LagCompensation: fix turning off lagcomp
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c84f602ee4
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@ -763,15 +763,18 @@ public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3
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if(!IsPlayerAlive(client))
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if(!IsPlayerAlive(client))
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return Plugin_Continue;
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return Plugin_Continue;
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if(g_bDisableLagComp[client])
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return Plugin_Continue;
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// -1 because the newest record in the list is one tick old
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// -1 because the newest record in the list is one tick old
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// this is because we simulate players first
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// this is because we simulate players first
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// hence no new entity record was inserted on the current tick
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// hence no new entity record was inserted on the current tick
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int iGameTick = GetGameTickCount() - 1;
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int iGameTick = GetGameTickCount() - 1;
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int iDelta = iGameTick - tickcount;
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int iDelta = iGameTick - tickcount;
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// The user is stupid and doesn't want lag compensation.
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// To get the original behavior back lets assume they actually have 0 latency.
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if(g_bDisableLagComp[client])
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iDelta = 0;
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if(iDelta < 0)
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if(iDelta < 0)
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iDelta = 0;
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iDelta = 0;
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