cl_movement 0 should no longer be causing an input replay (which was slow and pointle...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 20 Mar 2006 05:51:30 +0000 (05:51 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 20 Mar 2006 05:51:30 +0000 (05:51 +0000)
commit1bcc78a97f384fc887a7fcdffc0d10724ef29286
tree97bf1a35b00b8abb205dac6ae8c7a55b0368a0b1
parent201979c976cb28bd0971dec669b9f34302eb42f6
cl_movement 0 should no longer be causing an input replay (which was slow and pointless), though I don't know how it was doing so before...
added code to prevent pogostick jumping in the cl_movement prediction (since the qc prevents pogostick jumping, it was inaccurate to simulate it clientside)
changed view/gun bobbing to use cl.movement_velocity for the xyspeed math, this greatly improves the clientside prediction

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6144 d7cf8633-e32d-0410-b094-e92efae38249
cl_input.c
view.c