From a7a480627f8f2721ac54c39732ae0cedd8aebc35 Mon Sep 17 00:00:00 2001 From: divverent Date: Mon, 14 Feb 2011 13:51:19 +0000 Subject: [PATCH] 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 ::stable-branch::merge=478e2e39a247407c36986b2a2b5b04c811950aab --- view.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) 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 { -- 2.39.2