From 3c9a5c2408d05cb1663b5fe81f34d9a8a255a218 Mon Sep 17 00:00:00 2001 From: "Zedwaitch (Zachary) Wibowanto" Date: Sat, 14 Sep 2013 17:46:43 +0800 Subject: Updated cg_projectilenudge 1: Default, except it won't be used if cg_unlagged is disabled 2: Previous default 3: Used for those who have think/know that their unlagged is inaccurate on the server --- src/cgame/cg_ents.c | 18 +++++++++++++++--- 1 file changed, 15 insertions(+), 3 deletions(-) diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index a68c5eb..339cd8e 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -939,12 +939,24 @@ static void CG_CalcEntityLerpPositions( centity_t *cent ) return; } - if( cg_projectileNudge.integer && - !cg.demoPlayback && - cent->currentState.eType == ET_MISSILE && + if( cent->currentState.eType == ET_MISSILE && !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) { + //Default setting, people don't like having to see + //projectilenudge with lagged as it screws up their aim + if(cg_projectileNudge.integer == 1 && + !cg.demoPlayback && cg_unlagged.integer) timeshift = cg.ping; + //Previous default + if(cg_projectileNudge.integer == 2 && + !cg.demoPlayback) + timeshift = cg.ping; + //Extrapolate using the value instead of ping + //for those who think their ping isn't 'real' + else if( cg_projectileNudge.integer > 2) + timeshift = cg_projectileNudge.integer; + + else timeshift = 0; } // just use the current frame and evaluate as best we can -- cgit