seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (requires server to have sv_use_csqc_players 1; does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (requires server to have sv_use_csqc_players 1; does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (requires server to have sv_use_csqc_players 1, and is ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
-seta cl_predictionerrorcompensation 0 "try to compensate for prediction errors and reduce preceived lag (requires server to have sv_use_csqc_players 1)"
+seta cl_movement_errorcompensation 0 "try to compensate for prediction errors and reduce preceived lag (requires server to have sv_use_csqc_players 1)"
// debug cvars for keyhunt attaching
set _angles "0 0 0"
float uid2name_dialog;
-.float csqcmodel_isdead; // used by shownames and miscfunctions (float getplayerisdead(float) {}) to know when a player is dead
\ No newline at end of file
+.float csqcmodel_isdead; // used by shownames and miscfunctions (float getplayerisdead(float) {}) to know when a player is dead
+
+#define player_currententnum (spectatee_status > 0 ? spectatee_status : player_localnum + 1)
string sign;
vector distribution_color;
entity tm, pl, me;
+
#ifdef COMPAT_XON050_ENGINE
me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
#else
* IN THE SOFTWARE.
*/
-var float autocvar_cl_predictionerrorcompensation = 0;
+var float autocvar_cl_movement_errorcompensation = 0;
// engine stuff
.float pmove_flags;
void CSQCPlayer_SetPredictionError(vector o, vector v)
{
- if(!autocvar_cl_predictionerrorcompensation)
+ if(!autocvar_cl_movement_errorcompensation)
{
csqcplayer_predictionerrorfactor = 0;
return;
csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
- csqcplayer_predictionerrorfactor = autocvar_cl_predictionerrorcompensation / ticrate;
+ csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ticrate;
csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
}