// read ping time
if (sv.protocol != PROTOCOL_QUAKE && sv.protocol != PROTOCOL_QUAKEDP && sv.protocol != PROTOCOL_NEHAHRAMOVIE && sv.protocol != PROTOCOL_NEHAHRABJP && sv.protocol != PROTOCOL_NEHAHRABJP2 && sv.protocol != PROTOCOL_NEHAHRABJP3 && sv.protocol != PROTOCOL_DARKPLACES1 && sv.protocol != PROTOCOL_DARKPLACES2 && sv.protocol != PROTOCOL_DARKPLACES3 && sv.protocol != PROTOCOL_DARKPLACES4 && sv.protocol != PROTOCOL_DARKPLACES5 && sv.protocol != PROTOCOL_DARKPLACES6)
move->sequence = MSG_ReadLong(&sv_message);
- move->time = move->clienttime = MSG_ReadFloat(&sv_message);
+ move->time = MSG_ReadFloat(&sv_message);
if (sv_message.badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
move->receivetime = (float)sv.time;
double moveframetime;
double oldframetime;
double oldframetime2;
-#ifdef NUM_PING_TIMES
- double total;
-#endif
+
if (sv_numreadmoves < 1)
return;
// only start accepting input once the player is spawned
host_client->movesequence = 0;
// make sure that normal physics takes over immediately
host_client->clmovement_inputtimeout = 0;
+ // update ping time
+ host_client->ping = host_client->cmd.receivetime - sv_readmoves[sv_numreadmoves-1].time;
}
-
- // calculate average ping time
- host_client->ping = host_client->cmd.receivetime - host_client->cmd.clienttime;
-#ifdef NUM_PING_TIMES
- host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = host_client->cmd.receivetime - host_client->cmd.clienttime;
- host_client->num_pings++;
- for (i=0, total = 0;i < NUM_PING_TIMES;i++)
- total += host_client->ping_times[i];
- host_client->ping = total / NUM_PING_TIMES;
-#endif
}
void SV_ApplyClientMove (void)