Fixed spectator prediction routine

This commit is contained in:
Marco Cawthorne 2017-04-19 23:14:03 +02:00
parent 4007c5111b
commit 24d92a7c1d
3 changed files with 6 additions and 9 deletions

View file

@ -32,7 +32,11 @@ float Player_PreDraw( void ) {
vector vOldVelocity = self.velocity;
float fOldPMoveFlags = self.pmove_flags;
self.movetype = MOVETYPE_WALK;
if ( getplayerkeyvalue( player_localnum, "*spectator" ) == "1" ) {
self.movetype = MOVETYPE_NOCLIP;
} else {
self.movetype = MOVETYPE_WALK;
}
for ( int i = servercommandframe + 1; i <= clientcommandframe; i++ ) {
getinputstate( i );

View file

@ -83,7 +83,6 @@ void hostage_die( int iHitBody ) {
self.solid = SOLID_NOT;
self.takedamage = DAMAGE_NO;
//skel_delete( self.skeletonindex );
if ( other.eTargetPoint != other.eUser ) {
remove( other.eTargetPoint );
@ -203,11 +202,8 @@ void hostage_physics( void ) {
self.frame = 13;
}
}
// Calculate physstuff
runstandardplayerphysics( self );
//self.frame1time += frametime;
//skel_build( self.skeletonindex, self, self.modelindex, 1, 0, 0 );
}
/*
@ -225,9 +221,6 @@ void hostage_entity( void ) {
self.movetype = MOVETYPE_WALK;
setmodel( self, self.model );
setsize( self, VEC_HULL_MIN + '0 0 36', VEC_HULL_MAX + '0 0 36' );
//self.basebone = -1; // Debug: Network that shit
//self.skeletonindex = skel_create( self.modelindex );
self.customphysics = hostage_physics;
self.eUser = world;

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