Fixed teleporters breaking view interpolation
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1 changed files with 1 additions and 1 deletions
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@ -1551,7 +1551,6 @@ void P_PredictPlayer (player_t *player)
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// Make sure any portal paths have been cleared from the previous movement.
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R_ClearInterpolationPath();
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r_NoInterpolate = false;
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// Because we're always predicting, this will get set by teleporters and then can never unset itself in the renderer properly.
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player->mo->renderflags &= ~RF_NOINTERPOLATEVIEW;
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// Got snagged on something. Start correcting towards the player's final predicted position. We're
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@ -1710,6 +1709,7 @@ void P_UnPredictPlayer ()
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}
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act->UpdateRenderSectorList();
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act->renderflags &= ~RF_NOINTERPOLATEVIEW;
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actInvSel = InvSel;
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player->inventorytics = inventorytics;
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