return;
// we don't que moves during a lag spike (potential network timeout)
- quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
+ quemove = host.realtime - cl.last_received_message < cl_movement_nettimeout.value;
// we build up cl.cmd and then decide whether to send or not
// we store this into cl.movecmd[0] for prediction each frame even if we
cl.movecmd[0] = cl.cmd;
// don't predict more than 200fps
- if (realtime >= cl.lastpackettime + 0.005)
+ if (host.realtime >= cl.lastpackettime + 0.005)
cl.movement_replay = true; // redo the prediction
// now decide whether to actually send this move
// even if it violates the rate limit!
important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
// don't send too often (cl_netfps)
- if (!important && realtime < cl.lastpackettime + packettime)
+ if (!important && host.realtime < cl.lastpackettime + packettime)
return;
// don't choke the connection with packets (obey rate limit)
// it is important that this check be last, because it adds a new
// try to round off the lastpackettime to a multiple of the packet interval
// (this causes it to emit packets at a steady beat)
if (packettime > 0)
- cl.lastpackettime = floor(realtime / packettime) * packettime;
+ cl.lastpackettime = floor(host.realtime / packettime) * packettime;
else
- cl.lastpackettime = realtime;
+ cl.lastpackettime = host.realtime;
buf.maxsize = sizeof(data);
buf.cursize = 0;
Con_Print("CL_SendMove: lost server connection\n");
CL_Disconnect();
SV_LockThreadMutex();
- Host_ShutdownServer();
+ SV_Shutdown();
SV_UnlockThreadMutex();
}
}