Restore svs.time sync for trajectory interpolation
Reverting the svs.time change from the bugfix commit — entity trajectories (rockets, grenades, bobbing items) need svs.time to match recorded time for client-side interpolation. The zombie timeout issue is already handled by skipping SV_CheckTimeouts. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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1 changed files with 4 additions and 3 deletions
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@ -625,9 +625,10 @@ static qboolean SVD_ReadFrame( fileHandle_t f ) {
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return qfalse; // end of demo
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return qfalse; // end of demo
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}
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}
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// don't overwrite svs.time — it advances normally via SV_Frame.
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// set svs.time to recorded time so entity trajectory interpolation
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// the recorded serverTime is consumed but not applied, avoiding
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// works correctly (rockets, grenades, etc. use pos.trTime relative
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// time jumps that break client timeouts and heartbeats.
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// to server time). zombie timeout is already skipped during playback.
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svs.time = serverTime;
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numEnts = SVD_ReadShort( f );
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numEnts = SVD_ReadShort( f );
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// read entity message (optionally LZ4 compressed)
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// read entity message (optionally LZ4 compressed)
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