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author | Michael Levin <risujin@fastmail.fm> | 2009-10-03 11:24:09 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:14:57 +0000 |
commit | 26929db587d89ea0badb67d5e32130020c2b2d00 (patch) | |
tree | 29f0fcdfd1b6e82d3f66e60f9651c97481747954 /models/weapons/level2upg | |
parent | 0bc3d8e9162c50affb4d09e1f50badeb898dbfcc (diff) |
Finally figured out why players were so special in gimping the wallwalk code. Turns out the server sends player positions snapped to whole integers. The bandwidth-saving effects of doing this are dubious as players tend to move continuously and thus new positions will be sent out every frame anyway. The real effect of this is that the client will mispredict whenever it comes into contact with another player. Also, as part of the tinkering I removed some code from the wallwalking function that should have stayed put, I have added it back in. This commit also fixes the "jittery bouncing while sitting on top of another player" glitch.
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