}
// movement lerp
- // if it's the player entity, update according to client movement
+ // if it's the predicted player entity, update according to client movement
if (e == cl.entities + cl.playerentity && cl.movement_predicted)
{
lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
Read all incoming data from the server
===============
*/
-extern void CL_StairSmoothing(void);//view.c
-
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
CL_RelinkLightFlashes();
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- CL_StairSmoothing();
-
// move particles
CL_MoveParticles();
R_MoveExplosions();