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Fix #483
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@ -4555,28 +4555,34 @@ void SV_WriteEntitiesToClient(client_t *client, sizebuf_t *msg)
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}
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#ifdef REHLDS_FIXES
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if (sv_rehlds_attachedentities_playeranimationspeed_fix.value != 0)
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int attachedEntCount[MAX_CLIENTS + 1] = {};
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for (int i = curPack->num_entities - 1; i >= 0; i--)
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{
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int attachedEntCount[MAX_CLIENTS + 1] = {};
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for (int i = curPack->num_entities - 1; i >= 0; i--)
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auto &entityState = curPack->entities[i];
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if (entityState.number > MAX_CLIENTS)
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{
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auto &entityState = curPack->entities[i];
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if (entityState.number > MAX_CLIENTS)
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if (sv_rehlds_attachedentities_playeranimationspeed_fix.string[0] == '1'
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&& entityState.movetype == MOVETYPE_FOLLOW
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&& 1 <= entityState.aiment && entityState.aiment <= MAX_CLIENTS)
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{
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if (entityState.movetype == MOVETYPE_FOLLOW
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&& 1 <= entityState.aiment && entityState.aiment <= MAX_CLIENTS)
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{
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attachedEntCount[entityState.aiment]++;
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}
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attachedEntCount[entityState.aiment]++;
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}
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else
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// Prevent spam "Non-sprite set to glow!" in console on client-side
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if (entityState.rendermode == kRenderGlow
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&& (entityState.modelindex >= 0 && entityState.modelindex < MAX_MODELS)
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&& g_psv.models[entityState.modelindex]->type != mod_sprite)
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{
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if (attachedEntCount[entityState.number] != 0)
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{
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// Each attached entity causes StudioProcessGait for player
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// But this will slow down normal animation predicting on client
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entityState.framerate /= (1 + attachedEntCount[entityState.number]);
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}
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entityState.rendermode = kRenderNormal;
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}
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}
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else
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{
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if (attachedEntCount[entityState.number] != 0)
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{
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// Each attached entity causes StudioProcessGait for player
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// But this will slow down normal animation predicting on client
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entityState.framerate /= (1 + attachedEntCount[entityState.number]);
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}
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}
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}
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