Call Math_FixDelta before networking a bunch of different entity angles.
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12e02bd019
commit
de63f37a52
3 changed files with 8 additions and 1 deletions
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@ -473,6 +473,9 @@ CBaseEntity::SendEntity(entity ePEnt, float fChanged)
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WriteCoord(MSG_ENTITY, origin[2]);
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}
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if (fChanged & BASEFL_CHANGED_ANGLES) {
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angles[0] = Math_FixDelta(angles[0]);
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angles[1] = Math_FixDelta(angles[1]);
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angles[2] = Math_FixDelta(angles[2]);
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WriteShort(MSG_ENTITY, angles[0] * (65535/360));
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WriteShort(MSG_ENTITY, angles[1] * (65535/360));
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WriteShort(MSG_ENTITY, angles[2] * (65535/360));
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@ -752,5 +752,5 @@ CheckSpawn(void() spawnfunc)
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if (spawnfunc)
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spawnfunc();
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else
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remove();
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remove(self);
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}
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@ -317,4 +317,8 @@ base_player::Physics_Run(void)
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}
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Physics_InputPostMove();
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angles[0] = Math_FixDelta(angles[0]);
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angles[1] = Math_FixDelta(angles[1]);
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angles[2] = Math_FixDelta(angles[2]);
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}
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