skip player prediction when the game/round is over

This commit is contained in:
oy 2012-08-03 18:47:04 +02:00
parent f9427a3aa3
commit f364fd7cf4

View file

@ -1013,8 +1013,8 @@ void CGameClient::OnPredict()
if(m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_LocalClientID].m_Active)
return;
// don't predict anything if we are paused
if(m_Snap.m_pGameData && m_Snap.m_pGameData->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
// don't predict anything if we are paused or round/game is over
if(m_Snap.m_pGameData && m_Snap.m_pGameData->m_GameStateFlags&(GAMESTATEFLAG_PAUSED|GAMESTATEFLAG_ROUNDOVER|GAMESTATEFLAG_GAMEOVER))
{
if(m_Snap.m_pLocalCharacter)
m_PredictedChar.Read(m_Snap.m_pLocalCharacter);