Previously it ran physics in whole numbers of server frametimes, which
would cause "jumps" when the updates for a thrown item arrived.
// which requires running this even if the item is just outside visible range (it could be moving into range)
if(animate)
bobheight = this.origin_z - this.oldorigin_z;
- Movetype_Physics_MatchServer(this, false);
+ Movetype_Physics_NoMatchTicrate(this, frametime, true);
this.oldorigin = this.origin; // update real (SVQC equivalent) origin
if(animate)
{
//this.angles = '0 0 0';
set_movetype(this, MOVETYPE_TOSS);
this.velocity = ReadVector();
-
- if(!this.move_time)
- {
- this.move_time = time;
- this.spawntime = time;
- }
- else
- this.move_time = max(this.move_time, time);
}
this.entremove = ItemRemove;