From b8f765f8adeb0dccfd9507d7e93299312fcfc45b Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Sat, 16 Jul 2011 17:08:02 +0300 Subject: [PATCH] Use a different, and very weird solution for the prey scan issue in multiplayer. I have no idea how a negative frametime check (rather than a positive one) is possibly fixing this. But it seems to. --- data/qcsrc/server/vore.qc | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/data/qcsrc/server/vore.qc b/data/qcsrc/server/vore.qc index 798b5cf6..74a6fb1e 100644 --- a/data/qcsrc/server/vore.qc +++ b/data/qcsrc/server/vore.qc @@ -1,4 +1,3 @@ -.float vore_frametime; .float regurgitate_prepare; .float stomachkick_delay, system_delay, action_delay, digest_button_delay_time, regurgitate_button_delay_time; .float complain_vore; @@ -22,7 +21,10 @@ entity Swallow_player_check() vore_w_shotorg = self.origin; vore_w_shotdir = v_forward; - WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self)); + if(self.antilag_debug) + WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, self.antilag_debug); + else + WarpZone_traceline_antilag(self, vore_w_shotorg, vore_w_shotorg + vore_w_shotdir * swallow_range, FALSE, self, ANTILAG_LATENCY(self)); if(trace_fraction < 1) if(trace_ent.classname == "player") return trace_ent; @@ -763,12 +765,9 @@ void Vore() // Code that addresses predators: // -------------------------------- - // only scan prey each server frame, else we get major breakage in multiplayer - if(self.vore_frametime <= time) - { + // only scan prey between server frames, else we get major breakage in multiplayer and jitter + if(!frametime) self.prey = Swallow_player_check(); - self.vore_frametime = time + sys_frametime; - } // attempt to swallow our new prey if we pressed the attack button, and there's any in range self.stat_canswallow = 0; -- 2.39.2