Fixes constant packet discards on LAN and impossible pings online,
when FPS > ticrate.
Signed-off-by: bones_was_here <bones_was_here@xonotic.au>
// someone or watching a cutscene of some sort
if (cl_nolerp.integer || cls.timedemo)
interpolate = false;
+
if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
{
VectorCopy(cl.movement_origin, origin);
cl.opt_inputs_since_update = 0;
cl.mtime[1] = cl.mtime[0];
cl.mtime[0] = newtime;
- if (cl_nolerp.integer || cls.timedemo || cl.mtime[1] == cl.mtime[0] || cls.signon < SIGNONS)
+ if (cls.timedemo || cl.mtime[1] == cl.mtime[0] || cls.signon < SIGNONS)
cl.time = cl.mtime[1] = newtime;
else if (cls.demoplayback)
{
extern cvar_t cl_autofire;
extern cvar_t cl_shownet;
-extern cvar_t cl_nolerp;
extern cvar_t cl_nettimesyncfactor;
extern cvar_t cl_nettimesyncboundmode;
extern cvar_t cl_nettimesyncboundtolerance;