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@IlJuniorlI IlJuniorlI commented Jul 23, 2025

added client side attack prediction of mp40, thompson, luger, and colt ( cg_delag 0 or 1 )
added optimized prediction ( cg_optimizePrediction 0 or 1 )
added early transitioning
added projectile nudge
removed unused unlagged code
removed unlagged lag simulation and debug code

@IlJuniorlI IlJuniorlI closed this Aug 6, 2025
@IlJuniorlI IlJuniorlI reopened this Aug 10, 2025
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IlJuniorlI commented Aug 10, 2025

@krazykaze81 debugged and tested all features. Everything is working as intended. One small QOL bug still present (doesn't affect gameplay) which is ONLY present with cg_delag enabled on the attackers end. When a player is downed and the attacking player is shooting the downed player waiting to be revived the hits do not show the smoke puffs or blood splatters. This is due to CG_Trace() not working with CONTENTS_CORPSE.

fix tracer spread

Update cg_unlagged.c

disabled support for sten and sniper

Update cg_ents.c

Update cg_ents.c

Update cg_ents.c

Update cg_ents.c

Update cg_event.c

Update cg_unlagged.c

cleanup

CG_PredictedWeapon

added qboolean to check for weapons allowed to be attack predicted

Update cg_ents.c

rollback venom prediction

was unused anyway

Update cg_unlagged.c

Update cg_predict.c

fix for grenade clicking when standing still after priming nade

Update cg_unlagged.c

added alternate way to get the aimSpreadScale

Update cl_cgame.c

decreased max timenudge allowed

code cleanup

Update q_shared.h

added missing void

Update q_shared.h

removed unused define

Update cg_weapons.c

removed multiple definition of `SnapVectorTowards'

Update q_shared.c

moved SnapVectorTowards()

Update cg_predict.c

commented out cg_latentCmds

cg_unlagged

added client side support for unlagged
latest version of libunwind fails to build due to error in src code

includes

cg_unlagged.c

Update rtcwpro-compile-18

fix to build on ubuntu 18
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