From 24899a13e8863e59027e993a61e9b2ef6787b74b Mon Sep 17 00:00:00 2001 From: Magnus Auvinen Date: Wed, 21 Jan 2009 00:05:07 +0000 Subject: improved the prediction timer to handle crappy connections better --- src/game/client/components/players.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'src/game/client/components/players.cpp') diff --git a/src/game/client/components/players.cpp b/src/game/client/components/players.cpp index b59e026a..f8e73dfb 100644 --- a/src/game/client/components/players.cpp +++ b/src/game/client/components/players.cpp @@ -123,9 +123,9 @@ void PLAYERS::render_player( if(player.health < 0) // dont render dead players return; - //float angle = mix((float)prev.angle, (float)player.angle, intratick)/256.0f; + float angle = mix((float)prev.angle, (float)player.angle, intratick)/256.0f; - float angle = 0; + //float angle = 0; if(info.local && client_state() != CLIENTSTATE_DEMOPLAYBACK) { @@ -134,6 +134,7 @@ void PLAYERS::render_player( } else { + /* float mixspeed = client_frametime()*2.5f; if(player.attacktick != prev.attacktick) // shooting boosts the mixing speed mixspeed *= 15.0f; @@ -151,7 +152,7 @@ void PLAYERS::render_player( else angle = angular_approach(current, target, fabs(delta-new_delta)); - gameclient.clients[info.cid].angle = angle; + gameclient.clients[info.cid].angle = angle;*/ } // use preditect players if needed -- cgit 1.4.1