Various bugfixes by Tobias Kuehnhammer (#5270)
- A stupid bug where bots re-trigger jumppads if they fell onto it. - A small "memset" bug concerning player animations. - Reward sounds were never cleared and thus they are played on a map restart. - Safer and more secure handling of disconnected clients and clients with malformed or illegal info strings. - first_gauntlet_hit.wav was not played (ops/ps) bug - capturelimit not hit (from OAX)
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11 changed files with 32 additions and 29 deletions
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@ -534,9 +534,9 @@ void CG_PredictPlayerState( void ) {
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}
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cg.thisFrameTeleport = qfalse;
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} else {
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vec3_t adjusted;
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vec3_t adjusted, new_angles;
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CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
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cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted );
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cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, cg.predictedPlayerState.viewangles, new_angles);
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if ( cg_showmiss.integer ) {
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if (!VectorCompare( oldPlayerState.origin, adjusted )) {
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@ -604,7 +604,7 @@ void CG_PredictPlayerState( void ) {
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// adjust for the movement of the groundentity
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CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
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cg.predictedPlayerState.groundEntityNum,
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cg.physicsTime, cg.time, cg.predictedPlayerState.origin );
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cg.physicsTime, cg.time, cg.predictedPlayerState.origin, cg.predictedPlayerState.viewangles, cg.predictedPlayerState.viewangles);
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if ( cg_showmiss.integer ) {
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if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {
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