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:
unknown 2024-08-27 21:25:24 +02:00
parent c2e64fd750
commit 658d9c1ade
2 changed files with 2 additions and 2 deletions

View file

@ -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;

View file

@ -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;