Now movementloss detection beats all test cases:
- it is 0 in local games :P
- when temporarily setting 100% packetloss, PL and movementloss are about equal
- when permanently setting 50% packetloss, movementloss is about 25% (due to cl_netrepeatinput 1)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9663
d7cf8633-e32d-0410-b094-
e92efae38249
// count the move as LOST if we don't
// execute it but it has higher
// sequence count
- if(move->sequence > host_client->movesequence)
- host_client->movement_count[(move->sequence) % NETGRAPH_PACKETS] = -1;
+ if(host_client->movesequence)
+ if(move->sequence > host_client->movesequence)
+ host_client->movement_count[(move->sequence) % NETGRAPH_PACKETS] = -1;
continue;
}