Open m4son opened 2 years ago
Relevant code is here: https://github.com/Raptor007/aq2-tng/blob/ef8feeb86c060c85090f24404b18dfe3d7ca2e8f/source/p_view.c#L984-L1000
It determines when to play a footstep sound by current_client->bobtime + bobmove
reaching the next integer value, which could happen on any frame; it's why the simple if (!FRAMESYNC)
check doesn't work and was commented-out. However, if it were to add bobmove * game.framediv
instead, then it could be checked on FRAMESYNC and should behave the way it does at 10fps.
Some players are reporting out-of-sync footsteps when playing on sv_fps enabled server. Could this be solved like it was solved for guns with sync_guns ? issue https://github.com/Raptor007/aq2-tng/issues/56