diff --git a/src/p_user.cpp b/src/p_user.cpp index 7cd580bf8..0d4508132 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -2550,7 +2550,6 @@ void P_UnPredictPlayer () { player_t *player = &players[consoleplayer]; - if (player->cheats & CF_PREDICTING) { AActor *act = player->mo; diff --git a/src/r_main.cpp b/src/r_main.cpp index f10efd73a..ae87608c4 100644 --- a/src/r_main.cpp +++ b/src/r_main.cpp @@ -861,6 +861,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines) } WallMirrors.Clear (); interpolator.RestoreInterpolations (); + P_UnPredictPlayer(); R_SetupBuffer (); // If we don't want shadered colormaps, NULL it now so that the diff --git a/src/r_utility.cpp b/src/r_utility.cpp index ef05e3ef3..eb9ae952d 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -913,7 +913,6 @@ void R_SetupFrame (AActor *actor) Renderer->SetupFrame(player); - P_UnPredictPlayer (); validcount++; if (RenderTarget == screen && r_clearbuffer != 0)