Enable or disable Dead Reckoning for multiplayer games.
0 - No movement prediction. Entity
updates from the server are directly displayed on the clients,
without prediction or smoothing.
2 - Position and angle prediction (default). Positions
and Angles of entities are predicted based on
their last values received
from the server. This produces smooth movements and rotations, but can
lead to visible 'overshooting' when the server update frequency is
low. Overshooting can be prevented by
manually sending ent_sendnow when
a movement stops or a speed is changed;
in A7 and above this is handled mostly automatically.
- Position, angle, and animation prediction. Model animation is interpolated
the inbetweening factor. If the model contains more than one animation cycle,
frame prediction can sometimes fail, which leads to undesired 'jerks' if the
server updates come in slow and irregular intervals. It is not recommended to
send animation to the clients anyway. Better animate models by a local client
If dplay_smooth is
set to nonzero on the server, ent_sendnow is automatically
executed when a movement stops or a movement direction is reversed.
This variable must have the same value on server and client.
dplay_smooth = 0; // disable prediction