From: divverent Date: Mon, 14 Feb 2011 13:51:19 +0000 (+0000) Subject: Use the proper frametime calculation for model animations, this way they work in... X-Git-Tag: xonotic-v0.5.0~425^2~58 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=478e2e39a247407c36986b2a2b5b04c811950aab;p=xonotic%2Fdarkplaces.git Use the proper frametime calculation for model animations, this way they work in demo recording and such. From: Samual git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10843 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/view.c b/view.c index 91c17ea1..6be70a6d 100644 --- a/view.c +++ b/view.c @@ -603,8 +603,9 @@ void V_CalcRefdef (void) float cycle; vec_t frametime; - frametime = cl.realframetime * cl.movevars_timescale; - + //frametime = cl.realframetime * cl.movevars_timescale; + frametime = (cl.time - cl.oldtime) * cl.movevars_timescale; + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then if(!ent->persistent.trail_allowed) // FIXME improve this check {