diff --git a/game/server/player.cpp b/game/server/player.cpp index c65daa5e75..86fb5ad9b6 100644 --- a/game/server/player.cpp +++ b/game/server/player.cpp @@ -746,23 +746,24 @@ bool CBasePlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, cons if ( !friendlyfire.GetInt() && pPlayer->GetTeamNumber() == GetTeamNumber() ) return false; - Vector vShootPosition = Weapon_ShootPosition(); - const Vector &vHisOrigin = pPlayer->GetAbsOrigin(); + // NOTE: Do not check for this, it is possible to knife from behind in CS:S + // Vector vShootPosition = Weapon_ShootPosition(); + // const Vector &vHisOrigin = pPlayer->GetAbsOrigin(); - // If their origin is not within a 45 degree cone in front of us, no need to lag compensate. - Vector vDiff = vHisOrigin - vShootPosition; - VectorNormalize( vDiff ); + // // If their origin is not within a 45 degree cone in front of us, no need to lag compensate. + // Vector vDiff = vHisOrigin - vShootPosition; + // VectorNormalize( vDiff ); - QAngle aDiff; - VectorAngles(vDiff, aDiff); + // QAngle aDiff; + // VectorAngles(vDiff, aDiff); - aDiff = pCmd->viewangles - aDiff; - NormalizeAngles(aDiff); + // aDiff = pCmd->viewangles - aDiff; + // NormalizeAngles(aDiff); - // 90 degree angle, just to be sure; - static constexpr auto flMaxAngle = 90.f; - if ( abs( aDiff.x ) > flMaxAngle && abs( aDiff.y ) > flMaxAngle ) - return false; + // // 90 degree angle, just to be sure; + // static constexpr auto flMaxAngle = 90.f; + // if ( abs( aDiff.x ) > flMaxAngle && abs( aDiff.y ) > flMaxAngle ) + // return false; return true; }