From 4523c5765c456e30b425bd57952cd4e274725f9f Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 20 May 2007 16:16:02 +0000 Subject: [PATCH] send input for every client frame in singleplayer git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7323 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_input.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/cl_input.c b/cl_input.c index 4a19ff45..ab833ac1 100644 --- a/cl_input.c +++ b/cl_input.c @@ -1262,6 +1262,9 @@ void CL_SendMove(void) // don't send too often or else network connections can get clogged by a high renderer framerate packettime = cl.movevars_ticrate / (double)bound(1, cl_netinputpacketsperserverpacket.value, 10); + // send input every frame in singleplayer + if (cl.islocalgame) + packettime = 0; // quakeworld servers take only frametimes // predicted dp7 servers take current interpolation time // unpredicted servers take an echo of the latest server timestamp @@ -1307,7 +1310,7 @@ void CL_SendMove(void) // don't send a new input packet if the connection is still saturated from // the last one (or chat messages, etc) // note: this behavior comes from QW - if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon)) + if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame) return; // increase the move counter since we intend to send a move -- 2.39.2