// get crouch state from the server
if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
- self.pmove_flags &~= PMF_DUCKED;
+ self.pmove_flags &= ~PMF_DUCKED;
else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
self.pmove_flags |= PMF_DUCKED;
if(pmove_onground)
self.pmove_flags |= PMF_ONGROUND;
else
- self.pmove_flags &~= PMF_ONGROUND;
+ self.pmove_flags &= ~PMF_ONGROUND;
CSQCPlayer_SetMinsMaxs();
}
else
{
+ float flg = self.iflags;
+ self.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
+ InterpolateOrigin_Do();
+ self.iflags = flg;
+
if(csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
{
vector o, v;
// get crouch state from the server
if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
- self.pmove_flags &~= PMF_DUCKED;
+ self.pmove_flags &= ~PMF_DUCKED;
else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
self.pmove_flags |= PMF_DUCKED;
if(pmove_onground)
self.pmove_flags |= PMF_ONGROUND;
else
- self.pmove_flags &~= PMF_ONGROUND;
+ self.pmove_flags &= ~PMF_ONGROUND;
CSQCPlayer_SavePrediction();
}
#ifdef CSQCMODEL_SERVERSIDE_CROUCH
// get crouch state from the server (LAG)
if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
- self.pmove_flags &~= PMF_DUCKED;
+ self.pmove_flags &= ~PMF_DUCKED;
else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
self.pmove_flags |= PMF_DUCKED;
#endif