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There appears to be a bug/exploit at the moment that allows people to set
their cl_interpolate to 0 but then set their cl_interp higher and the server
still counts the cl_interp value.
 Those are the guys who keep shooting you after you have run around a corner
reloaded and then you die :)
 Its also how people are able to AWP from T spawn on dust2 and kill with
regularity, CT's through the dbl doors as they jump across.
 Hmm, I wonder if I've let the cat out of the bag there.

I don't like watching things die 5 or 6 frames late, or regulating
> over that time period. Changes to cl_interp are only as significant as
> having a better or worse ping. Player A with cl_interp 0.08 and a ping
> of 40ms is not dissimlar from player B with cl_interp 0.1 and a ping
> of 20ms. command packets should arrive at the server at around the
> same time. The source documentation suggests that cmd packet arrival
> time is unimportant however, so it *shouldn't* matter provided that
> sv_maxunlag is at a reasonable level. A min and max interp should be
> available server side though I would say, as it should be in a common
> range accross competing players.
>
> I get far more enjoyment out of the game when running cl_interp 0.05
> on a nearby server. model and gameworld "stutter" have unpleasant
> effects on my ability to play properly. (too much quake).
>
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