From a2e4f1dc253ddd3312f065e25561f8aa8ba69822 Mon Sep 17 00:00:00 2001 From: smallmodel <15067410+smallmodel@users.noreply.github.com> Date: Mon, 9 Dec 2024 19:34:19 +0100 Subject: [PATCH] Use the server frametime when parsing baseline entities from the game state --- code/client/cl_parse.cpp | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/code/client/cl_parse.cpp b/code/client/cl_parse.cpp index 4f5a9407..68a9cc7e 100644 --- a/code/client/cl_parse.cpp +++ b/code/client/cl_parse.cpp @@ -538,7 +538,6 @@ void CL_ParseGamestate( msg_t *msg ) { entityState_t nullstate; int cmd; char *s; - cvar_t *sv_paks; UI_CloseConsole(); @@ -569,6 +568,7 @@ void CL_ParseGamestate( msg_t *msg ) { csNum = CPT_NormalizeConfigstring(i); if (csNum < 0 || csNum >= MAX_CONFIGSTRINGS) { Com_Error(ERR_DROP, "configstring > MAX_CONFIGSTRINGS"); + return; } s = MSG_ReadScrambledBigString(msg); len = strlen(s); @@ -589,8 +589,7 @@ void CL_ParseGamestate( msg_t *msg ) { //Com_Memset (&nullstate, 0, sizeof(nullstate)); MSG_GetNullEntityState(&nullstate); es = &cl.entityBaselines[ newnum ]; - // FIXME: frametime - MSG_ReadDeltaEntity( msg, &nullstate, es, newnum, 0.0); + MSG_ReadDeltaEntity( msg, &nullstate, es, newnum, cls.serverFrameTime); } else { Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte %i", cmd ); }