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Players now only get their YAW adjusted when sitting on a rotating entity.
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50f6027d24
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1 changed files with 18 additions and 6 deletions
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@ -750,9 +750,15 @@ void CG_PredictPlayerState(void)
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vec3_t adjusted;
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//Makro - made it so that angles get adjusted, too
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CG_AdjustPositionForMover(cg.predictedPlayerState.origin,
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cg.predictedPlayerState.groundEntityNum, cg.physicsTime,
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cg.oldTime, adjusted, cg.predictedPlayerState.viewangles);
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{
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vec3_t angles;
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VectorCopy(cg.predictedPlayerState.viewangles, angles);
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CG_AdjustPositionForMover(cg.predictedPlayerState.origin,
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cg.predictedPlayerState.groundEntityNum, cg.physicsTime,
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cg.oldTime, adjusted, angles);
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// only YAW for players, though
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cg.predictedPlayerState.viewangles[YAW] = angles[YAW];
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}
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if (cg_showmiss.integer) {
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if (!VectorCompare(oldPlayerState.origin, adjusted)) {
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@ -855,9 +861,15 @@ void CG_PredictPlayerState(void)
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}
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// adjust for the movement of the groundentity
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//Makro - made it so that angles get adjusted, too
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CG_AdjustPositionForMover(cg.predictedPlayerState.origin,
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cg.predictedPlayerState.groundEntityNum,
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cg.physicsTime, cg.time, cg.predictedPlayerState.origin, cg.predictedPlayerState.viewangles);
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{
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vec3_t angles;
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VectorCopy(cg.predictedPlayerState.viewangles, angles);
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CG_AdjustPositionForMover(cg.predictedPlayerState.origin,
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cg.predictedPlayerState.groundEntityNum,
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cg.physicsTime, cg.time, cg.predictedPlayerState.origin, angles);
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// only YAW for players, though
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cg.predictedPlayerState.viewangles[YAW] = angles[YAW];
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}
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if (cg_showmiss.integer) {
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if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {
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