- 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)
This commit is contained in:
Randy Heit 2012-04-28 03:04:21 +00:00
parent 2f561abdea
commit 118e513d03
3 changed files with 1 additions and 2 deletions

View file

@ -2550,7 +2550,6 @@ void P_UnPredictPlayer ()
{ {
player_t *player = &players[consoleplayer]; player_t *player = &players[consoleplayer];
if (player->cheats & CF_PREDICTING) if (player->cheats & CF_PREDICTING)
{ {
AActor *act = player->mo; AActor *act = player->mo;

View file

@ -861,6 +861,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
} }
WallMirrors.Clear (); WallMirrors.Clear ();
interpolator.RestoreInterpolations (); interpolator.RestoreInterpolations ();
P_UnPredictPlayer();
R_SetupBuffer (); R_SetupBuffer ();
// If we don't want shadered colormaps, NULL it now so that the // If we don't want shadered colormaps, NULL it now so that the

View file

@ -913,7 +913,6 @@ void R_SetupFrame (AActor *actor)
Renderer->SetupFrame(player); Renderer->SetupFrame(player);
P_UnPredictPlayer ();
validcount++; validcount++;
if (RenderTarget == screen && r_clearbuffer != 0) if (RenderTarget == screen && r_clearbuffer != 0)