It's not a bug with the code base and that isn't the proper way to fix it. This is how Valve's games handle it: https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93&q=m_iv_angEyeAngles
On Sun, May 31, 2015 at 2:21 AM, Peter McKeown <pmckeown2...@hotmail.com> wrote: > Greetings everyone, > > There is a bug with the codebase where in some situations the first person > spectating of other players can become very laggy, as interpolation for > m_angEyeAngles stops. > > This bug is present in TF2's code as well as I've seen it there too. The > issue is that the player's ShouldInterpolate() doesn't take into account if > the local player is spectating this player or not, causing it to no longer > have it's interpolated variables (like m_iv_angEyeAngles) processed. I've > been hunting this bug for a while in my mod and finally solved it, and I > figured I'd share the solution here: > > In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this > at the bottom above BaseClass::ShouldInterpolate(): > > if ( GetLocalPlayer() && GetLocalPlayer()->GetObserverTarget() == this ) > return true; > > This will fix it. Hope this helps! > > Note: I didn't look too much into this, but the spectating of players is > done via CalcView which doesn't appear to change what > render->GetViewEntity() would return - the entity returned by this always > interpolated, which would seem to be the intended way for this to work, but > doesn't. > > Regards, > > Peter > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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