3 bool autocvar_xon_com_phys_interpolate = true;
5 void com_phys_interpolate(entity it, float a)
7 if (!autocvar_xon_com_phys_interpolate) a = 1;
8 it.origin = it.com_phys_pos_prev * (1 - a) + it.com_phys_pos * a;
9 it.angles = it.com_phys_ang_prev * (1 - a) + it.com_phys_ang * a; // TODO: slerp, not lerp