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engine: client: enable interpolation of local player angles
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@ -534,7 +534,7 @@ void CL_ComputePlayerOrigin( cl_entity_t *ent )
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vec3_t origin;
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vec3_t origin;
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vec3_t angles;
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vec3_t angles;
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if( !ent->player || ent->index == ( cl.playernum + 1 ))
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if( !ent->player )
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return;
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return;
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if( cl_nointerp->value > 0.f )
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if( cl_nointerp->value > 0.f )
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@ -1094,6 +1094,9 @@ void CL_LinkPlayers( frame_t *frame )
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if ( i == cl.playernum )
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if ( i == cl.playernum )
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{
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{
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// using interpolation only for local player angles
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CL_ComputePlayerOrigin( ent );
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if( cls.demoplayback == DEMO_QUAKE1 )
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if( cls.demoplayback == DEMO_QUAKE1 )
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VectorLerp( ent->prevstate.origin, cl.lerpFrac, ent->curstate.origin, cl.simorg );
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VectorLerp( ent->prevstate.origin, cl.lerpFrac, ent->curstate.origin, cl.simorg );
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VectorCopy( cl.simorg, ent->origin );
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VectorCopy( cl.simorg, ent->origin );
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