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authorRoman Tetelman <kevlarman@gmail.com>2009-10-03 13:08:16 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:16:29 +0000
commit0bafa7c7fe2a9c0d466ec774426bd03ac2c8bf6d (patch)
tree9df1d5863f58653b0603e30c8ec3307e6040050d
parent0924bccbc85c35c52d9c5d5540a0c45d0aefbb67 (diff)
* fix #58, huge thanks to bob, wireddd, and khalsa for helping track down and fix this
-rw-r--r--src/game/bg_misc.c10
-rw-r--r--src/game/bg_pmove.c2
2 files changed, 5 insertions, 7 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 259ace23..5adbcd33 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -2890,9 +2890,8 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean
s->pos.trType = TR_INTERPOLATE;
VectorCopy( ps->origin, s->pos.trBase );
- // Snapping player origins causes more problems than it solves
- //if( snap )
- // SnapVector( s->pos.trBase );
+ if( snap )
+ SnapVector( s->pos.trBase );
//set the trDelta for flag direction
VectorCopy( ps->velocity, s->pos.trDelta );
@@ -2995,9 +2994,8 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s
s->pos.trType = TR_LINEAR_STOP;
VectorCopy( ps->origin, s->pos.trBase );
- // Snapping player origins causes more problems than it solves
- //if( snap )
- // SnapVector( s->pos.trBase );
+ if( snap )
+ SnapVector( s->pos.trBase );
// set the trDelta for flag direction and linear prediction
VectorCopy( ps->velocity, s->pos.trDelta );
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index a8001ea9..b6c5fcd6 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -3796,7 +3796,7 @@ void PmoveSingle( pmove_t *pmove )
PM_WaterEvents( );
// snap some parts of playerstate to save network bandwidth
- SnapVector( pm->ps->velocity );
+ trap_SnapVector( pm->ps->velocity );
}