always send a packet when an impulse is used, regardless of the
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 26 Jun 2008 02:38:33 +0000 (02:38 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 26 Jun 2008 02:38:33 +0000 (02:38 +0000)
cl_netimmediatebuttons cvar

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8377 d7cf8633-e32d-0410-b094-e92efae38249

cl_input.c

index 214f311..57de662 100644 (file)
@@ -1413,7 +1413,7 @@ void CL_SendMove(void)
                packettime = 0;
        // always send if buttons changed or an impulse is pending
        // even if it violates the rate limit!
-       if (!cl_netimmediatebuttons.integer || (cl.movecmd[0].buttons == cl.movecmd[1].buttons && !cl.movecmd[0].impulse))
+       if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
        {
                // don't choke the connection with packets (obey rate limit)
                if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)