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-rw-r--r--src/cgame/cg_snapshot.c20
1 files changed, 8 insertions, 12 deletions
diff --git a/src/cgame/cg_snapshot.c b/src/cgame/cg_snapshot.c
index 84b419f..3316abb 100644
--- a/src/cgame/cg_snapshot.c
+++ b/src/cgame/cg_snapshot.c
@@ -1,13 +1,14 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
-Copyright (C) 2000-2006 Tim Angus
+Copyright (C) 2000-2013 Darklegion Development
+Copyright (C) 2015-2019 GrangerHub
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
+published by the Free Software Foundation; either version 3 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
@@ -16,15 +17,14 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with Tremulous; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+along with Tremulous; if not, see <https://www.gnu.org/licenses/>
+
===========================================================================
*/
// cg_snapshot.c -- things that happen on snapshot transition,
// not necessarily every single rendered frame
-
#include "cg_local.h"
/*
@@ -41,8 +41,8 @@ static void CG_ResetEntity( centity_t *cent )
cent->trailTime = cg.snap->serverTime;
- VectorCopy( cent->currentState.origin, cent->lerpOrigin );
- VectorCopy( cent->currentState.angles, cent->lerpAngles );
+ VectorCopy( cent->currentState.pos.trBase, cent->lerpOrigin );
+ VectorCopy( cent->currentState.apos.trBase, cent->lerpAngles );
if( cent->currentState.eType == ET_PLAYER )
CG_ResetPlayerEntity( cent );
@@ -142,9 +142,6 @@ static void CG_TransitionSnapshot( void )
// execute any server string commands before transitioning entities
CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );
- // if we had a map_restart, set everthing with initial
- if( !cg.snap ) { } //TA: ?
-
// clear the currentValid flag for all entities in the existing snapshot
for( i = 0; i < cg.snap->numEntities; i++ )
{
@@ -311,7 +308,7 @@ static snapshot_t *CG_ReadNextSnapshot( void )
if( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 )
{
- CG_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i",
+ CG_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i\n",
cg.latestSnapshotNum, cgs.processedSnapshotNum );
}
@@ -461,4 +458,3 @@ void CG_ProcessSnapshots( void )
if( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time )
CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" );
}
-