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Editing Fitzquake Protocol
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Player weapon model alpha is transmitted seperately from the client entity alpha, but for now the Fitzquake server uses the client entity's .alpha field for both. There is currently no way for QuakeC to set the weapon alpha specifically. | Player weapon model alpha is transmitted seperately from the client entity alpha, but for now the Fitzquake server uses the client entity's .alpha field for both. There is currently no way for QuakeC to set the weapon alpha specifically. | ||
− | ===Interpolation | + | ===Interpolation Timing Hints=== |
For entities that don't animate at exactly 10Hz, such as crucified zombies, this hint tells the client what interval to use when lerping to the new frame. This interval is taken from the entity's [[.nextthink]] value, subtracted from the current server time. It is only sent to clients when it does not equal 0.1. | For entities that don't animate at exactly 10Hz, such as crucified zombies, this hint tells the client what interval to use when lerping to the new frame. This interval is taken from the entity's [[.nextthink]] value, subtracted from the current server time. It is only sent to clients when it does not equal 0.1. | ||