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Nope, it actually just causes camera hitches even when alone, even if this fixes the problem its not the solution
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src/d_main.c
14
src/d_main.c
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@ -813,20 +813,6 @@ void D_SRB2Loop(void)
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}
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}
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else if (rendertimeout < entertic) // in case the server hang or netsplit
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else if (rendertimeout < entertic) // in case the server hang or netsplit
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{
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{
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#if 1
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// Lagless camera! Yay!
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if (gamestate == GS_LEVEL && netgame)
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{
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INT32 i;
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for (i = 0; i <= r_splitscreen; i++)
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{
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if (camera[i].chase)
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P_MoveChaseCamera(&players[displayplayers[i]], &camera[i], false);
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}
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}
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#endif
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// (Only display if not already done for frame interp)
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// (Only display if not already done for frame interp)
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cv_frameinterpolation.value == 0 ? D_Display() : 0;
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cv_frameinterpolation.value == 0 ? D_Display() : 0;
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