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author | thilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2006-08-26 01:45:27 +0000 |
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committer | thilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2006-08-26 01:45:27 +0000 |
commit | 30a33db828a79bd9984dc2ae950c16839b8f07dc (patch) | |
tree | d061738b54e7e0b6cee7dd7153ee5864cba09999 /code/client/cl_parse.c | |
parent | a9a340054c32478cf49294e33a1877b083085c01 (diff) | |
download | ioquake3-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.c | 4 |
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 ); |