#include "physics.qh" bool autocvar_xon_com_phys_interpolate = true; void com_phys_interpolate(entity it, float a) { if (!autocvar_xon_com_phys_interpolate) a = 1; it.origin = it.com_phys_pos_prev * (1 - a) + it.com_phys_pos * a; it.angles = it.com_phys_ang_prev * (1 - a) + it.com_phys_ang * a; // TODO: slerp, not lerp }