Added convar to disable hermite interp
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9fdd0ebe71
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3 changed files with 17 additions and 2 deletions
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@ -6,6 +6,8 @@
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//===========================================================================//
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#include "cbase.h"
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#include "c_baseentity.h"
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#include "convar.h"
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#include "iconvar.h"
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#include "interpolatedvar.h"
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#include "prediction.h"
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#include "model_types.h"
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@ -6340,6 +6342,11 @@ bool C_BaseEntity::ValidateEntityAttachedToPlayer( bool &bShouldRetry )
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}
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#endif // TF_CLIENT_DLL
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ConVar cl_interp_no_hermite( "cl_interp_no_hermite",
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"1",
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FCVAR_NOT_CONNECTED,
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"This fixes lag compensation and game screen not respecting camera's at the expense of "
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"maybe more unsmooth game play. (maybe)" );
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void C_BaseEntity::AddVar( void *data, IInterpolatedVar *watcher, int type, bool bSetup )
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{
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@ -6350,7 +6357,16 @@ void C_BaseEntity::AddVar( void *data, IInterpolatedVar *watcher, int type, bool
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// This is needed to get the perfect lag compensation for origin.
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// It's possible to have hermite interpolation in lag compensation,
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// but it would require some extra flags being sent to the server.
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if ( cl_interp_no_hermite.GetBool() )
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{
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type |= INTERPOLATE_LINEAR_ONLY;
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DevMsg( "Linear only interpolation enabled for entity %i (varname: %s) !\n", index, watcher->GetDebugName());
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}
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else
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{
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DevMsg( "Hermite interpolation enabled for entity: %i (varname: %s) !\n", index, watcher->GetDebugName());
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}
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for ( int i=0; i < m_VarMap.m_Entries.Count(); i++ )
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{
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@ -13,7 +13,6 @@
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#include "tier1/utllinkedlist.h"
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#include "rangecheckedvar.h"
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#include "lerp_functions.h"
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#include "animationlayer.h"
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#include "convar.h"
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