- {
- // movement should be sent immediately whenever a server
- // packet is received, to minimize ping times
- if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
- return;
- }
-
- // don't let it fall behind if CL_SendMove hasn't been called recently
- // (such is the case when framerate is too low for instance)
- lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);