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engine: client: drop unknown interpolation hack, that might've caused hiccups when prediction fails
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@@ -1098,7 +1098,7 @@ void CL_PredictMovement( qboolean repredicting )
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// now interpolate some fraction of the final frame
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if( to_cmd->senttime != from_cmd->senttime )
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f = bound( 0.0, (host.realtime - from_cmd->senttime) / (to_cmd->senttime - from_cmd->senttime) * 0.1, 1.0 );
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f = bound( 0.0, ( host.realtime - from_cmd->senttime ) / ( to_cmd->senttime - from_cmd->senttime ), 1.0 );
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else f = 0.0;
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if( CL_PlayerTeleported( from, to ))
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