Use the server frametime when parsing baseline entities from the game state

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smallmodel 2024-12-09 19:34:19 +01:00
parent 9c952ab49d
commit a2e4f1dc25
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GPG key ID: 9F2D623CEDF08512

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@ -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 );
}