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Antilag refactor #3
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…d be removed, and some others seem to have been done incorrectly.
…than that just added more comments so the code can be understood more easily later on,.
…ecks to prevent unnecessarty shifting of clients to reduce load (due to higher trail count). Now that more trails are stored, it's unnecessary snap and clamp the trail time. the more precision and information we have the better.
Moved check that prevents clients trying to timeshift too far back (> 500ms). Replaced IS_ACTIVE macro with function.
…ft even if it's surpassed level.time. level.time is only incremented every 50ms (sv_fps = 20).. so high fps clients can catch up and even surpass before the next 50ms increment can happen. if there are no clients with a trail <= than this really fast client's serverTime, then it'll just end up using server's current player states for collision detection anyways, so it's a-okay.
…it easier to read/understand (imo).
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The interpolation was going in the wrong direction, that has been fixed.
There were only 10 samples (trail nodes) per client that spanned 500 ms. 125 fps clients send around ~64 usercmd packets every 500ms; so I increased the samples to 64, and rate limited trail node storage for clients > 125 fps.
Due to the added granularity, this also means there's no need to have "leveltime" checks (& snapping) anymore; so that was all removed.