Added convar to disable hermite interp

This commit is contained in:
unknown 2024-09-09 00:12:31 +02:00
parent 9fdd0ebe71
commit f0954d23f3
3 changed files with 17 additions and 2 deletions

View file

@ -6,6 +6,8 @@
//===========================================================================//
#include "cbase.h"
#include "c_baseentity.h"
#include "convar.h"
#include "iconvar.h"
#include "interpolatedvar.h"
#include "prediction.h"
#include "model_types.h"
@ -6340,6 +6342,11 @@ bool C_BaseEntity::ValidateEntityAttachedToPlayer( bool &bShouldRetry )
}
#endif // TF_CLIENT_DLL
ConVar cl_interp_no_hermite( "cl_interp_no_hermite",
"1",
FCVAR_NOT_CONNECTED,
"This fixes lag compensation and game screen not respecting camera's at the expense of "
"maybe more unsmooth game play. (maybe)" );
void C_BaseEntity::AddVar( void *data, IInterpolatedVar *watcher, int type, bool bSetup )
{
@ -6350,7 +6357,16 @@ void C_BaseEntity::AddVar( void *data, IInterpolatedVar *watcher, int type, bool
// This is needed to get the perfect lag compensation for origin.
// It's possible to have hermite interpolation in lag compensation,
// but it would require some extra flags being sent to the server.
type |= INTERPOLATE_LINEAR_ONLY;
if ( cl_interp_no_hermite.GetBool() )
{
type |= INTERPOLATE_LINEAR_ONLY;
DevMsg( "Linear only interpolation enabled for entity %i (varname: %s) !\n", index, watcher->GetDebugName());
}
else
{
DevMsg( "Hermite interpolation enabled for entity: %i (varname: %s) !\n", index, watcher->GetDebugName());
}
for ( int i=0; i < m_VarMap.m_Entries.Count(); i++ )
{

View file

@ -13,7 +13,6 @@
#include "tier1/utllinkedlist.h"
#include "rangecheckedvar.h"
#include "lerp_functions.h"
#include "animationlayer.h"
#include "convar.h"