Closed IvoryDuke closed 4 years ago
@ericwa: what do you say?
I realized there was one very fringe although possible scenario I had not considered. Now code also account for the possibility that player is teleported while going up a platform, which previously could have resulted in the flag not being toggled off until player was in the air again.
As per title. The train of though is: entity is detected to be on a rising elevator, flag FL_ONELEVATOR is set on v.flags, which is then transfered to the client in sv_main.c and cl_parse.c (like FL_ONGROUND). If cl.onelevator is true the step ups view smoothing in V_CalcRefdef is not processed.
Here is a before/after video comparison https://youtu.be/r3UmACLNWI8