Fix issues with no-lerp in entitycache after feedback

Hosters report this to not work as expected, which is sad but oh well
This commit is contained in:
BenCat07 2020-06-01 14:55:32 +02:00
parent d1eadb6999
commit 308bf4c830
2 changed files with 1 additions and 5 deletions

View File

@ -17,6 +17,7 @@ public:
static InvalidateBoneCache_t InvalidateBoneCache = InvalidateBoneCache_t(addr);
InvalidateBoneCache(self);
}
// Currently unused, might be useful in the near future though
inline static bool Interpolate(IClientEntity *self, float time)
{
typedef bool (*fn_t)(IClientEntity *, float);

View File

@ -129,12 +129,7 @@ matrix3x4_t *EntityHitboxCache::GetBones(int numbones)
{
// Reset game cache
if (!bonecache_enabled && CE_GOOD(parent_ref))
{
re::C_BaseAnimating::InvalidateBoneCache(RAW_ENT(parent_ref));
// Only use when nolerp is on as this breaks game visuals a tad
if (nolerp)
re::C_BaseAnimating::Interpolate(RAW_ENT(parent_ref), bones_setup_time);
}
// If numbones is not set, get it from some terrible and unnamed variable
if (numbones == -1)