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authorthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-08-26 01:45:27 +0000
committerthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-08-26 01:45:27 +0000
commit30a33db828a79bd9984dc2ae950c16839b8f07dc (patch)
treed061738b54e7e0b6cee7dd7153ee5864cba09999 /code/client/cl_parse.c
parenta9a340054c32478cf49294e33a1877b083085c01 (diff)
downloadioquake3-aero-30a33db828a79bd9984dc2ae950c16839b8f07dc.tar.gz
ioquake3-aero-30a33db828a79bd9984dc2ae950c16839b8f07dc.zip
- compensate sv_fps for timescale value.
- Add a non-dirty-hack fix for client hanging when unpausing a game. git-svn-id: svn://svn.icculus.org/quake3/trunk@870 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/client/cl_parse.c')
-rw-r--r--code/client/cl_parse.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/code/client/cl_parse.c b/code/client/cl_parse.c
index dd89074..d8ad6d7 100644
--- a/code/client/cl_parse.c
+++ b/code/client/cl_parse.c
@@ -219,6 +219,10 @@ void CL_ParseSnapshot( msg_t *msg ) {
newSnap.serverTime = MSG_ReadLong( msg );
+ // if we were just unpaused, we can only *now* really let the
+ // change come into effect or the client hangs.
+ cl_paused->modified = 0;
+
newSnap.messageNum = clc.serverMessageSequence;
deltaNum = MSG_ReadByte( msg );