From 6717b6d4f7882081012550719dd4373650fdd033 Mon Sep 17 00:00:00 2001 From: Christopher Schwarz Date: Sat, 24 Oct 2009 07:46:20 +0000 Subject: * Stamina changes/fixes (kevlarman) - Restore blacking out when you run out of stamina - Add cg_sprintToggle, allowing the sprint button to act as a toggle between always-sprinting or not - Walk overrides sprint, by popular demand - Modify the stamina "bolt" to better differentiate between states - Allow one to begin a sprint when stamina is negative (even though it is generally a bad idea for them, at least their button presses do something!) * When avilable, use predictedplayerstate for cg_drawSpeed to reduce latency (kevlarman) --- src/qcommon/msg.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/qcommon/msg.c') diff --git a/src/qcommon/msg.c b/src/qcommon/msg.c index 5108937e..dc1d1e9e 100644 --- a/src/qcommon/msg.c +++ b/src/qcommon/msg.c @@ -1139,7 +1139,7 @@ netField_t playerStateFields[] = { PSF(events[0]), 8 }, { PSF(legsAnim), 8 }, { PSF(events[1]), 8 }, -{ PSF(pm_flags), 16 }, +{ PSF(pm_flags), 24 }, { PSF(groundEntityNum), GENTITYNUM_BITS }, { PSF(weaponstate), 4 }, { PSF(eFlags), 16 }, -- cgit