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Don't do view smoothing when in third person
Fixes #73
1 parent 2fb9fa8 commit ad6b486

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Lines changed: 2 additions & 1 deletion

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code/cgame/cg_predict.c

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1016,10 +1016,11 @@ void CG_PredictPlayerState( void ) {
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VectorCopy(oldPlayerState.origin, cg.last_pmove_fixed);
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// We can be very conservative about when we choose to stitch.
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// Note with thirdperson check cannot use cg.renderingThirdPerson call here as its set after this function is called in CG_DrawActiveFrame
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if (cg_pmovesmooth.integer &&
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cg.predictedPlayerState.commandTime - oldPlayerState.commandTime <= cgs.pmove_msec &&
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DistanceSquared(cg.predictedPlayerState.origin, cg.last_pmove_fixed) < SQR(16) &&
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!cg.thisFrameTeleport) {
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!cg.thisFrameTeleport && !cg_thirdPerson.integer && !(cg.predictedPlayerState.pm_flags & PMF_CHASE)) {
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vec3_t diff;
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float dt = 1 + (cg.predictedPlayerState.commandTime % cgs.pmove_msec);
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dt /= 1.0 * cgs.pmove_msec;

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