don't write m_LastNetworkedValue on interp reset for predicted entities - #2027
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kusabana wants to merge 1 commit into
Open
don't write m_LastNetworkedValue on interp reset for predicted entities#2027kusabana wants to merge 1 commit into
kusabana wants to merge 1 commit into
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Description
PR #1392 made the predicted field
m_vecPunchAngleinterpolated which revealed an issue with interpolated, predicted fields:when prediction fails,
CInterpolatedVar::Resetcopies the predicted punch angle intom_LastNetworkedValueInterp_RestoreToLastNetworkedwritesm_LastNetworkedValueintom_vecPunchAngle, andOnStoreLastNetworkedValuewritesm_vecPunchAngleback intom_LastNetworkedValue. The server only sendsm_vecPunchAnglewhen it changes, so nothing corrects it and the view punch sticks until it changes again, like when firing a weapon.This is especially an issue on community servers that opt to disable certain view punch effects like
CGameMovement::PlayerRoughLandingEffectson the server, the client predicts it and gets stuck with the view punch.This fixes the issue that people are experiencing on many CS:S bhop and surf servers right now.