Fixed spectator prediction routine
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parent
4007c5111b
commit
24d92a7c1d
3 changed files with 6 additions and 9 deletions
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@ -32,7 +32,11 @@ float Player_PreDraw( void ) {
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vector vOldVelocity = self.velocity;
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float fOldPMoveFlags = self.pmove_flags;
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self.movetype = MOVETYPE_WALK;
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if ( getplayerkeyvalue( player_localnum, "*spectator" ) == "1" ) {
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self.movetype = MOVETYPE_NOCLIP;
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} else {
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self.movetype = MOVETYPE_WALK;
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}
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for ( int i = servercommandframe + 1; i <= clientcommandframe; i++ ) {
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getinputstate( i );
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@ -83,7 +83,6 @@ void hostage_die( int iHitBody ) {
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self.solid = SOLID_NOT;
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self.takedamage = DAMAGE_NO;
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//skel_delete( self.skeletonindex );
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if ( other.eTargetPoint != other.eUser ) {
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remove( other.eTargetPoint );
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@ -203,11 +202,8 @@ void hostage_physics( void ) {
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self.frame = 13;
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}
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}
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// Calculate physstuff
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runstandardplayerphysics( self );
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//self.frame1time += frametime;
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//skel_build( self.skeletonindex, self, self.modelindex, 1, 0, 0 );
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}
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/*
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@ -225,9 +221,6 @@ void hostage_entity( void ) {
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self.movetype = MOVETYPE_WALK;
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setmodel( self, self.model );
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setsize( self, VEC_HULL_MIN + '0 0 36', VEC_HULL_MAX + '0 0 36' );
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//self.basebone = -1; // Debug: Network that shit
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//self.skeletonindex = skel_create( self.modelindex );
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self.customphysics = hostage_physics;
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self.eUser = world;
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