Server:
- Reset nextSnapshotTime for active clients after seek so
SV_SendClientMessages doesn't skip sending (was comparing
future nextSnapshotTime against past svs.time)
- First frame always a keyframe (beginning seekable)
- Keyframes during normal playback only reset delta state,
no SNAPFLAG_RESET_ENTITIES (no visual glitch every 5 sec)
Engine client:
- Reset cl.oldFrameServerTime on SERVERCOUNT toggle to prevent
"time went backwards" error in CL_SetCGameTime
cgame:
- Handle backwards time in CG_ProcessSnapshots for demo seek:
accept the time jump, reset cg.time, clear all entity state
(currentValid, interpolate, time-dependent fields), clear
local entities (particles, gibs, smoke), wait for next snapshot
- Prevents CG_InterpolateEntityPosition NULL nextSnap error
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
cgame runs its own PmoveSingle for the free camera using real time,
independent of server time. Solves pause freezing — camera moves
smoothly while svs.time is frozen.
Changes:
- usercmd_t: add optional origin[3] with 1-bit flag (zero cost for
normal gameplay, 13 bytes during demo viewing)
- msg.c: serialize optional origin in usercmd delta encoding
- CG_SETCLIENTORIGIN trap: cgame sends camera origin to engine
- cl_input.c: CL_FinishMove writes cgame origin into usercmd
- cg_predict.c: CG_PredictPlayerState runs local PmoveSingle for
free camera in svDemo mode, sends origin via trap for PVS
- cg_snapshot.c: detect follow→free camera transition, init camera
from last known position
- cg_main.c: detect svDemo mode from CS_SVDEMO configstring,
lazy-init camera from first snapshot's spectator spawn
- g_main.c: G_InitGame sets CS_SVDEMO configstring, G_RunFrame
copies cmd.origin to ps.origin for PVS instead of ClientThink_real
- bg_public.h: CS_SVDEMO configstring index (26)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>