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authorMichael Levin <risujin@fastmail.fm>2009-10-03 11:24:09 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:14:57 +0000
commit26929db587d89ea0badb67d5e32130020c2b2d00 (patch)
tree29f0fcdfd1b6e82d3f66e60f9651c97481747954 /models/weapons/level2upg
parent0bc3d8e9162c50affb4d09e1f50badeb898dbfcc (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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