Player: SetSize() after the .flags field update in case their bbox changed
and we aren't running physics on their entity. Viewmodels: Add cvar v_modellag (Default: 0)
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3 changed files with 23 additions and 2 deletions
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@ -190,5 +190,5 @@ struct
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float m_flShakeTime;
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float m_flShakeAmp;
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entity m_pWeaponFX;
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vector m_vecLag;
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} g_seats[4], *pSeat;
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@ -14,6 +14,8 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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var int autocvar_v_modellag = 0;
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void
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View_Init(void)
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{
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@ -124,7 +126,20 @@ View_DrawViewModel(void)
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m_eViewModel.frame1time, ClientGame_ModelEvent);
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makevectors(view_angles);
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m_eViewModel.angles = view_angles;
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if (autocvar_v_modellag == 0)
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m_eViewModel.angles = view_angles;
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else {
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makevectors(pSeat->m_vecLag);
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pSeat->m_vecLag = v_forward;
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makevectors(view_angles);
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pSeat->m_vecLag[0] = Math_Lerp(pSeat->m_vecLag[0], v_forward[0], clframetime * 20);
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pSeat->m_vecLag[1] = Math_Lerp(pSeat->m_vecLag[1], v_forward[1], clframetime * 20);
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pSeat->m_vecLag[2] = Math_Lerp(pSeat->m_vecLag[2], v_forward[2], clframetime * 20);
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pSeat->m_vecLag = vectoangles(pSeat->m_vecLag);
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m_eViewModel.angles = pSeat->m_vecLag;
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}
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m_eViewModel.colormap = pSeat->m_ePlayer.colormap;
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/* now apply the scale hack */
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@ -72,6 +72,12 @@ base_player::ReceiveEntity(float new, float fl)
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flags = readfloat();
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gflags = readfloat();
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pmove_flags = readfloat();
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/* mainly used for other players receiving us */
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if (flags & FL_CROUCHING)
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setsize(self, PHY_HULL_CROUCHED_MIN, PHY_HULL_CROUCHED_MAX);
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else
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setsize(self, PHY_HULL_MIN, PHY_HULL_MAX);
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}
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if (fl & PLAYER_WEAPON)
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activeweapon = readbyte();
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