Call Math_FixDelta before networking a bunch of different entity angles.

This commit is contained in:
Marco Cawthorne 2021-06-16 11:56:28 +02:00
parent 12e02bd019
commit de63f37a52
3 changed files with 8 additions and 1 deletions

View File

@ -473,6 +473,9 @@ CBaseEntity::SendEntity(entity ePEnt, float fChanged)
WriteCoord(MSG_ENTITY, origin[2]);
}
if (fChanged & BASEFL_CHANGED_ANGLES) {
angles[0] = Math_FixDelta(angles[0]);
angles[1] = Math_FixDelta(angles[1]);
angles[2] = Math_FixDelta(angles[2]);
WriteShort(MSG_ENTITY, angles[0] * (65535/360));
WriteShort(MSG_ENTITY, angles[1] * (65535/360));
WriteShort(MSG_ENTITY, angles[2] * (65535/360));

View File

@ -752,5 +752,5 @@ CheckSpawn(void() spawnfunc)
if (spawnfunc)
spawnfunc();
else
remove();
remove(self);
}

View File

@ -317,4 +317,8 @@ base_player::Physics_Run(void)
}
Physics_InputPostMove();
angles[0] = Math_FixDelta(angles[0]);
angles[1] = Math_FixDelta(angles[1]);
angles[2] = Math_FixDelta(angles[2]);
}