Remove calls to lag compensation when its not needed anymore
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0ac73ae6e8
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1dc0c5c414
8 changed files with 0 additions and 66 deletions
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@ -585,9 +585,6 @@ void CHL2MP_Player::PlayerDeathThink()
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void CHL2MP_Player::FireBullets ( const FireBulletsInfo_t &info )
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void CHL2MP_Player::FireBullets ( const FireBulletsInfo_t &info )
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{
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{
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( this, this->GetCurrentCommand() );
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FireBulletsInfo_t modinfo = info;
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FireBulletsInfo_t modinfo = info;
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CWeaponHL2MPBase *pWeapon = dynamic_cast<CWeaponHL2MPBase *>( GetActiveWeapon() );
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CWeaponHL2MPBase *pWeapon = dynamic_cast<CWeaponHL2MPBase *>( GetActiveWeapon() );
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@ -600,9 +597,6 @@ void CHL2MP_Player::FireBullets ( const FireBulletsInfo_t &info )
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NoteWeaponFired();
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NoteWeaponFired();
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BaseClass::FireBullets( modinfo );
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BaseClass::FireBullets( modinfo );
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// Move other players back to history positions based on local player's lag
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lagcompensation->FinishLagCompensation( this );
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}
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}
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void CHL2MP_Player::NoteWeaponFired( void )
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void CHL2MP_Player::NoteWeaponFired( void )
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@ -219,14 +219,7 @@ void CKnife::PrimaryAttack()
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CCSPlayer *pPlayer = GetPlayerOwner();
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer )
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if ( pPlayer )
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{
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{
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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SwingOrStab( false );
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SwingOrStab( false );
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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}
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}
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}
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}
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@ -242,11 +242,6 @@ void FX_FireBullets(
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StartGroupingSounds();
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StartGroupingSounds();
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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RandomSeed( iSeed );
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RandomSeed( iSeed );
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float x, y;
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float x, y;
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@ -361,10 +356,6 @@ void FX_FireBullets(
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}
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}
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#endif
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#endif
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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EndGroupingSounds();
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EndGroupingSounds();
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}
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}
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@ -902,11 +902,6 @@ CBaseEntity *CWeaponDODBase::MeleeAttack( int iDamageAmount, int iDamageType, fl
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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Vector vForward, vRight, vUp;
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Vector vForward, vRight, vUp;
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AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
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AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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@ -993,8 +988,6 @@ CBaseEntity *CWeaponDODBase::MeleeAttack( int iDamageAmount, int iDamageType, fl
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gameeventmanager->FireEvent( event );
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gameeventmanager->FireEvent( event );
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}
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}
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif //CLIENT_DLL
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#endif //CLIENT_DLL
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return tr.m_pEnt;
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return tr.m_pEnt;
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@ -99,11 +99,6 @@ CBaseEntity *CWeaponDODBaseMelee::MeleeAttack( int iDamageAmount, int iDamageTyp
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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Vector vForward, vRight, vUp;
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Vector vForward, vRight, vUp;
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AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
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AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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@ -230,7 +225,6 @@ CBaseEntity *CWeaponDODBaseMelee::MeleeAttack( int iDamageAmount, int iDamageTyp
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gameeventmanager->FireEvent( event );
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gameeventmanager->FireEvent( event );
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}
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}
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif //CLIENT_DLL
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#endif //CLIENT_DLL
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return tr.m_pEnt;
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return tr.m_pEnt;
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@ -101,18 +101,7 @@ void CBaseHL2MPBludgeonWeapon::ItemPostFrame( void )
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void CBaseHL2MPBludgeonWeapon::PrimaryAttack()
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void CBaseHL2MPBludgeonWeapon::PrimaryAttack()
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{
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{
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#ifndef CLIENT_DLL
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CHL2MP_Player *pPlayer = ToHL2MPPlayer( GetPlayerOwner() );
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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Swing( false );
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Swing( false );
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#ifndef CLIENT_DLL
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// Move other players back to history positions based on local player's lag
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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}
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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@ -188,11 +188,6 @@ void FX_FireBullets(
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StartGroupingSounds();
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StartGroupingSounds();
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#if !defined (CLIENT_DLL)
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
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for ( int iBullet=0; iBullet < pWeaponInfo->m_iBullets; iBullet++ )
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{
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{
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RandomSeed( iSeed ); // init random system with this seed
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RandomSeed( iSeed ); // init random system with this seed
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@ -215,10 +210,6 @@ void FX_FireBullets(
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x,y );
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x,y );
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}
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}
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#if !defined (CLIENT_DLL)
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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EndGroupingSounds();
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EndGroupingSounds();
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}
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}
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@ -100,18 +100,7 @@ void CWeaponSDKMelee::ItemPostFrame( void )
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void CWeaponSDKMelee::PrimaryAttack()
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void CWeaponSDKMelee::PrimaryAttack()
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{
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{
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#ifndef CLIENT_DLL
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CSDKPlayer *pPlayer = ToSDKPlayer( GetPlayerOwner() );
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// Move other players back to history positions based on local player's lag
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lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
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#endif
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Swing( false );
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Swing( false );
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#ifndef CLIENT_DLL
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// Move other players back to history positions based on local player's lag
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lagcompensation->FinishLagCompensation( pPlayer );
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#endif
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}
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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