Commit graph

3 commits

Author SHA1 Message Date
c6af63ae42 SNAPFLAG_RESET_ENTITIES: no-interpolation reset without gamestate resend
Replace the gamestate resend approach for map_restart with a custom
snapshot flag (SNAPFLAG_RESET_ENTITIES, bit 4 in snapFlags byte).

Server side (sv_netdemo.c):
- On restart frame, OR the flag into svs.snapFlagServerBit (one-shot)
- Cleared at the start of the next playback frame

Client side (cg_snapshot.c):
- CG_SetNextSnap: clear currentValid for all entities when flag is set,
  making them all "new" — existing interpolation check at line 228
  sets interpolate=qfalse, CG_TransitionEntity calls CG_ResetEntity
- Also set cg.nextFrameTeleport=qtrue to prevent playerstate
  interpolation during follow mode

No loading screen, no lost frames, no gamestate resend. Entities and
playerstate both snap to correct positions on map_restart.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 00:19:36 +08:00
3327e9680c QL movement foundation: auto-hop, PM_Jump/PM_CanJump extraction, lastJumpTime
- Extract PM_Jump from PM_CheckJump for reuse by future step jump code
- Add PM_CanJump gate function (checks respawned, pm_type, upmove)
- Remove PMF_JUMP_HELD gate for QL-style auto-hop (hold jump to bunny hop)
- Add lastJumpTime to playerState_t (networked via msg.c) for jump cooldown
- bg_slidemove.c unchanged (no step jump yet -- needs proper QL analysis)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 05:45:18 +08:00
Sergei Shubin
4c57221941 Initial commit: Quake 3 1.32b GPL source 2026-03-18 13:32:24 +08:00