return;
#if 0
- if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
+ if (cl.movement_predicted && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
{
if (!cl.movement_needupdate)
return;
// conditions for sending a move:
// if the move advances time or if the game is paused (in which case time
// is not advancing)
- if ((cl.cmd.time > cl.movecmd[0].time || cl.mtime[0] == cl.mtime[1]) && cls.signon == SIGNONS)
+ if ((cl.cmd.time > cl.movecmd[0].time || cl.mtime[0] <= cl.mtime[1]) && cls.signon == SIGNONS)
{
// send the movement message
// PROTOCOL_QUAKE clc_move = 16 bytes total
// configurable number of unacknowledged moves
maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
// when movement prediction is off, there's not much point in repeating old input as it will just be ignored
- if (!cl_movement.integer)
+ if (!cl.movement_predicted)
maxusercmds = 1;
}