Fix client event angles (#290)

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Roman Chistokhodov 2022-07-21 17:46:05 +03:00 committed by GitHub
parent ed676a5413
commit d3dba792b1
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3 changed files with 4 additions and 1 deletions

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@ -137,7 +137,7 @@ void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short event
// Weapon prediction events are assumed to occur at the player's origin
org = g_finalstate->playerstate.origin;
ang = v_angles;
ang = v_client_aimangles;
gEngfuncs.pfnPlaybackEvent( flags, pInvoker, eventindex, delay, org, ang, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
}

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@ -39,6 +39,7 @@ extern cvar_t *cl_lw;
extern int g_runfuncs;
extern vec3_t v_angles;
extern vec3_t v_client_aimangles;
extern float g_lastFOV;
extern struct local_state_s *g_finalstate;
#endif

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@ -88,6 +88,7 @@ float v_cameraFocusAngle = 35.0f;
int v_cameraMode = CAM_MODE_FOCUS;
qboolean v_resetCamera = 1;
vec3_t v_client_aimangles;
vec3_t g_ev_punchangle;
cvar_t *scr_ofsx;
@ -724,6 +725,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
// Store off v_angles before munging for third person
v_angles = pparams->viewangles;
v_client_aimangles = pparams->cl_viewangles;
v_lastAngles = pparams->viewangles;
//v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles !
if( CL_IsThirdPerson() )