From 118e513d032d08a4129ab05ae038664fa847d628 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Sat, 28 Apr 2012 03:04:21 +0000 Subject: [PATCH] - 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) --- src/p_user.cpp | 1 - src/r_main.cpp | 1 + src/r_utility.cpp | 1 - 3 files changed, 1 insertion(+), 2 deletions(-) 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)