// 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
if(!ent->persistent.trail_allowed) // FIXME improve this check
+ {
+ // try to fix the first highpass; result is NOT
+ // perfect! TODO find a better fix
+ VectorCopy(cl.viewangles, cl.gunangles_highpass);
+ VectorCopy(cl.movement_origin, cl.gunorg_highpass);
+ // prevent further CHANGES caused by the high/lowpasses
+ // - a highpass will return the diff, a lowpass will
+ // return the saved value; note: the first diff will be 0!
frametime = 0;
+ }
// 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
highpass3_limited(cl.movement_origin, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);