sys_ticrate) if possible, to avoid jerky player movement
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9182
d7cf8633-e32d-0410-b094-
e92efae38249
}
else if (cl.stats[STAT_MOVEVARS_TICRATE])
{
}
else if (cl.stats[STAT_MOVEVARS_TICRATE])
{
+ cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
+ cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
cl.movevars_timescale = slowmo.value;
cl.movevars_gravity = sv_gravity.value;
cl.movevars_stopspeed = cl_movement_stopspeed.value;
cl.movevars_timescale = slowmo.value;
cl.movevars_gravity = sv_gravity.value;
cl.movevars_stopspeed = cl_movement_stopspeed.value;
// don't send too often or else network connections can get clogged by a
// high renderer framerate
packettime = 1.0 / bound(1, cl_netfps.value, 1000);
// don't send too often or else network connections can get clogged by a
// high renderer framerate
packettime = 1.0 / bound(1, cl_netfps.value, 1000);
+ if (cl.movevars_timescale && cl.movevars_ticrate)
+ {
+ float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
+ packettime = min(packettime, maxtic);
+ }
// send input every frame in singleplayer
if (cl.islocalgame)
packettime = 0;
// send input every frame in singleplayer
if (cl.islocalgame)
packettime = 0;
float movevars_warsowbunny_topspeed;
float movevars_warsowbunny_turnaccel;
float movevars_warsowbunny_backtosideratio;
float movevars_warsowbunny_topspeed;
float movevars_warsowbunny_turnaccel;
float movevars_warsowbunny_backtosideratio;
+ float movevars_ticrate;
// models used by qw protocol
int qw_modelindex_spike;
// models used by qw protocol
int qw_modelindex_spike;