Floating players at spawn


(Chruker) #1

Hi

I got thinking about the floating players at spawn bug, when I noticed that the g_client :: ClientSpawn() makes a call to trap_GetUsercmd() however later in the function there is this code:

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime = level.time - 100;
	ent->client->pers.cmd.serverTime = level.time;
	ClientThink( ent-g_entities );

So if an active player starts to download a map, and doesn’t send any commands during download process. Would the ClientSpawn function then stall at the trap_GetUsercmd()? And thus create the hovering players. Most noticable in the Glider map which has a parachute spawn :slight_smile:

EDIT: d:oh so this is my 404 post :slight_smile: