]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
disable sv_gameplayfix_consistentplayerprethink by default because it
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 3 Apr 2010 22:40:43 +0000 (22:40 +0000)
committerRudolf Polzer <divverent@alientrap.org>
Thu, 8 Apr 2010 11:49:33 +0000 (13:49 +0200)
breaks id1 multiplayer (important!)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10064 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=a8b4670366bab5ba6db74beced05f510e456ac66

sv_main.c

index 6193888f2eacd276fbe840da57ae3b253e85f8be..47ba2b24413c7471220303953a765304250d254d 100644 (file)
--- a/sv_main.c
+++ b/sv_main.c
@@ -86,7 +86,7 @@ cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "1",
 cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0", "freezes time, except for players, allowing you to walk around and take screenshots of explosions"};
 cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4", "how fast you slow down"};
 cvar_t sv_gameplayfix_blowupfallenzombies = {0, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"};
-cvar_t sv_gameplayfix_consistentplayerprethink = {0, "sv_gameplayfix_consistentplayerprethink", "1", "improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then runing all PlayerPostThink functions"};
+cvar_t sv_gameplayfix_consistentplayerprethink = {0, "sv_gameplayfix_consistentplayerprethink", "0", "improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then runing all PlayerPostThink functions"};
 cvar_t sv_gameplayfix_delayprojectiles = {0, "sv_gameplayfix_delayprojectiles", "1", "causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates"};
 cvar_t sv_gameplayfix_droptofloorstartsolid = {0, "sv_gameplayfix_droptofloorstartsolid", "1", "prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)"};
 cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect = {0, "sv_gameplayfix_droptofloorstartsolid_nudgetocorrect", "1", "tries to nudge stuck items and monsters out of walls before droptofloor is performed"};