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authorMagnus Auvinen <magnus.auvinen@gmail.com>2007-07-30 22:57:35 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2007-07-30 22:57:35 +0000
commit3014707fe555d12fdfcec3d828d9deeeef5c45e8 (patch)
tree945b6ef0e0fbf1d0988f12d9ec5330bcd46ba77f /src/game/client
parentf826bc6cac4f4dfc191fa1d94f3336e117f44278 (diff)
downloadzcatch-3014707fe555d12fdfcec3d828d9deeeef5c45e8.tar.gz
zcatch-3014707fe555d12fdfcec3d828d9deeeef5c45e8.zip
fixed problem with server and client getting out of sync
Diffstat (limited to 'src/game/client')
-rw-r--r--src/game/client/game_client.cpp10
1 files changed, 3 insertions, 7 deletions
diff --git a/src/game/client/game_client.cpp b/src/game/client/game_client.cpp
index b3f1bef6..d4969798 100644
--- a/src/game/client/game_client.cpp
+++ b/src/game/client/game_client.cpp
@@ -882,17 +882,13 @@ static void render_player(obj_player *prev, obj_player *player)
 	if(player->health < 0) // dont render dead players
 		return;
 	
-	if (prev->health < 0)
-	{
-		// Don't flicker from previous position
-		prev->x = player->x;
-		prev->y = player->y;
-	}
-	
 	vec2 direction = get_direction(player->angle);
 	float angle = player->angle/256.0f;
 	vec2 position = mix(vec2(prev->x, prev->y), vec2(player->x, player->y), client_intratick());
 	
+	if(prev->health < 0) // Don't flicker from previous position
+		position = vec2(player->x, player->y);
+	
 	bool stationary = player->vx < 1 && player->vx > -1;
 	bool inair = col_check_point(player->x, player->y+16) == 0;