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