float cycle;
vec_t frametime;
float cycle;
vec_t frametime;
- frametime = cl.realframetime * cl.movevars_timescale;
-
+ //frametime = cl.realframetime * cl.movevars_timescale;
+ frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
+
// 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
if(!ent->persistent.trail_allowed) // FIXME improve this check
{
// 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
if(!ent->persistent.trail_allowed) // FIXME improve this check
{