{
// not a monster
ent->persistent.lerpstarttime = ent->state_previous.time;
- // no lerp if it's singleplayer
- if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
- ent->persistent.lerpdeltatime = 0;
- else
- ent->persistent.lerpdeltatime = bound(0, ent->state_current.time - ent->state_previous.time, 0.1);
+ ent->persistent.lerpdeltatime = bound(0, ent->state_current.time - ent->state_previous.time, 0.1);
VectorCopy(ent->persistent.neworigin, ent->persistent.oldorigin);
VectorCopy(ent->persistent.newangles, ent->persistent.oldangles);
VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
double timehigh;
cl.mtime[1] = cl.mtime[0];
cl.mtime[0] = newtime;
- if (cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer) || cl.mtime[1] == cl.mtime[0] || cls.signon < SIGNONS)
+ if (cl_nolerp.integer || cls.timedemo || cl.mtime[1] == cl.mtime[0] || cls.signon < SIGNONS)
cl.time = cl.mtime[1] = newtime;
else if (cls.demoplayback)
{
// stop running server frames if the wall time reaches this value
if (sys_ticrate.value <= 0)
advancetime = sv_timer;
- else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
- {
- // synchronize to the client frametime, but no less than 10ms and no more than 100ms
- advancetime = bound(0.01, cl_timer, 0.1);
- }
else
{
advancetime = sys_ticrate.value;
extern cvar_t sv_echobprint;
extern cvar_t sv_edgefriction;
extern cvar_t sv_entpatch;
-extern cvar_t sv_fixedframeratesingleplayer;
extern cvar_t sv_freezenonclients;
extern cvar_t sv_friction;
extern cvar_t sv_gameplayfix_blowupfallenzombies;
cvar_t sv_echobprint = {CVAR_SERVER | CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
cvar_t sv_edgefriction = {CVAR_SERVER, "edgefriction", "1", "how much you slow down when nearing a ledge you might fall off, multiplier of sv_friction (Quake used 2, QuakeWorld used 1 due to a bug in physics code)"};
cvar_t sv_entpatch = {CVAR_SERVER, "sv_entpatch", "1", "enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)"};
-cvar_t sv_fixedframeratesingleplayer = {CVAR_SERVER, "sv_fixedframeratesingleplayer", "1", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
cvar_t sv_freezenonclients = {CVAR_SERVER | CVAR_NOTIFY, "sv_freezenonclients", "0", "freezes time, except for players, allowing you to walk around and take screenshots of explosions"};
cvar_t sv_friction = {CVAR_SERVER | CVAR_NOTIFY, "sv_friction","4", "how fast you slow down"};
cvar_t sv_gameplayfix_blowupfallenzombies = {CVAR_SERVER, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"};
Cvar_RegisterVariable (&sv_echobprint);
Cvar_RegisterVariable (&sv_edgefriction);
Cvar_RegisterVariable (&sv_entpatch);
- Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
Cvar_RegisterVariable (&sv_freezenonclients);
Cvar_RegisterVariable (&sv_friction);
Cvar_RegisterVariable (&sv_gameplayfix_blowupfallenzombies);