Hides the effect of packet loss for linear motion. Mispredicts nonlinear motion, of course. Can be configured to a max number of server packets lost that it will try to compensate for. Of course off by default.
var float autocvar_cl_eventchase_death = 1;
var float autocvar_cl_eventchase_distance = 140;
var float autocvar_cl_eventchase_speed = 1.3;
+float autocvar_cl_lerpexcess;
if(self.itime1 && self.itime2 && self.itime1 != self.itime2)
{
float f;
- f = bound(0, (time - self.itime1) / (self.itime2 - self.itime1), 1);
+ f = bound(0, (time - self.itime1) / (self.itime2 - self.itime1), 1 + autocvar_cl_lerpexcess);
self.origin = (1 - f) * self.iorigin1 + f * self.iorigin2;
if(self.iflags & IFLAG_ANGLES)
{