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[ Picked text/plain from multipart/alternative ]
Wow, nice. Good catch Robbie

On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> Since players simulate off of CUserCmds it might not be that bad.  But I
> found about 15 other instances of this off by one bug in our codebase so
> I fixed all of those, too. :)
>
> Yahn
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> Swigart
> Sent: Monday, September 11, 2006 2:10 PM
> To: [email protected]
> Subject: Re: [hlcoders] Is this a little bug?
>
> --
> [ Picked text/plain from multipart/alternative ] Wonder what kind of
> craziness the last client would have with those bugs.
> Physics_SimulateEntity sounds like a rather important function hehe.
>
> On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote:
> >
> > Yes, definitely a bug
> >
> > Yahn
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Sunday, September 10, 2006 8:59 AM
> > To: [email protected]
> > Subject: [hlcoders] Is this a little bug?
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Check out the
> > function void Physics_RunThinkFunctions( bool simulating ) in
> physics_main.cpp.
> > It has the following code:
> >
> > for ( int i = 1; i < gpGlobals->maxClients; i++ )
> >         {
> >             CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
> >             if ( pPlayer )
> >             {
> >                 // Always reset clock to real sv.time
> >                 gpGlobals->curtime = starttime;
> >                 Physics_SimulateEntity( pPlayer );
> >             }
> >         }
> >
> > Which would mean that this doesn't get called for the last player.
> >
> > Robbie
> > --
> >
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> >
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> >
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>
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