mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-24 12:42:32 +00:00
[qw] Keep the predicted players in the world
Wandering off to infinity makes for some interesting side effects (in solid, world partially drawn). Fixes the green screen and missing walls for the first few seconds of being in a map.
This commit is contained in:
parent
163451a29a
commit
80a4970ee6
1 changed files with 4 additions and 2 deletions
|
@ -68,9 +68,9 @@ CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u,
|
|||
{
|
||||
if (!clientplayer) {
|
||||
if (VectorIsZero (from->pls.es.velocity)) {
|
||||
VectorCopy (from->pls.es.origin, to->pls.es.origin);
|
||||
to->pls.es.origin = from->pls.es.origin;
|
||||
VectorCopy (u->angles, to->viewangles);
|
||||
VectorCopy (from->pls.es.velocity, to->pls.es.velocity);
|
||||
to->pls.es.velocity = from->pls.es.velocity;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -109,8 +109,10 @@ CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u,
|
|||
to->oldbuttons = pmove.oldbuttons; // Tonik
|
||||
to->oldonground = pmove.oldonground;
|
||||
VectorCopy (pmove.origin, to->pls.es.origin);
|
||||
to->pls.es.origin[3] = 1;//FIXME make pmove use vec4f_t
|
||||
VectorCopy (pmove.angles, to->viewangles);
|
||||
VectorCopy (pmove.velocity, to->pls.es.velocity);
|
||||
to->pls.es.velocity[3] = 0;
|
||||
to->onground = onground;
|
||||
to->pls.es.weaponframe = from->pls.es.weaponframe;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue