Tweak tic catchup mechanic
Always chase the available tics.
This commit is contained in:
parent
c36ea479a8
commit
fc7a480fe8
1 changed files with 1 additions and 1 deletions
|
|
@ -1990,7 +1990,7 @@ void TryRunTics()
|
|||
// If the amount of tics to run is falling behind the amount of available tics,
|
||||
// speed the playsim up a bit to help catch up.
|
||||
int runTics = min<int>(totalTics, availableTics);
|
||||
if (totalTics > 0 && totalTics < availableTics - 1 && !singletics)
|
||||
if (totalTics > 0 && totalTics < availableTics && !singletics)
|
||||
++runTics;
|
||||
|
||||
// Test player prediction code in singleplayer
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue