorg);
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VectorCopy (from->playerstate[cl.playernum].pls.origin, cl.simorg);
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