Yes, the server interpolates hitbox postion & angles between ticks too.
Not the animation state tho.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben
Sent: Wednesday, June 08, 2005 4:50 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Server Lag Compensation question

I believe it must do, as changing cl_interp changes the amount of
rewinding that is done :)

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Simon Garner
Sent: 09 June 2005 00:11
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server Lag Compensation question

On 8/06/2005 3:29 a.m., Martin Otten wrote:
> This is all correct.
>
>  The extra lantency caused by lower update rates is part of the
> general client latency. The actual code uses timestamps send with the
> user commands to set the execution time. These timestamps are checked
> against the average latency and if they are within a valid range,
> these timestamps are used since they are more precise then the
> calculation as stated in the doc. We can't fully rely on these
> timestamps since "speedhackers" could alter them.
>

Thanks for the info Martin :)

Here is a question: when the server 'rewinds' to check hitboxes, does it
use interpolation?

As a huge simplification, let's say the server sends the client three
updates like this:

        1__4__7

The client then interpolates this as:

        1234567

If the client then shoots at the model in position '3', will the server
rewind and compare it to position '1'?

-Simon

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