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authorPaweł Redman <pawel.redman@gmail.com>2017-08-14 13:07:27 +0200
committerPaweł Redman <pawel.redman@gmail.com>2017-08-14 13:31:00 +0200
commita3ff3075710c7657dad4579c90fb451736421140 (patch)
tree85e59eaf3f240b4c7653ad0cfeec4c9dedd623af /src/game/bg_public.h
parent8bc5b6fdd9424823a0c46b961f4a4d12b2a8692c (diff)
Implement player extrapolation.
If a player doesn't send client frames fast enough then there will be some server frames where they don't move. This is visible as 'warping' and is generally very undesirable. Extrapolation tries to fix the problem by filling in the missing data by continuing player's trajectory.
Diffstat (limited to 'src/game/bg_public.h')
-rw-r--r--src/game/bg_public.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index 790e206..98c0755 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -1258,7 +1258,6 @@ void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t res
void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps );
void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap );
-void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap );
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );