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renamed to cl_antiping_max
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@ -14,7 +14,7 @@
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MACRO_CONFIG_INT(ClPredict, cl_predict, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Predict client movements")
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MACRO_CONFIG_INT(ClPredictDummy, cl_predict_dummy, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Predict dummy movements")
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MACRO_CONFIG_INT(ClAntiPingLimit, cl_antiping_limit, 0, 0, 200, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Antiping limit (0 to disable)")
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MACRO_CONFIG_INT(ClAntiPingPercent, cl_antiping_percent, 100, 0, 100, CFGFLAG_CLIENT | CFGFLAG_SAVE, "how far ahead Antiping predicts")
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MACRO_CONFIG_INT(ClAntiPingMax, cl_antiping_max, 100, 0, 500, CFGFLAG_CLIENT | CFGFLAG_SAVE, "how far ahead Antiping predicts")
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MACRO_CONFIG_INT(ClAntiPing, cl_antiping, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Enable antiping, i. e. more aggressive prediction.")
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MACRO_CONFIG_INT(ClAntiPingPlayers, cl_antiping_players, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Predict other player's movement more aggressively (only enabled if cl_antiping is set to 1)")
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MACRO_CONFIG_INT(ClAntiPingGrenade, cl_antiping_grenade, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Predict grenades (only enabled if cl_antiping is set to 1)")
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@ -58,7 +58,7 @@ void CItems::RenderProjectile(const CProjectileData *pCurrent, int ItemId)
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bool IsOtherTeam = (pCurrent->m_ExtraInfo && pCurrent->m_Owner >= 0 && m_pClient->IsOtherTeam(pCurrent->m_Owner));
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float predictPercentage = 1 - g_Config.m_ClAntiPingPercent / 100.0f;
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float predictPercentage = 1 - g_Config.m_ClAntiPingMax / 100.0f;
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int predictTick = Client()->GetPredictionTime() * Client()->GameTickSpeed() / 1000.0f;
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predictTick = Client()->PredGameTick(g_Config.m_ClDummy) - floor(predictTick * predictPercentage);
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@ -308,7 +308,7 @@ void CItems::RenderLaser(const CLaserData *pCurrent, bool IsPredicted)
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{
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Dir = normalize_pre_length(Pos - From, Len);
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float predictPercentage = 1 - g_Config.m_ClAntiPingPercent / 100.0f;
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float predictPercentage = 1 - g_Config.m_ClAntiPingMax / 100.0f;
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int predictTick = Client()->GetPredictionTime() * Client()->GameTickSpeed() / 1000.0f;
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predictTick = Client()->PredGameTick(g_Config.m_ClDummy) - floor(predictTick * predictPercentage);
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@ -611,7 +611,7 @@ void CItems::ReconstructSmokeTrail(const CProjectileData *pCurrent, int DestroyT
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if(!m_pClient->AntiPingGunfire() || !LocalPlayerInGame)
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return;
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float predictPercentage = 1 - g_Config.m_ClAntiPingPercent / 100.0f;
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float predictPercentage = 1 - g_Config.m_ClAntiPingMax / 100.0f;
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int predictTick = Client()->GetPredictionTime() * Client()->GameTickSpeed() / 1000.0f;
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predictTick = Client()->PredGameTick(g_Config.m_ClDummy) - floor(predictTick * predictPercentage);
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@ -2013,8 +2013,8 @@ void CGameClient::OnPredict()
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if(PredictDummy())
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pDummyChar = m_PredictedWorld.GetCharacterById(m_PredictedDummyId);
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float predictPercentage = 1 - g_Config.m_ClAntiPingPercent / 100.0f;
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int predictTick = Client()->GetPredictionTime() * Client()->GameTickSpeed() / 1000.0f;
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float predictPercentage = 1 - g_Config.m_ClAntiPingMax / 100.0f;
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predictTick = Client()->PredGameTick(g_Config.m_ClDummy) - floor(predictTick * predictPercentage);
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if(predictTick < Client()->GameTick(g_Config.m_ClDummy) + 1)
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