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path: root/mp/src/game/client/c_baseentity.cpp
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Diffstat (limited to 'mp/src/game/client/c_baseentity.cpp')
-rw-r--r--mp/src/game/client/c_baseentity.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/mp/src/game/client/c_baseentity.cpp b/mp/src/game/client/c_baseentity.cpp
index 0b09309a..8f40d7ef 100644
--- a/mp/src/game/client/c_baseentity.cpp
+++ b/mp/src/game/client/c_baseentity.cpp
@@ -894,7 +894,12 @@ C_BaseEntity::C_BaseEntity() :
{
AddVar( &m_vecOrigin, &m_iv_vecOrigin, LATCH_SIMULATION_VAR );
AddVar( &m_angRotation, &m_iv_angRotation, LATCH_SIMULATION_VAR );
- AddVar( &m_vecVelocity, &m_iv_vecVelocity, LATCH_SIMULATION_VAR );
+ // Removing this until we figure out why velocity introduces view hitching.
+ // One possible fix is removing the player->ResetLatched() call in CGameMovement::FinishDuck(),
+ // but that re-introduces a third-person hitching bug. One possible cause is the abrupt change
+ // in player size/position that occurs when ducking, and how prediction tries to work through that.
+ //
+ // AddVar( &m_vecVelocity, &m_iv_vecVelocity, LATCH_SIMULATION_VAR );
m_DataChangeEventRef = -1;
m_EntClientFlags = 0;