From 22562f7fe36b194853cef8c77ef9e3112aaa467b Mon Sep 17 00:00:00 2001 From: Mario Date: Fri, 12 Dec 2014 16:23:52 +1100 Subject: [PATCH] Handle client frames same as server --- qcsrc/common/physics.qc | 26 ++++---------------------- 1 file changed, 4 insertions(+), 22 deletions(-) diff --git a/qcsrc/common/physics.qc b/qcsrc/common/physics.qc index 20f1e8c0c..2aca4c7bb 100644 --- a/qcsrc/common/physics.qc +++ b/qcsrc/common/physics.qc @@ -1772,29 +1772,11 @@ void PM_Main() self.lastclassname = self.classname; } -void CSQC_ClientMovement_PlayerMove_Frame() -{ - // if a move is more than 50ms, do it as two moves (matching qwsv) - //Con_Printf("%i ", self.cmd.msec); - if (PHYS_INPUT_TIMELENGTH > 0.0005) - { - if (PHYS_INPUT_TIMELENGTH > 0.05) - { - PHYS_INPUT_TIMELENGTH /= 2; - PM_Main(); - } - PM_Main(); - } - else - // we REALLY need this handling to happen, even if the move is not executed - if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump - UNSET_JUMP_HELD(self); // canjump = true -} - #ifdef SVQC -// Entry point void SV_PlayerPhysics(void) +#elif defined(CSQC) +void CSQC_ClientMovement_PlayerMove_Frame(void) +#endif { PM_Main(); -} -#endif \ No newline at end of file +} \ No newline at end of file -- 2.39.2