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Prevent lerping when tic duplication not 1
Network dup makes player prediction inaccurate
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1 changed files with 2 additions and 2 deletions
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@ -2685,7 +2685,7 @@ void P_PredictPlayer (player_t *player)
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player->mo == NULL ||
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player->mo == NULL ||
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player != &players[consoleplayer] ||
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player != &players[consoleplayer] ||
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player->playerstate != PST_LIVE ||
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player->playerstate != PST_LIVE ||
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//!netgame ||
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!netgame ||
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/*player->morphTics ||*/
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/*player->morphTics ||*/
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(player->cheats & CF_PREDICTING))
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(player->cheats & CF_PREDICTING))
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{
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{
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@ -2761,7 +2761,7 @@ void P_PredictPlayer (player_t *player)
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act->BlockNode = NULL;
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act->BlockNode = NULL;
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// Values too small to be usable for lerping can be considered "off".
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// Values too small to be usable for lerping can be considered "off".
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bool CanLerp = !(cl_predict_lerpscale < 0.01f), DoLerp = false, NoInterpolateOld = R_GetViewInterpolationStatus();
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bool CanLerp = (!(cl_predict_lerpscale < 0.01f) && (ticdup == 1)), DoLerp = false, NoInterpolateOld = R_GetViewInterpolationStatus();
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for (int i = gametic; i < maxtic; ++i)
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for (int i = gametic; i < maxtic; ++i)
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{
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{
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if (!NoInterpolateOld)
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if (!NoInterpolateOld)
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