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- Fixed: The player's position was only predicted during the duration of R_SetupFrame().
Consequently, if somebody used the chasecam while predicting, they would appear to lag behind the camera, because their actor would be at its unpredicted position by the time sprites were processed. SVN r3603 (trunk)
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3 changed files with 1 additions and 2 deletions
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@ -2550,7 +2550,6 @@ void P_UnPredictPlayer ()
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{
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player_t *player = &players[consoleplayer];
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if (player->cheats & CF_PREDICTING)
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{
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AActor *act = player->mo;
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@ -861,6 +861,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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}
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WallMirrors.Clear ();
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interpolator.RestoreInterpolations ();
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P_UnPredictPlayer();
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R_SetupBuffer ();
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// If we don't want shadered colormaps, NULL it now so that the
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@ -913,7 +913,6 @@ void R_SetupFrame (AActor *actor)
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Renderer->SetupFrame(player);
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P_UnPredictPlayer ();
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validcount++;
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if (RenderTarget == screen && r_clearbuffer != 0)
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