mousepos.y = bound(0, mousepos.y, vid_conheight);
}
-float showfps_prevfps;
float showfps_prevfps_time;
int showfps_framecounter;
showfps_framecounter += 1;
if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
{
- showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
+ float fps = showfps_framecounter / (currentTime - showfps_prevfps_time);
showfps_framecounter = 0;
showfps_prevfps_time = currentTime;
int channel = MSG_C2S;
WriteHeader(channel, fpsreport);
- WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
+ WriteShort(channel, bound(0, rint(fps), 65535)); // prevent insane fps values
}
}
ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
+ if (autocvar_chase_active)
+ {
+ // in first person view if r_drawviewmodel is off weapon isn't visible
+ // and server doesn't throw any casing
+ // switching to 3rd person view r_drawviewmodel is set to -1 to let know the server casings
+ // can be thrown for self since own weapon model is visible
+ if (autocvar_r_drawviewmodel == 0 && STAT(HEALTH) > 0)
+ cvar_set("r_drawviewmodel", "-1");
+ }
+ else
+ {
+ if (autocvar_r_drawviewmodel < 0)
+ cvar_set("r_drawviewmodel", "0");
+ }
+
WaypointSprite_Load();
CSQCPlayer_SetCamera();