Change int to float for flDeadtime calculation#1798
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xXxPROHvHeRxXx wants to merge 2 commits intoValveSoftware:masterfrom
Open
Change int to float for flDeadtime calculation#1798xXxPROHvHeRxXx wants to merge 2 commits intoValveSoftware:masterfrom
xXxPROHvHeRxXx wants to merge 2 commits intoValveSoftware:masterfrom
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Description
This is my original work. I identified a bug in
CLagCompensationManager::FrameUpdatePostEntityThink()insrc/game/server/player_lagcompensation.cpp.Bug
The variable
flDeadtimeis declared asintbut stores the resultof a
floatsubtraction:int flDeadtime = gpGlobals->curtime - sv_maxunlag.GetFloat();The
flprefix in the variable name suggests it was intended to bea
float. The implicit cast tointtruncates the fractional part.Impact
Lag compensation records are pruned too aggressively — up to 1 tick
earlier than intended.
Example:
Records with m_flSimulationTime between 149.0 and 149.7 are
incorrectly removed. This can reduce hit registration accuracy
for players at higher latencies.
Fix
- int flDeadtime = gpGlobals->curtime - sv_maxunlag.GetFloat();+ float flDeadtime = gpGlobals->curtime - sv_maxunlag.GetFloat();Confirmation
This Contribution is my original work. I identified this issue
by reviewing the publicly available Source SDK 2013 source code
in this repository.