Interp fixes still causes some subtbles but noticeable jittering
This isn't wanted, we'll likely need to lag compensate the local player
This commit is contained in:
parent
c2e64fd750
commit
658d9c1ade
2 changed files with 2 additions and 2 deletions
|
@ -3173,7 +3173,7 @@ void _Host_RunFrame (float time)
|
|||
//
|
||||
// Now includes smoothing.
|
||||
|
||||
static ConVar cl_interpolation_amount_fix("cl_interpolation_amount_fix", "1");
|
||||
static ConVar cl_interpolation_amount_fix("cl_interpolation_amount_fix", "0", FCVAR_HIDDEN);
|
||||
|
||||
static float flLastInterpolationAmountOnTick = 0.0f;
|
||||
float flInterpAmount = cl.m_tickRemainder / host_state.interval_per_tick;
|
||||
|
|
|
@ -767,7 +767,7 @@ C_CSPlayer::C_CSPlayer() :
|
|||
{
|
||||
m_angEyeAngles.Init();
|
||||
|
||||
// AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
|
||||
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
|
||||
|
||||
m_iLastAddonBits = m_iAddonBits = 0;
|
||||
m_iLastPrimaryAddon = m_iLastSecondaryAddon = WEAPON_NONE;
|
||||
|
|
Loading…
Reference in a new issue