Mimic old behavior of having a respawn tick > 0 ticks after current tick.
2 ticks later is still "instant enough".
The code below the change mentions strong spawning,
so without deciphering it we simply give 2 extra ticks to make sure that
it executes before spawning (2 instead of 1 so that it definitely
executes for both primary and dummy).
This broke respawn rate limiting and didn't even fix#1828.
When primary tee hits kill tiles, dummy still gets strong hook.
This reverts commit 02f5723321.
- videorecorder only works for recording demos now
- demoplayer was modified to allow controll over the time that passed
in order to get perfect fps, IVideo controlls how much time passed,
basically every rendercall sets the time to record the next frame
It's installed basically everywhere and just increases release size.
They're serious about backward compatibility and haven't had a breaking
change in ages.
Previously, this was only doable with frame-perfect input if you were
going to get frozen again the next tick. Now, you only have to hold your
hammer to immediately hammer once you get unfrozen.
This fixes that "deepfly" (flying with deep-frozen dummy, binding both
main and dummy tee hammers onto the same key) does not only work for
good connection.
1915: Rewrite stopper code a bit, second try r=def- a=heinrich5991
Remove the whole copy-and-paste mess.
A seemingly ineffective and apparently code block has been removed.
The broken front layer from the first try has been fixed.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Remove the whole copy-and-paste mess.
A seemingly ineffective and apparently code block has been removed.
The broken front layer from the first try has been fixed.