Commit graph

11 commits

Author SHA1 Message Date
bd444386c7 Improved cl_show* commands 2024-07-25 14:05:36 +02:00
6f1a375d58 Added smoothed interpolation amount & fixed fews issues with prediction
Added vprof too
2024-07-19 05:03:08 +02:00
e5ccc52ef6 Simplified bullet trace 2024-07-15 21:10:58 +02:00
d87ac59033 Fixed buy, hostage, bomb zones detections 2024-07-15 16:47:27 +02:00
601f337b9c Fixed crash while firing 2024-07-14 15:44:31 +02:00
bfba5ae0cd Fixed planting bomb 2024-07-14 05:15:41 +02:00
c5d7c3f5cf Reverted some regression & pitch should be set in FinishMove 2024-07-14 04:30:25 +02:00
fbc45f4a64 Fixed local player interpolation and added debug_screenshot_bullet_position
This check permits to fix interpolation problems on the
local player that valve has been (fucking finally)
caring about on counter-strike 2.

To recall the original issue, the
problem that Valve cared about is that interpolation
had some problems with interpolating the local
player because the screen would never in the first
place match the tick "screen", because interpolation
amount could never reach 0.0 or 1.0

Valve solution was to introduce bugs with lag
compensating the local player and made the game worse,
introducing a new way for cheaters to cheat even more
on their games.
I'm joking, but you can clearly see the outcome anyway.

My solution is to simply set interpolation amount
to 0.0 when a tick arrives.

So when we shoot, we get the frame we shot with an
interpolation amount at 0.0, perfectly aligned to user
commands which is ideal for us.

It might look a bit more unsmooth with lower fps
but with high enough fps, the issue goes away anyway.
It's not very noticeable which is very nice for us.
No need to lag compensate the local player anymore !
2024-07-14 00:54:57 +02:00
a9657ed198 Improved prediction & fix being 1 off tick problems 2024-07-13 19:18:03 +02:00
nillerusr
edc8d6c584 add source-sdk-2013 2022-03-01 23:00:42 +03:00
FluorescentCIAAfricanAmerican
3bf9df6b27 1 2020-04-22 12:56:21 -04:00