// if it's the player entity, update according to client movement
if (e == cl.entities + cl.playerentity && cl.movement_predicted)
{
- lerp = (cl.timenonlerp - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
+ lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
lerp = bound(0, lerp, 1);
if (cl_nolerp.integer)
lerp = 1;